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Messages - Rahjital

#151
General Discussion / Re: How do you get Money ?
May 28, 2015, 09:01:39 AM
Selling people isn't an option once slave traders stop coming anymore. You can have an overcrowded prison full of people and no trader to sell them to...

Fortunately, Alpha 11 will have pirate merchants which will always accept slaves.
#152
Quote from: Euzio on May 28, 2015, 03:58:59 AM
I believe there was a mod for this but should be included into the base build of the game. And that was to set it such that we can make colonists auto-equip gear according to the quality and HP % it had left.

You can already do that, the outfit manager has a hitpoint slider. :)
#153
General Discussion / Re: How do you get Money ?
May 28, 2015, 08:00:58 AM
Corn takes a really long time to grow, so you can make a large farm without having your colonists spend all the time tending to crops. You can also have your cooks make simple meals to sell, they sell for about 25% more and can be made even out of low-quality food.

#154
To be quite honest, if I hadn't bought Rimworld after the Kickstarter, I wouldn't buy it now because of the lack of a demo. I'm too lazy to pirate games to try them, I dislike watching Youtube videos because they spoil the first time experience for me, so most likely I would simply not buy it. Factorio made me buy purely through it's demo, and I think it would be great for Rimworld to have a demo as well.
#155
I found campfires to work rather well for keeping good temperature in prisons and greenhouses during solar flares. I think this suggestion would only make it worse with its tight temperature range requirement.
#156
It's done because Rimworld is still in Alpha and keeping the system clean and expandable has priority over not breaking mods.

Quote from: pktongrimworld on May 23, 2015, 01:23:44 AM
*is there a quick way to find out what got changed?

Well, if you still have Alpha 9, you could try using Winmerge or a similar tool to compare the XMLs from Alpha 9 to Alpha 10.
#157
Stories / Re: Funny thing about squirrels...
May 22, 2015, 06:20:07 PM
This is why I wish we could nickname animals.
#158
General Discussion / Re: Welcome back everyone!
May 22, 2015, 06:16:08 PM
Nah, don't listen to them, Tynan. They are just trying to blackmail you into releasing Alpha 11 early!
#159
General Discussion / Re: RimWorld change log
May 19, 2015, 05:41:09 PM
More events, woot woot! And some that force decisions too - do you rescue the refugee and anger the faction that chases them? Or do you let them catch him, losing a potential colonist? (Only applies if the faction isn't already hostile, of course...)

As for cutting off infected limbs... perhaps they should only accept it if the infection is major or extreme? Players don't have much of an incentive to cut limbs all willy nilly beside being cruel.
#160
You all talk about the teleportation device but missed the most important thing: revolvers!
#161
I never even considered using a nutrient paste dispenser until my prison built for 6 prisoners began housing 20... Now I am very, very happy it's in the game, my wardens finally have time for other things than bringing prisoners their meals. The only problem is with AI hauling food, sometimes they decide to drop it right in front of the hopper, and then it becomes unhaluable because it's in the prison zone.

The most useless tech... I would say mortars. So inaccurate that it's not really worth it unless you build an entire battery, explode when hit, and have limited (and also fairly expensive, and explosive) ammo. When a siege hits, it's better to send a sniper out and shoot the siegers until they decide to attack.


#162
General Discussion / Re: Barricades again...
May 19, 2015, 05:59:15 AM
No need to worry, advanced AI means there will be balance fixes to come along with it. Tynan added deadfall traps and IEDs to help with defense, and raids may also get smaller if they'll still turn out to be stronger.
#163
I just tested it and apparently there's one more change you need to do. About halfway through the file, there are two lines, like this:

<targetAcquireRadius>65</targetAcquireRadius>
<targetKeepRadius>72</targetKeepRadius>

Change both of the numbers to 9999. If you don't do that, raiders will just hang around the point where they enter the map :)

Oh, and raiders will still attack turrets and will go over the whole map to destroy them. However, they won't go out of their way to attack your colonists if they can't see them, so you must always have at least one turret hidden somewhere in your colony if you want them to attack.
#164
Well, since this is in the mod help subforum, let's give some advice to mod it out completely:

In the ThinkTreeDefs subfolder, there is the SubThinkTree_Duty.xml file. Open it and remove all instances of <li Class="JobGiver_AITrashCloseBuildings" /> and <li Class="JobGiver_AITrashBuildings" /> you'll find. This will make raiders stop attacking your walls and focus on your colonists instead (at least it should, I never actually tried doing that!)
#165
C# is a fully fledged language that is widely used by games. .NET is merely the framework behind it.