Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - christianmc1101

#1
Stories / TIFU by not having a skilled builder
November 17, 2019, 09:41:24 AM
My Story began yesterday at 11pm.
I wasn´t really tired, so I played Rimworld. I wanted to have an Story, so I played the no load mode. I started my Colony with random colonists and build my first non electric wood base. It was running really well (except my dog having a heart stroke, but he didn´t died...) until a heat wave came...
I build my first generator and placed a cooler. When one of my colonists got downed, I looked what my builder was doing: nothing. Then I tried to command him to build that cooler, this is when I saw my builder wasn´t able to do that. I tried to dig in a near mountain, but I have no one who could mine with an acceptable mining skill. So they all downed because of heat strokes.
A Man in black come in (a husband of a colonist) and tried to save the colony, but he wasn´t a builder either, so I tried to flee with him.
A raider come in, downed him and took him away. My game was over.
Thanks Cassandra

TIFU by not having a proper builder and don´t thinking about the passive cooler
#2
Ideas / Re: Your Cheapest Ideas
November 01, 2019, 02:26:33 AM
Idk how complicated it really is, but multiplier for food in meals (Potatoes are more nutrient rich, berries are tasting better), so there is an use of planting different crops. If there is a low mood in my potato-based colony, I can order them to cook berries and get a better mood, as example.
#3
The message on the top left says: Davidson, Priest has left the vehicle (tank) due to low needs.
He sits in there for not long 2-3 hours max.
#4
Is there an option to remove the auto jump of, its quite annoying.
Me: Jump on the tank, the colony is in danger, you will die!
Colonist: I´m very sorry for you, but I need that meal now, because I had the last one in the morning.
#5
Can you make an Climate Control Integration, so we are able to cool our unerground base?
#6
Mods / Re: [Req] Steel Slag EATING ANIMALS
August 07, 2019, 03:50:16 AM
Am I allowed to add my crazy Idea for that?
I want them to produce steel sculptures (via egg laying process) if possible
#7
Ideas / Milk during Carawan
July 05, 2019, 04:49:04 AM
Hello
Why my colonists milk cows during being in a carawan? Is that a Bug or Feature? It would be nice if someone can fix that, so we can play as a nomadic tribe wandering around the rimworld.
#8
Thank you, you were right, i still used WinRaR, sorry
#9
The Brick mod file seems to be broken, can you fix it or put it in an ZIP-File?
#10
Mods / Re: [Mod-Request]Avoiding Zones
April 27, 2019, 09:24:07 AM
I am an idiot, thank you ::)
#11
Mods / [Mod-Request]Avoiding Zones
April 27, 2019, 07:47:37 AM
Hello,
Is there a mod (or modder who can make it) what you let assign zones where people/Animals/guests shouldn´t walk when they don´t have an job to do exactly there, but let them when they need to? Possible rooms where it could help: Hospital, Fields (animals shouldn´t walk on there and eat the plants), fridges, dangerous zones like batterie rooms ect.
A Story for it:
Jim: Bob, what are you doing in the fridge? Why are you going in and out all the time?
Bob: I have nothing to do, so I am just wandering around a little, why?
Jim: You should know that it isn´t optimal when the door is open all the time.
Bob: I know
Jim: So why you are doing it?
Bob: Idk
#12
Releases / Re: [1.0] Rimatomics | Rimefeller
February 22, 2019, 02:32:35 PM
That was a suggestion, not a question. I know that this mod can´t do this ;)
#13
Releases / Re: [1.0] Rimatomics | Rimefeller
February 22, 2019, 09:48:04 AM
Can you make an automatic Biofuel refinery where you just need to Put in the plant Matter you want to refine?
#14
Releases / Re: [1.0] Rimatomics | Rimefeller
February 07, 2019, 11:16:52 AM
Not exactly (Natural gas is CH4, Oil is a mixture of different Hydrocarbon-chains), but I get it. I just want a Methode to produce that with power+water(+CO2) (and not so magic/easy like the vanilla one...) and buildable.
#15
Releases / Re: [1.0] Rimatomics | Rimefeller
February 07, 2019, 02:43:51 AM
What´s about adding some things of my idea into Rimfeller? The option to produce chemfuel out of energy would be a great addition (maybe even with Rimatomics?)
https://ludeon.com/forums/index.php?topic=47964.0