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Messages - jega

#1
General Discussion / Re: Where Are the Traders?
September 15, 2015, 06:26:57 PM
I would guess it's the RNG playing with you.

If you think it's a bug-post your save.
#2
Ideas / Re: A13 ideas or Mod request
September 11, 2015, 04:45:53 PM
Cats shouldn't have to be done through a Mod please.
#3
Ideas / Re: Manually move items in stockpiles
September 11, 2015, 04:31:27 PM
I vote it gets automated and I like the idea that it becomes a cleaning task.
#4
General Discussion / Re: How do you play?
September 04, 2015, 04:28:21 PM
Quote from: Futrettamer on September 04, 2015, 04:08:44 PM
I'm thinking maybe you shouldn't get an evil ship on Phoebe Basebuilder? Everyone survived, but only just

If you don't have a sniper rifle and know how to deal with them, it really isn't a "basebuilder" kind of story being told but hay, that's just my opinion.
#5
General Discussion / Re: RimWorld change log
August 31, 2015, 05:40:22 PM
I'm just happy it's still being developed in a positive direction. That's all I want. Make  Extreme Game play really Extreme.
#6
The screenshot said constructed roof
#7
Yes, they can punch through roofs.
...
Surprise!
#8
Bugs / Re: 11.834 Released prisoners wont leave
June 16, 2015, 08:57:29 AM
Here's a save.

[attachment deleted due to age]
#9
Bugs / 11.834 Released prisoners wont leave
June 16, 2015, 08:56:58 AM
The entry into my actual base where the bedrooms and prisoner cells are rather far away from the entrance of my kill box, and every time I release a prisoner they wonder around and never find their way out! They get released right at the door to the entrance of the mountain, not the exit of the kill box. It only gets annoying when they start eating my food! It really becomes something that needs to be dealt with when they inevitably break, and start attacking my colonists! It's not game breaking since I can turn on my turrets and designate the released prisoner as a target, but this keeps happening every time I release a prisoner.

[attachment deleted due to age]
#10
General Discussion / Re: Alpha 11 ~ Random moods
June 13, 2015, 07:47:09 AM
Yeah I thought that was a cool addition.
#11
General Discussion / Re: Any pro tips?
June 12, 2015, 01:13:43 PM
Eating cooked food makes your colonists happy. Took me forever to figure that one out.

Also build a solid door on your jails out of granite so when prisoners go berserk you can just lock the door and have people keep repairing it from the outside. They will calm down eventually.
#12
I can't seem to change a prisoner off No Interaction with the version you just posted.
#13
Yes, if there is no easier access into your base that avoids turrets, yes they will mine though 20 tiles of rock. They are on a self timer though before they give up and leave like other raiders so they wont stay forever.
#14
General Discussion / Re: Murderous thoughts
June 11, 2015, 08:44:48 AM
Sappers will try to avoid all gun turrets. If they have to mine through 20 tiles of a mountain to do it, they will. If traps can weaken them along with an appropriate response then they have a place.

But I didn't find them really all that useful to be honest. And just like with mortars, I find the incendiary one the most useful.
#15
Sniper rifles are invaluable for dealing with Mechanoids. They also got their range buffed to 45 tiles in A11.