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Messages - TitaniumTurtle

#1
As far as I know there is yet to be an event log, but that is definitely a highly requested feature.
#2
General Discussion / Re: Plasteel
July 21, 2016, 04:33:52 PM
I have had the same issue. I have only played 3 games since A13 came out, but I havn't gotten any plasteel since then. I have to trade for it all and honestly it makes ship building impossible.
#3
General Discussion / Sexist Rimworld?
April 24, 2016, 02:26:13 PM
So I just started A13 and so far have 6 colonists, 2 men and 4 women. All the women hate eachother, except for 2 that are sisters, the men have opposite opinions about each of the women, and only the 2 men are capable of dumb labor. I would say it was coincidence, but the 3 prisoners I have follow the same pattern. 2 women and 1 man, the women hate eachother, and the man is the only one of the 3 who can do dumb labor. Of course I know that traits are all suppose to be randomly generated, but I just thought it was a little funny how quickly I become aware of the colonists fitting stereotypes.
#4
General Discussion / Re: Stockpile Priority Question
April 24, 2016, 02:02:58 PM
Quote from: Silvador on April 18, 2016, 01:19:33 AM
This would be good. Gnomoria has a system where stockpiles can be set up to take from specific stockpiles. I don't remember if work benches can as well. But, yeah, being able to designate a stockpile for a specific purpose would be good. Prison Stockpile: goods in this stockpile are used only on/for prisoners. Hospital Stockpile: Goods  in this stockpile are used only on people in medical beds, etc, etc.

You can sort of do this at the moment. What I do is always build my stockpiles for crafting supplies right next to my crafting room, then I go into the bill details and set the resource radius to be small enough so that only the stockpile I want to use is inside. However, if you build your other stockpiles inside the radius as well then this does absolutely nothing.
#5
General Discussion / Re: Stockpile Priority Question
April 17, 2016, 08:43:35 AM
I generally maintain all of my food in a single large freezer that is attached to a kitchen/dining hall/entertainment center (I set it up like a bar & grill). Then I pretty much build my entire base around that. I do however use the priority system to set up some makeshift defenses in the early stages. I generally look for where I want the edge of my base to be and then make my dumping stockpile a line of chunks and slag to slow down incoming attackers. It also works well later on if I fill up the edge of my turrets range with chunks so that attackers take longer to get close and longer to retreat. I place priority on my own firing line, and then fill up the obstacle area gradually. I then make my stockpile for stone block supplies one priority level lower so that it is still be regularly filled, but my workers arent stealing from the defenses.
#6
Quote from: NephilimNexus on April 11, 2016, 01:45:35 PM
Need prosthetic head mod.

I don't know if you could really do that since the head is the only thing that keeps someone defined as human. After that they become an android and Im pretty sure we all have the same feeling about mechanoids. I wouldnt mind however being able to transplant heads. I recently had a prisoner that would have been fairly easy to recruit and had pretty amazing stats, but his spine was shattered when we captured him so he was literally useless. I just let him die of starvation to avoid the penalty for euthanizing/executing him. But what if I was able to do a head transplant and switch his stats with one of my other colonists, say Josephine, the Architect who can do almost nothing other than build and handle animals. That would be so cool to do a transplant like that and would have totally made it worth keeping the prisoner alive. I imagine it would have required like all the medical research projects to pull off though.
#7
Yeah, the debuff is really just a little too strong. if it were temporary maybe it wouldnt be so bad. realistically people would just get use to it, so if it only caused a problem for a month or two wouldn't be too bad. I imagine it would make it harder to recruit, but there wouldn't be as many issues within the colony. I really wish that there was someway that you could manage societal norms. Lots of cultures look at scars and disfigurements as badges of honor rather than something to shy away from.
#8
I generally build an additional wall within my base so that the sappers and such are still directed toward the main entrance. I would put your exhaust shaft behind your main defense. That way it wont change whether or not the attackers attack that area. If you have a layer of turrets, then a wall with openings, then a gap before your actual outer wall you can put an exhaust port that goes directly through the outer wall into the gap, and it's still secure because the attackers will have to go through the turrets either way and are more likely to go for the door rather than the vent if they manage to get that far.
#9
You could also maybe add a mask as an item that can be made and worn as also isnt terribly uncommon for people both past and present to wear a mask if they have been disfigured. At the very lest it could counter the debuff.
#10
General Discussion / Re: Carpet<Smooth stone floors???
December 07, 2015, 07:33:14 PM
Quote from: Regret on December 06, 2015, 05:08:22 PM
Quote from: TitaniumTurtle on December 04, 2015, 01:53:19 AM
I would take polished marble floors over hardwood or carpet anyday.
Marble is very pretty and easy to clean as well.
Though if it is the actually bedrock I don't think it will ever warm up. I wouldn't build my house on  a heatsink, I hate having cold feet.
Carpets would do wonders for keeping my feet warm, but are horrible to keep clean.

Even expensive marble tiles with proper insulation still feel cold. Floor-heating would be required, making the floor even more expensive.
As a middle ground I would prefer solid planks of aged oak with a triple layer of thermal insulation below.
But then again, I grew up on wood floors. I may just be biased.
You are right about the temperature issues, except one thing that I would love to see in the actual game is that the earth below roughly 12 feet begins to have a natural temperature of well above freezing. Depending on your location in the U.S. alone the average ground temperature sits about mid 40s to low 70s (Fahrenheit). Obviously these are different planets, but it stands to reason that a natural underground temperature could be set to match per biome. This would therefore make natural, solid, smooth, stone floors a fairly reasonable (at worst uncomfortable) temperature. That coupled with ambient heat of the air and its not really an issue. All that aside though, my original comment was purely remarking on the beauty aspect of the stone. I also find wood to be more attractive than tile myself.
#11
General Discussion / Re: Carpet<Smooth stone floors???
December 04, 2015, 01:53:19 AM
I would take polished marble floors over hardwood or carpet anyday.
#12
General Discussion / Re: Rimworld in a Nutshell quotes
November 27, 2015, 05:46:25 PM
Quote from: MeowRailroad on November 19, 2015, 03:42:29 PM
I just indirectly lost a colony to beavers. I saw them so I has my best melee person go and deal with them (the sniper couldn't hit a tree from 1 tile away), and as they were there (in the corner of the map where the beavers were) 4 raiders come and attack my colony. I would have probably had better luck if I could have organized my people and where they were supposed to be.

Thats because snipers actually become terribly inaccurate at close range, at least in game.
#13
Stories / Re: Your Best Screenshots
November 27, 2015, 05:12:39 PM
Quote from: Railgun Convention on November 27, 2015, 11:05:51 AM
So it turns out chronological and biological age don't start at quite the same time...




Actually it is entirely possible for them to start at the same time. Theoretically, the closer to the speed of light we get, the slower time passes. Therefore, an individual that spends an extended amount of time near the speed of light without actually surpassing it would be older upon returning to normal speed. Likewise, cryogenics is suppose to slow the aging process, therefore early interstellar travel will most likely make use of both, otherwise the original crew would like be generations dead by the time they reach their destination. On a related note, it is likely that a skeleton crew would be required to maintain said ship in transit. The dog may have kept the crew company for nearly a month before they decided to put her in cryo too. Or more likely the skeleton crew released the dog early to keep them company as they prepped for landing.
#14
I was thinking the same thing with the number of beds vs colonists. I had a pirate raid hit and all of the survivors were 95+ difficulty, but I hadnt built any extra beds yet. 2 game days later I had another pirate raid, but I had built 6 beds (in empty rooms I had already built) and all the survivors were 70-89 difficulty.
#15
I hadn't even thought about using smoothed floors because I never thought that they would give a bonus, I thought it would just remove the ugly penalty. If you think about it though, a polished marble floor would be awesome!