Could we get this stuck as an important topic? It's actually pretty helpful.
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#1907
General Discussion / Re: What am I doing wrong?
May 06, 2014, 07:43:41 AM
The growth zone and the growers doing other more (Apparently important) tasks, Might I suggest turning on Manual priorities; It's in the Overview menu on the top left.
#1908
General Discussion / Re: Moving forums to XenForo
May 06, 2014, 07:35:22 AMQuote from: Yarkista on May 05, 2014, 11:40:00 AM
Oh christ, I'm going to fuck up this forum transition if it happens, I am god awful at using technology..
You're still around after all this time Yarkista?
You should be fine, Just... I dunno make sure you have a backup? or three...Edit :
#1 Requested feature on the forums "A God damn Like button"
#1909
General Discussion / Re: My 3 precious colonists
May 06, 2014, 07:25:57 AM
You can change your save files using notepad., copy the pawns from your older save (Someone else will have to tell you how, I don't remember the specifics) and paste them over the new ones.
#1910
General Discussion / Re: How to publicize RimWorld
May 06, 2014, 07:10:36 AM
Apparently someone decided to start the hype train early, A friend of mine who still has a stable internet connection just mentioned to me that someone told sips about rimworld.
#1911
General Discussion / Re: May 1'st changelog
May 02, 2014, 08:04:34 AMQuote from: Wikrin on May 01, 2014, 09:01:10 PMNot a problem.Quote from: Coenmcj on May 01, 2014, 08:42:03 PM
https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub, Personally I think that it should be set in one of the stuck posts so that everyone can get at it. not everyone goes trudging through the blog to find it.
Thank you very much, Coenmcj!

Quote from: Blackjack1000K on May 01, 2014, 09:57:44 PMNeed a light?
welp.
Let's light them up!
I Got some firebat's on speed dial.
#1912
Off-Topic / Re: Will this forum stay independent for a long time?
May 01, 2014, 08:45:57 PM
True that, the name is rather fitting, it seems that because it is the "Curse" network, they spread the curse that is their atrocious community across the entirety of it.
#1913
Off-Topic / Re: The Drunkard's Tavern.
May 01, 2014, 08:43:45 PM
The drunkard's tavern is not know for the obvious decisions! Now down the hatch lad!
#1914
General Discussion / Re: May 1'st changelog
May 01, 2014, 08:42:03 PM
https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub, Personally I think that it should be set in one of the stuck posts so that everyone can get at it. not everyone goes trudging through the blog to find it.
#1915
General Discussion / Re: Rock walls+ easy to get mad
May 01, 2014, 08:31:51 PMQuote from: Architect on April 30, 2014, 05:29:05 PMYou wouldn't... D:Quote from: Coenmcj on April 30, 2014, 05:19:51 PMQuote from: Architect on April 30, 2014, 11:47:56 AMQuote from: Coenmcj on April 30, 2014, 02:31:02 AM
-snip-
You see, now Im just thinking I need to add some fear debuffs to BP+
Actually... how does something unscare someone? Honestly. how does a fear Debuff even work?
Bacon mostly...
But I wouldn't blame you if you did....
#1916
General Discussion / Re: May 1'st changelog
May 01, 2014, 08:28:32 PM
I have seen something similar to an inferno cannon in action, they are terrifying indeed...
Essentially a rocket propelled device filled with napalm that covers a wide area upon impact.
Truly distructive, truly fun...
Don't you just love the smell of napalm in the morning?
Essentially a rocket propelled device filled with napalm that covers a wide area upon impact.
Truly distructive, truly fun...
Don't you just love the smell of napalm in the morning?
#1917
Ideas / Re: Mod-ability Suggestions
May 01, 2014, 08:21:09 PM
What about the ability to alter Pawn or Mob characteristics.
such as speed, size/the amount of cells that they take up
(Since I havn't seen any mods that do so... the ability to create pawns?) Nevermind on the last bit, I just saw some mods that are attempting it. but the rest is fair game?
such as speed, size/the amount of cells that they take up
(
#1918
General Discussion / Re: Rock walls+ easy to get mad
April 30, 2014, 05:19:51 PMQuote from: Architect on April 30, 2014, 11:47:56 AMQuote from: Coenmcj on April 30, 2014, 02:31:02 AM
-snip-
You see, now Im just thinking I need to add some fear debuffs to BP+
Actually... how does something unscare someone? Honestly. how does a fear Debuff even work?
#1919
General Discussion / Re: A few questions!
April 30, 2014, 02:37:17 AM
However it seems at the current stage there are no Debuffs for Fear, meaning you do not have to fear any mental breaks when your colonists go to dispose of the bodies while if you were running your colony on happiness, you would need a quick surefire way to return their happiness levels above the loyalty line as happiness is a truely fragile thing out in the rimworlds...
#1920
General Discussion / Re: Rock walls+ easy to get mad
April 30, 2014, 02:31:02 AM
If you're having mental problems, I feel bad for you son, Cause I got 99 problems and a crazy ain't one.
It's almost impossible to go wrong with Fear, it's the easy way out however and often your colony will have a grim feel to it. While if you're going for the happy go lucky approach, I wish you luck as it is often difficult to keep the happiness up during the aftermath of a battle while with fear, it actually gets a boost.
There are absolutely no Fear Debuffs, however there are plenty of Happiness Debuffs.
It's almost impossible to go wrong with Fear, it's the easy way out however and often your colony will have a grim feel to it. While if you're going for the happy go lucky approach, I wish you luck as it is often difficult to keep the happiness up during the aftermath of a battle while with fear, it actually gets a boost.
There are absolutely no Fear Debuffs, however there are plenty of Happiness Debuffs.
