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Messages - Thorin

#31
This is what I prefer :
1. Must be capable of hauling (and cleaning).
2. A passion (burning is even better) for 1 for Mining, 1 for growing and 1 researcher.
3.  having a second and even a third decent skill, even better (like doctor, craft, shooting, cooking, construction).

Art and Handling are not really required, that will come later. I consider these as nice to have.

later on, having 2 cooks and one of them is a night-owl, is rather nice.
#32
That was a quick response :D

I still had an very old save from that world and started playing with the mods.
It all goes well (no error log)
http://i.imgur.com/PSIQHYn.png

until I activate EPOE (as number 11) and this is what the log says (including a part of my hall way that became sand):
http://i.imgur.com/AFYTBAz.png

Not sure if it is your mod, it's the only one thread I remembered where stone turned into sand.
#33
Probably my own fault (101,1% chance)

For "No Cleaning Please" probably also requires a fresh new colony?
Since I didn't see that disclaimer specifically in that post, since some of my marble floors turned into sand ;D
(like what happens with the soiling mod, which I don't have)

I installed this with CCL 12.3b (including the vanilla tweaks) on an existing colony in combination with EPOE last weekend.

some extra information:
In this save, some mods where already active: Telkir (more floors, beds, expanded cloth), Haplo's misc mod and Skullies embrasure's mod.

#34
General Discussion / Re: Your most evil deed ingame?
September 28, 2015, 06:32:36 AM
A nice group of friendlies (8+) came over for a visit. So I had one of my people run over to the 7 crypto-pods (ancient room). Opened one up and 7 nasty dudes and dudettes came out. Had my pawn run back through the group of wall meat erhm, visitors I mean. While they were soaking up the majority of the damage, my snipers where slowly killing the nasty ones. In the end my relationship with the visitors was improved as well, since I helped them with the recovery of their wounds (while 4 or 5 of them died).

Not evil enough,
Well I missed the birth of 2 of my labrador puppies.

#35
General Discussion / Re: Help Combat
September 25, 2015, 08:24:03 AM
Quote from: Xav on September 24, 2015, 08:03:51 PM
I've seen a tendency through my colonies.

As the wealth of my colonies increase, the number of attackers increases.  The amount of "stuff" I have in my stocks (food/blocks/weapons/clothing/etc...) is added into the wealth.  When I have amassed a lot of stuff, the attacks are big.  However, if I have a huge base, but very little amount of stuff...the attacks are still somewhat small.  So, typically, I try to use what I have and keep expensive items outside of my stockpiles...ESPECIALLY any gold and/or IA computer cores.

Have fun mate!

And when the trader comes. Quickly setup stockpile, sell stuff and subsequently remove the stockpile?
#36
Chunk hauling:
Normal stockpiles don't accept "chunks" (default off), a dumping stock pile does (but nothing else). Either enable it on the normal ones or use a dumping one. Zandadoum also has a good point.
I don't think home zones should matter.

As for the dead Elk:
Does the butcher table have a bill for butchering creatures?
#37
Ideas / Re: Prisoners and food
September 16, 2015, 04:17:31 AM
ah, the same way we can choose which type of medicine they get. That would be neat indeed.
#38
Ideas / Re: Prisoners and food
September 16, 2015, 03:29:49 AM
Quote from: dosemeter on September 12, 2015, 11:12:12 AM
if you set a stockpile in the prison room, they will feed themselves.

This works, keep it to 1 tile though so the max is 10 meals or 75 raw foods. It works splendid if the prisoners share the same room. If they have their own rooms, that would be wasteful on the meals.
#39
Ideas / Re: Mud/Lake removal
September 15, 2015, 06:04:22 AM
I had the same problem as OP described. Wanted to have a freezer with kitchen on that location but found mud and marsh instead.

I don't want the fertilizer pump back (is a bit cheaty converting stone into dirt) but at least something that could drain them like we dutch do.

So far I know, there are 2 mods that offer a solution for the moment:
[A12d] Miscellaneous w MAI+Robots from Haplo called the Draining Pump
Or Superior Crafting from Abrexus for the terra forming pump (when it's done)

Either way it should be possible to either fill it up or drain it away.
You have my full support.
#40
Ideas / Re: Less Sappers!!!!!!!!!!!!!
September 15, 2015, 05:36:41 AM
So far I had only one sapper event.

But they went somewhere, where my base wasn't.
Until I got a message, new area revealed!
Those peeps opened up a ancient room and a few mechs said peka-boo and destroyed them and I had the best fun of cleaning up the stragglers.

One of those walls of that ancient room, did indeed end up very close to my main hall. It was indeed the shortest distance into my base.
#41
Marble should be the best of stone walls.
#42
Wouldn't mind spending some more euro's on this.
My holy deity knows that I spend more monies on less fun stuff :D
#43
General Discussion / Re: Nuzzle Power
August 27, 2015, 07:13:00 AM
Ah, so it has nothing to do with the chance of getting an owner. Going to edit my previous post then.

A boars tusk piercing your leg is just pure love. Well I love you too (in my stew)
#44
General Discussion / Re: Nuzzle Power
August 27, 2015, 01:44:43 AM
I think that's the change for getting an owner.
A Colonist needs to be nuzzled by an animal and when successful it become the owner of that animal.

Edited
#45
Quote from: RX2000 on August 24, 2015, 09:29:57 PM
I like to watch other people play almost as I like playing most games. :D

So do I.

As for how I found out about Rimworld:
Yes: Youtube :D
By Blitzkriegsler and Yeti and I also tend to like this sort of games (sandbox/rouge-like).