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Messages - Thisbrewwillmakeyougay

#1
Ideas / Re: Keep patients in bed!
September 12, 2019, 10:53:18 PM
Make sure your colonist don't have any job at priority above "patient".
If you get a tv in range of the bed they won't need to recreate elsewhere.
You can anesthetize them to keep them in bed for some time(that might be a mod).
#2
Mods / Re: [Mod Request] Overpass
August 08, 2019, 03:58:39 PM
I don't think having two base on one map is that hard to defend. If you set up the cover you can make a killbox that work both from inside and outside. you can also juggle the raiders agro.

Otherwise you can use the deeprim mod. The underground map feels slightly incomplete, but if all your using it for is to travel that wont matter.
https://ludeon.com/forums/index.php?topic=39262.0

I think theres also a teleporter mod somewhere(havent actualy tried it).

You can also use tranport pods to move on same map, no mod needed.
#3
General Discussion / Re: Zoom to cursor
July 02, 2019, 05:16:31 PM
You can either stay on b18 or use the td enhancement pack for 1.0
#4
I've had similar problems with caravans... my caravans take 3 days to leave, during most of that that caravan colonist aren't doing anything because some animal is sleeping. Later, someone ate one of the meal I wanted to bring into the caravan and the caravan can't finish packing because they can't find it. The caravan finally leaves after having a colonist hit the animals to keep them awake and kicking 3 colonist out of the caravan. the caravan head to the edge of the map.... 10 seconds before they leave I get a raid warning message, no problem right , and can just kick any animals that isn't there yet if it spawn near the caravan... it spawn literally on top of my caravan even if I paused immediately my colonists are already down when I look... everyone dies...

A few thing you do that help:
Assign all the colonist to the caravan so they they all work on loading.
Don't make large caravans. If you want large caravan leave your caravan one tile away from base and ferry stuff back and forth in small quantities.

Personally I don't do caravans anymore and I've disabled all the cross-map events until either a modder or tynan make a fix.

1 - A single sleeping animal shouldn't stop the caravan from forming.
2 - We should be able to edit the caravan list at any time.
3 - There needs to be a "LEAVE RIGHT FUCKING NOW" button.

I know that the game is "complete" but tynan still make some occasionnal update(mostly bug fix) and this +cave bugs being counted as part of the colony are things I hope get fixed someday.
#5
Mods / [Mod Request] over the wall window
June 20, 2019, 07:30:35 PM
Basically a property you can add to object that set the transparency(<blockLight>) for objects on the same tile.
#6
Releases / Re: [1.0] Planetside Politics (1.2)
June 20, 2019, 05:55:34 PM
Quote from: Mufflamingo on May 13, 2019, 02:33:42 AM


I wonder how we can give individual ownership so that a capitalist perspective would be possible.

I think the best way to do this would be to add hired worker who join the colony to make money to bring back to their homeland.

Capitalist doesn't make much sense otherwise within a small colony where survival is at stake and resource must be spent efficiently.
Also capitalism is all about currency exchange, not as much about about property.
#7
What knight said is correct. There is however a mod that make your carrying capacity(caravan) into half that of your hauling capacity, if you use that with the mod that adds 1000 hauling capacity you'll be be able to stuff your pocket plenty of corpse and boulders.

The first mod is called bulk something... idk about the second one, I just know there's something like that.
#8
Ideas / Re: what is the best creature for hauling ?
June 14, 2019, 12:04:44 PM
Dogs are actually omnivores, so they will eat some of the crop. Also there are 4 vanilla pack animal with elephants.

Actually now that I think about it wargs are probably better than fox since don't eat meals and have lower wilderness.
#9
Ideas / Re: what is the best creature for hauling ?
June 13, 2019, 12:53:14 AM
Pigs and dogs are good starter pet since they have low wilderness, the fact they are omnivore make feeding them easier, but it also mean they will eat stuff you don't want them to.
Elephant+fox is good if you want set separate zone so they don't eat stuff they shouldn't but still haul everything.
Elephant are the best(great fighter, fully trainable, is pack animal) minus being a bit expensive.
Thumbo are good it if your feeding them wild trees instead of food. Otherwise elephants are better.
#10
There's a few mods that do that already.
#11
I don't use colony manager or unforbid all. But I do see the needs of insects.

I don't think it's modded behavior because I saw a new players video who was having the same problem not long ago. This also happened in my first rimworld game.

I do see the bugs needs tab and their needs tho.
#12
The jelly isn't in my home area, and new jelly isn't unforbidden. It just becomes unforbiden after some time.
#13
It's pretty frustrating how the insect jelly always unforbid itself even though it spawn as forbiden.
I think the spiders unforbid the jelly on purpose to make my pawn go in their nest and die.

I know I can wall them off or set zones but id rather not play on map with cave spiders at all because of this.
#14
General Discussion / Re: Why Build On Mountain?
March 05, 2019, 05:22:35 PM
If I can, I always choose to build my base under overhead mountain rather than in the open. Airdrop are just to to difficult to deal with.
Pirate/Outlanders always come with grenades so if I choose to fight them inside half of my base will burn down. When I get airdropped I immediately send all of my colonist outside the base while making sure to open doors to give the raiders a way out.
Mechanoids aren't as bad, I still haven't gotten an inferno cannon airdrop.

Insect are a lot easier to deal with.
-You don't need to clear out infestations right away. Insect don't seek out your colonist if they aren't nearby, they also don't steal your stuff and they don't purposefully start fire. Infestation have a long enough warning before spawns that you should be able to send all your colonist to safety.

-I usually either pull the insects toward my kill box, or set up all my colonist in a choke point with animals(or armored colonist) in front to tank.

If you want to clear out a large hive in a room away your base you can start a fire inside and burn them all to death. You will need several layers of doors to keep them in, make sure the last one stay open so the temperature doesn't equalize once they break through.

-You can reduce infestation chance by replacing natural floor/walls and making sure the surrounding area is well lit(or so I heard). You can also mine empty rooms far from your base for insect to go.

-Infestations are more of an annoyance then a real threat, unless they spawn in your prison or hospital that is. They are a huge mess to cleanup, it might take several days clean the dirt they make.
#15
I'm thinking of switching from the steam version to local copy so that I can keep playing if my internet goes down.
Aside from the main mod folder and [~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Saves/] is there any other place that hold files that I might need to keep playing the same save game.