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Messages - Gabriel_Braun

#1
General Discussion / Re: RimWorld change log
February 08, 2015, 02:56:08 PM
PMSL, I love it haha
#2
General Discussion / Re: RimWorld change log
February 06, 2015, 10:25:30 AM
Quote from: Noobshock on February 05, 2015, 08:37:51 PM
Yup, each release is a very high standard of quality. That's very nice.

You can thank the dedication of your testing team for this hehe...
I know what you all mean though, Tynan's a great developer;  this is why he's reluctant to go to steam for distribution as it allows him more time to get each alpha release to a high standard and keep the reputation each time.
#3
General Discussion / Re: RimWorld change log
February 01, 2015, 01:07:17 PM
OOOOhhh I just thought, since pirates love their beer so much you could use it as a defence?  Leave beer stacks all over the place so when they come it's in the path of their advance so that they will get pissed on their way to your base?  Pissed pirates are crappy shooters afterall hahaha
#4
General Discussion / Re: RimWorld change log
February 01, 2015, 08:42:44 AM
Ah but think of it in the other sense:  10 totally tanked pirate brawlers drop down on your doorstep!  It'll be a massacre of drunken proportions haha
#5
General Discussion / Re: RimWorld change log
January 31, 2015, 02:29:24 PM
Misc fixes.
Misc fixes.
Misc fixes.
Misc fixes.


It's COMING!!!!!!
#6
General Discussion / Re: RimWorld change log
January 19, 2015, 08:57:21 AM
Quote from: Wolfen Waffle on January 18, 2015, 05:21:55 PM
Jan 16    Old people will tend to spawn with higher skills.

Boooooooo!
Old people still smell

They're still not allowed in my colony!

Even if they spawn with artistic at 20? :p
#7
General Discussion / Re: RimWorld change log
January 18, 2015, 06:12:13 AM
How long do you think until we get dementia as a balance to age? :D
#8
General Discussion / Re: RimWorld change log
January 14, 2015, 04:37:26 AM
I'm guessing the outdoor property of the ceiling height layer has been changed then?  My question would be split twofold into:

1) Are multiple cells of the same or dissimilar stuffs going to acumilativley calculate temperature or will the 'room' dynamic still apply in the simple way the heat model currently exists?

2) Are stuffs going to gain a separated combustion and failure temperature?
#9
General Discussion / Re: RimWorld change log
January 10, 2015, 07:03:15 PM
Quote from: Dr. Z on January 10, 2015, 04:30:39 PM
I could get on and on with this...


Please do!  It makes sense to me because my colonies generally end up with holding facilities big enough for 6 captives per faction complete with 2 medical beds and a small table with chairs...   it's enough to hold them until I'm ready to take on the mechs exclusively and can use the plasteel sculptures as income instead of gear looting so it does take a little finesse :D
#10
General Discussion / Re: RimWorld change log
January 10, 2015, 02:58:34 PM
Dr Z you can already do this!

In the prisoner tab there's an option to release a prisoner and when they leave the map edge you get an increase to rep...    Basically if you capture and patch up 5/6 pawns of the same enemy faction and keep them fed and not recruit them you can release them all at once then you'll turn the faction relations to neutral from hated;   

I normally end up friends with everyone and the only raids I get are mechanoids :D
#11
General Discussion / Re: RimWorld change log
January 10, 2015, 08:53:13 AM
Quote from: mightyhuhn on January 10, 2015, 08:16:02 AM
QuoteJan 9
You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.

any plans to stop player from exploiting this? i could capture some of them in a room and close the door and wait and help them later.
this should only give reputation if the person was attack from something not from the player faction.


I disagree dude, this is why you keep a prisoner medical ward-  release prisoners to aid diplomacy :D
#12
General Discussion / Re: RimWorld change log
January 10, 2015, 04:33:43 AM
Artillery cannons now require artillery shells to fire and are more powerful.

#13
I'd love to give this a try but I have to go to Tosche station to pick up some power converters  :'(
#14
Quote from: Evul on December 15, 2014, 01:00:35 PM
Quote from: iame6162013 on December 15, 2014, 12:58:11 PM
can't you open all files and do a select and replace in all files at once?

I'm afraid not cause it only support one line.

EDIT: BUT if you have a solution i'm glad to have it xD cause i need to do this 1 more time with a nother file :P

In notepad++ you can go to search and then 'Find in files...'   Select a directory and you can blanket search/replace wholesale :D
#15
Releases / Re: [MOD] (Alpha 8) Brunayla's Security Co
December 12, 2014, 06:46:02 PM
<canBeSpawningInventory>false</canBeSpawningInventory>

not being in thingdef I'm guessing is the issue?