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Messages - Lost Cause

Pages: [1] 2 3 ... 7
1
Bugs / Re: Beer in Prisoner room
« on: March 05, 2015, 04:22:01 PM »
I had exactly the same issue.
My prisoner was starving while there was beer in the cell and i couldn't even order my colonists to warden him.
The problem was resolved when I disabled that cell and moved the prisoner to another one. The prisoner was immediately fed once in the new cell and once the beer was moved the old cell became workable again.

2
Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
« on: February 27, 2015, 12:54:26 PM »
My little 3 man colony has only just hit a year old, they managed to buy their first ever bionic eye.
It was a bit of a moment for us. We had just been attacked, our surgeon had got stabbed, the farmer had to act as a nurse to apply treatment but we captured a prisoner and we had a lot to be happy about! So right away as soon as the bionic bit lands I assign the surgery order to my construction/sniper chap.
Not what I forgot to do was unassigned my farmer from medical duty.
I get distracted forbidding things, I look back at my medical wing to see farmer bob standing ominously over the medical bed while my surgeon is in the brig chatting up the female prisoner...
I check on my snipers health and... farmer bob had just lopped his ear off!
Now I may not know much about no anatomy... but I recon you're a little to far to the left there.
so let this be a lesson. don't let farmers install prosthetics.

3
General Discussion / Re: RIP Fertilizer Pump
« on: January 08, 2015, 01:52:29 AM »
Awwww!!! but... but... I love the pumps ;.;

4
General Discussion / Re: How do visitors determine where to hang out?
« on: December 15, 2014, 08:18:04 AM »
I like to build little stone temples around mine and keep them around forever!

5
I started playing mostly mountain bases, but more recently I have been setting up dead center in the map, out in the open. I rather enjoy deserts for this due to the lack of cover outside the base. Makes it easier to spot rushing beasts and snipe at enemy targets.
Also slows down approach quite substantially if you don't build roads.
I may go back to mountain dwelling when playing the tundra. the growing seasons mean I'll likely end up using hydroponics and lamps anyway to build up a massive food stock, and interior temperature control makes it easier to grow plants are peak rate.
I'll miss being able to see and hook up every single geothermal on the map though.

6
General Discussion / Re: Scythers are impossible to beat for me
« on: December 13, 2014, 12:41:10 AM »
I seem to be having issues attaching images...

basicly a kill box is an enclosed room at the entrance to your base. it typically has a very narrow 1 tile wide entrance which has a corner in it. that way enemies are forced to come round a corner to attack you which robs them of any range advantage. within that box you can place as many turrets as you can fit, just be sure to keep them safely spaced out. you can also have your people ready at the far end hiding behind butchers tables.

Sythers rush ahead and are killed off quick and easy, but the big ones... those require a bit more work and their inferno cannons are a pain in the tail end. which is why you use butcher tables. you can fire over them but not move over them, so if your people are set on fire they don't rush out into the middle of a hail of gunfire X.x stick a door beside the butchers tables and lock it and you have yourself an idiotic colonist proof barrier

Hmm. keep getting Error: Upload path not available
So here's a Horribly Untrustworthy Link

7
General Discussion / Re: Uranium crafting/art broken?
« on: December 13, 2014, 12:21:31 AM »
that would make items rather complicated all right :p
Having to store the multitude of materials and what they were used for as well as supporting the UI allowing people to do it, then the logic to make sure that all the materials are available and how to handle the production process.
It would be nice all right, and it is doable, but cost and payoff are funny things and often tough to quantify :p

8
General Discussion / Re: So what do you say about seasons?!
« on: December 12, 2014, 10:31:25 PM »
I don't think heaters would be something we should expect to be a researchable option. As that pretty much stops anyone from starting a game mid-winter, especially if parkas get nerfed

Not necessarily... you could give options like wood burning heaters and the research option being electric heaters. Probably overkill though. If you can generate a current and shape a bit of metal you can make a heater. Which makes then the most primitive form of electrical resistor no?
Either way it is doable. but you would be venturing down the rabbit hole of catering to realism and that is an endless journey. The important part is fun :p

I can type X.x

9
General Discussion / Re: So what do you say about seasons?!
« on: December 12, 2014, 10:08:19 PM »
Logically there is no way that 3 random people could go from having a few bits of metal and wood and building a solar panel. That kind of logic doesn't quite fit into this game :p
If you want realism you have to assume they have at least some basic capacity to do small scale material manipulation at a miniscule scale and a library of knowledge to tell them how to accomplish such feats :p

10
General Discussion / Re: Uranium crafting/art broken?
« on: December 12, 2014, 08:52:45 PM »
Well, as long as it doesn't shatter on impact ^.^
ohh wait... that could work... brawler with a uranium mace runs into a crowed of enemies, smacks one with the mace causing it to erupt into hundreds of little fragments!
Radiation poisoning for all!
or it could be loaded into a rocket of some sort... but that wouldn't get rid of a brawler.
I wonder if particulates small enough to be effectively aerosolized could be formed...
Ouhhh build a room and flood it with uranium laced particulates as tribal allies are visiting! They can carry the contamination back to their base and you have one less problem! ^.^
or you could let pirates break it, expose them and wipe out the pirates.... but pirates have good gear. I want them to come back.

How many posts like this can I make before ending up on an NSA watch list?
I suddenly feel worried about what I have been putting in google search XD

11
General Discussion / Re: Doomsday rocket launchers for the win :D
« on: December 12, 2014, 08:45:55 PM »
You mean it doesn't vaporize everything?
I'll have to fire off one of mine to see...
I've been stockpiling them but not actually fired one XD

12
General Discussion / Re: Best seeds for extreme heat/cold
« on: December 12, 2014, 08:44:00 PM »
I've already won a tundra game where the average temperature was 27 F. You just gotta either rob people of their parkas or make heaters. As for food, in my game almost all of the muffalo died of starvation really quickly because there is no grass to eat, and I ate them as a result.

This is what I get for not reading the post properly XD
Wrong type of seed.
And Tundra seems no worse than desert, except that you are obligated to do indoor farming or massively stockpile in preparation for winter.
Where does one find the seed of a world post generation anyway?

13
General Discussion / Re: Best seeds for extreme heat/cold
« on: December 12, 2014, 06:59:16 PM »
In my first effort on a tundra my entire colony died when winter rolled around X.x
I don't think it matters what seeds you use, they die when winter rolls round. I lost a massive crop of devil strand and all my potatoes ;.;
I am redeveloping my indoor farming technique which for some reason I abandoned when I started building desert bases that weren't berried inside mountains. That lets you use interior temperature control ^.^
but for some reason I am doing it in a desert which creates the opposite problem to what i previously had and I need a lot of cooling >.>

14
General Discussion / Re: Uranium crafting/art broken?
« on: December 12, 2014, 06:53:25 PM »
Gold is more similar to lead than steel. Soft and heavy.
Uranium on the other hand is hard and heavy. A much better weapon... well it can probably hold an edge better, but honestly you're better off making bullets out of it... or a maze. Uranium maces would be awesome! :p
Though it might be brittle... anyone know how flexible uranium is?
These aren't the properties it is known for.

15
General Discussion / Re: What do I need to do to get my base indoors?
« on: December 12, 2014, 06:05:48 PM »
Hmm. If I recall correctly a roof will extend 4 tiles from the nearest support (and in some cases glitch around objects like trees or solar panels) so to roof everywhere reliably you need a support column or wall every 8 tiles or so no?

This is just an educated guess, but I know the edge of a roof is blurred somewhat so if you have 2 edges meeting over a tile you cant really tell that the roof ends there. try hovering your courser between your columns and see if it tells you the roof type.

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