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Messages - ahowe42

#1
Ok, thanks Calahan.  I wouldn't have understood "bump" either :-).

Andrew
#2
what does "bumo" mean?
#3
I've observed this bug newly with A16.  My colonists are in a temperate forest boime; it's the dead of winter and there's snow covering the ground and all the trees are denuded.  Frequently, when I panned over to a new part of the landscape, the trees would suddenly be drawn with full foliage, just to have said foliage disappear momentarily.  It happened fairly consistently.  I don't think I have a save still of that colony in winter, but they're in fall now, so I can play a while, then when this bug repeats, make a winter save and add it here, if needed.

Andrew

[attachment deleted by admin due to age]
#4
General Discussion / Re: Coolers not working?
December 20, 2016, 02:24:41 PM
Thanks Calahan.  That was it - the venting area was not large enough, though it was larger than 1x1.

BTW, the way you answered, makes it seem that A16 has been released?  I haven't gotten an email from sendowl about the update...

Andrew
#5
General Discussion / Coolers not working?
December 20, 2016, 01:38:34 PM
Ok, so this is something I've never seen before.  I've got a smallish freezer (~6x8), and am in a desert climate.  It's only 17C outside, but even with 3 coolers on my freezer, all set to -1, the temperature bottoms out at 5C.  I've been in other scenarios with heat waves, where the temps got up to 40s & 50s, and 2 coolers was sufficient to keep stuff frozen in a much larger freezer.  Anybody have an idea on what gives?  Thanks.

Andrew
#6
General Discussion / Re: Infestations
December 20, 2016, 08:38:21 AM
Quote from: Canute on December 19, 2016, 04:59:21 AM
- insects don't like light, they prefer to spawn at dark areas.

Sorry but this is not correct, or at least does not match my experience.  I almost always use mountain bases, and every time I get an infestation, it's in one of my colonists' bedrooms.  Wood-paneled and well-lit.

Andrew
#7
Potatoes, rice, corn, and healroot - always grow healroot.
#8
"Pets", broadly redefined as animals, can be useful to distract raiders.  I've been suffering from a chickenpocalyps, when I got raided by a pair of mechanoids.  They sat right down and had a bunch of fun taking out the chickens.  Meanwhile, my colonists & turrets are plinking the shit out of them.  Same thing happened later in the game with pirates.
#9
General Discussion / Re: Colonists don't like floors
December 15, 2016, 10:24:20 AM
Thanks everyone.  The reason I saw the decrease in beauty must, in fact, be because I was putting nice hardwood floor over smoothed stone.  Seems a little odd, but whatever :-).

Andrew
#10
General Discussion / Colonists don't like floors
December 15, 2016, 07:42:33 AM
What is the deal with floors in my colonists' home?  Whenever I put nice granite / wood / etc. floors, the beauty score of the room goes down.  What is the point of floors then?

Andrew
#11
General Discussion / IED Trap Range
December 14, 2016, 12:29:09 PM
What is the range of damage for an IED trap?  I like to put them near my turrets, so when raiders try to walk up to the turret and damage it, they blow up.  Each time I do, though, even if the turret is protected by a sandbag, it also blows up.  I'm happy the raider dies, but then I defeated the purpose of protecting the turret...

Andrew
#12
Thanks.  Wow, do I feel sheepish for not seeing that option.  Maybe I can tell myself it wasn't there in an earlier release, and feel better about myself :-)?

Andrew
#13
So the subject pretty much says it all.  I want to define an animal area that will allow animals to go anywhere they want except inside the house (inside a hollowed out hill).  Is there anyway to define an area by inversion (i.e., I want to define the area first as inside my home, then invert it to be anywhere outside it)?

Thanks, fellow rimworlders!
Andrew
#14
General Discussion / Re: Stupid Crazy Colonists
October 20, 2016, 12:49:43 AM
Quote from: onebit on October 19, 2016, 01:57:49 PM
Use a crafting spot to make some tribal wear.
Well for all that, there's no reason for me not to put in a real tailoring station and make him some real clothes.  However, both solutions (crafting / tailoring) require someone with sufficient skill, and priority time.  Since a wanderer typically joins in the first season, priorities are still building rooms, freezer, defenses, etcetera.

The point in this rant is not that I don't konw the solution - it's more about the idiot not being happy about having clothes *at all* after being naked :-).
#15
General Discussion / Re: Early Siege
October 19, 2016, 12:48:39 PM
Quote from: Shurp on October 19, 2016, 09:30:43 AM
You have it backwards.  The "range" that shows on your mortar is where you *can't* fire.  You can fire clear across the map too, you just can't bomb your own base.
:-O ok, that's cool.  Boy, do I feel sheepish