I discovered the existence of seeds when one flew right in front of something I was trying to click on.
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#167
General Discussion / Re: How to Store Hops?
July 25, 2016, 06:11:15 PM
That depends on the type of beer you're drinking.
The dirty water they have in the USA, sure, drink it ice cold.
The dirty water they have in the USA, sure, drink it ice cold.
#168
General Discussion / Re: man hunter packs: balance required
July 25, 2016, 04:50:08 PM
A little off topic but... Do tamed animals still go mad sometimes in A14?
#169
Ideas / Re: Suggestion: option to prevent animals from joining combat.
July 25, 2016, 03:03:33 PM
I didn't think about removing the master.
My point was I would avoid obedience, so the animal will mind its own businness.
My point was I would avoid obedience, so the animal will mind its own businness.
#170
Ideas / Re: [Wild animal behaviour] Getting tired of colonists getting eaten suddenly?
July 25, 2016, 02:57:54 PM
Solution 2 doesn't make sense ANYMORE.
I'll explain.
Do you know why wolves keep away from humans?
It's because we hunted them, for centuries.
Not attacking humans has been a positive evolutionary behaviour for wolves. Non attacking humans equals not being hunted.
On a rimworld human are scarce, they cannot form huge hunting party to kill predators (and this assumes there ARE humans on the planet to begin with).
I'll explain.
Do you know why wolves keep away from humans?
It's because we hunted them, for centuries.
Not attacking humans has been a positive evolutionary behaviour for wolves. Non attacking humans equals not being hunted.
On a rimworld human are scarce, they cannot form huge hunting party to kill predators (and this assumes there ARE humans on the planet to begin with).
#171
General Discussion / Re: man hunter packs: balance required
July 25, 2016, 12:53:06 PMQuote from: cultist on July 25, 2016, 12:18:26 PM
You can get around this by only having one tile that leads to the door. That way animals can only attack it one at a time, and repairing it should be no problem.
The construction should be like this one D: Door W: Wall
W W
WDW
#172
Ideas / Re: Anti-sniper siege with off-the-shelf elements
July 25, 2016, 10:44:25 AM
All you need then is an insanity lance. If you sent the firing pawn into berserk, the others will shoot inside the "fortress" to stop them. Likely damaging the mortar. And if one of them has grenades...
#173
Ideas / Re: Suggestion: option to prevent animals from joining combat.
July 25, 2016, 10:41:52 AM
I would gladly train them only to haul. Not even rescue.
#174
General Discussion / Re: So, do you have any ideas on what I should name my new settlement?
July 24, 2016, 11:47:56 PM
This depends on the scenario.
For my fallen colonists, it's usually Falltown, Dropville or Crashland.
For my fallen colonists, it's usually Falltown, Dropville or Crashland.
#175
General Discussion / Re: Traps
July 23, 2016, 11:37:46 PM
Animals have a chanche to trigger traps based on their model's "girth" if that makes sense.
Squirrels almost don't trigger them, elephants will almost surely trigger them.
Squirrels almost don't trigger them, elephants will almost surely trigger them.
#176
Ideas / Re: Make clothes from different types of leathers combined
July 23, 2016, 07:09:15 PM
The point right now, is that you are making clothes from animal HIDE, not LEATHER.
Leather require processing.
And while it's true, leather are different one another, they can be made into a single item.
Leather require processing.
And while it's true, leather are different one another, they can be made into a single item.
#177
Ideas / Re: Please remove human pawns eating corpses.
July 23, 2016, 12:17:23 PM
If they die in your home area they start as unforbidden.
#178
Ideas / Re: Make it possible to manually set food priorities or details for use
July 23, 2016, 12:15:57 PM
Another situation.
You have insect jelly that you would like to use to cook meals. "Would like" because the colonists ignore the meals already cooked and go for the jelly.
You have insect jelly that you would like to use to cook meals. "Would like" because the colonists ignore the meals already cooked and go for the jelly.
#179
Ideas / Re: Enemy Outposts
July 23, 2016, 12:12:51 PM
And what stops you for using the siege tactic against them?
I guess that it would make the incendiary mortar useful...
I guess that it would make the incendiary mortar useful...
#180
General Discussion / Re: My first successful colony in A14 so far
July 23, 2016, 12:10:38 PMQuote from: Crowbar Felt on July 20, 2016, 11:54:13 PM
I've had more power in a Zzzt event and the most it does is make one wire explode in big fire. It really isn't anything serious. All you really need to do is remove a few roofs or punch a hole to equalize temperature so it doesn't cook your colonists.
The damage of the explosion is linked to the energy. I had an unlucky visitor to pass right where the cable exploded.
With 6 battery he died. I guess with 40 he would have disapeared.