3285 blind raiders
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#2
Off-Topic / Re: Count to 9000 before Tynan posts!
April 21, 2016, 10:01:05 PM
3278 Peg Legs installed
#3
Ideas / Re: Idea how rimkids would work.
April 21, 2016, 12:23:44 PM
I still have nightmares due to the things that happened to the child dwarfs during my time playing Dwarf Fortress. I get so much more attached to my RimWorld Pawns than I did with DF. Although watching little Billy grow up for 20 Rimyears only to take an unlucky tribal arrow to the(knee) brain and rendering him braindead would be horribly awesome. But I could look past him being grown in a vat or taking 2-3 Rimyears to mature into an "adult". Then I could just breed an army. Then I could take over the entire RimWorld..... After procedural maps are introduced. That's gonna happen... Right...?
#4
Ideas / Re: Your Cheapest Ideas
April 21, 2016, 12:02:57 PM
Gates/fences that animals cannot pass but your colonists can, To keep critters out of crops if the growing zone is outside. Tamed animals could never cross them but wild ones have a chance to dig under if they are hungry enough.
#5
Off-Topic / Re: Count to 9000 before Tynan posts!
April 21, 2016, 11:44:08 AM
3274 Gut Worms re-eaten.
#6
General Discussion / Re: What's the point of Nutrient Paste?
April 19, 2016, 07:37:01 PM
The nutrition for paste is .90 and a simple meal is .85. I only put potatoes into the hoppers, They last almost 2 seasons before they rot when they are under a roof. (on a topical map, average temp is 80-90F inside the food room) So they never rot away before they are used if you have 4 or 5 prisoners. And when there are no prisoners I just set the hoppers to be empty.
#7
General Discussion / Re: What's the point of Nutrient Paste?
April 19, 2016, 07:17:14 PM
I've only ever used it to feed prisoners for the past 3 or 4 big updates. It would probably only be good to use if you are trying to save on your food production costs. 6 units of food = 1 meal. And I have never used human meat in it. Thanks for the reminder. ^.^ I'll get back to you on if they get the cannibal mood or not.
*Edit* They do get the Cooked Cannibalism debuff.
*Edit* They do get the Cooked Cannibalism debuff.
#8
Releases / Re: [A13] Glitter Tech v1.0
April 19, 2016, 06:58:30 PM
Awesome mod, I do think the hitpoints and building time for some of the items could be tweaked, especially when you are building with the beta/alpha materials.
#10
General Discussion / Re: Removing Steam Vents/Geysers
April 18, 2016, 12:12:08 PM
Cheers. Any idea why it isn't in the debug settings? Just curious.
#11
General Discussion / Re: Removing Steam Vents/Geysers
April 18, 2016, 05:02:00 AM
That's what I figured I'd have to do. Just thought I'd ask before I went and messed with my save files. Thanks.
#12
General Discussion / Removing Steam Vents/Geysers
April 18, 2016, 04:40:16 AM
Hello, I was wondering if there are any ways of removing Steam Vents/Geysers, Currently when using the "Destroy Tool" in the debug actions menu on a Geyser it says it cannon be removed because Geysers are non-destructible. And I have found no other alternatives in the debug actions menu.
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