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Messages - Dr. Z

#616
Happiness and fear have start values. Fear starts at 0 and happiness at I think 50 but I'm not sure.
The green numbers are related to your happiness and the red numbers to fear. So if you have -8 green; -10 green and 20 red, they should have 20 fear and 32 happiness (if 50 is the start value).
#617
Maybe you can't define a colour because due to the high amount of gas in the atmosphere there are constantly polar lights.
#618
Quote from: pawnstorm on May 18, 2014, 06:22:18 AM
Quote from: Dr. Z on May 18, 2014, 06:16:53 AM
Quote from: pawnstorm on May 17, 2014, 09:01:51 PM
Quote from: Austupaio on May 17, 2014, 08:55:34 PM
What exactly is a sandbag waffle? ;D
It's when you create a grid of connected sandbags which the raiders must pass through. It slows them down, which is nice I suppose, there should be something to slow raiders down. But the raiders are also unable to shoot while moving over the sandbag waffle, which makes it a bit of an exploit in my opinion.
If you want to know why it's called a waffle, create a grid of sandbags and tell me what it looks like :P.

Edit: http://www.youtube.com/watch?v=inS84nrcLKA#t=588

But if you restrict sandbag waffles, I thought you can't build one sandbag next to another, so if you just want to build a line of sandbags for your colonists to hide behind, you must turn it off, or am I wrong?

Have you tried it? :P
You can build a line of sandbags, you just can't "waffle" them. Make a new game and try to put sandbags next to eachother, you'll see what I mean.

Why do I need to start a new game, can't I just toggle it on?
#619
Quote from: pawnstorm on May 17, 2014, 09:01:51 PM
Quote from: Austupaio on May 17, 2014, 08:55:34 PM
What exactly is a sandbag waffle? ;D
It's when you create a grid of connected sandbags which the raiders must pass through. It slows them down, which is nice I suppose, there should be something to slow raiders down. But the raiders are also unable to shoot while moving over the sandbag waffle, which makes it a bit of an exploit in my opinion.
If you want to know why it's called a waffle, create a grid of sandbags and tell me what it looks like :P.

Edit: http://www.youtube.com/watch?v=inS84nrcLKA#t=588

But if you restrict sandbag waffles, I thought you can't build one sandbag next to another, so if you just want to build a line of sandbags for your colonists to hide behind, you must turn it off, or am I wrong?
#620
Can I install 1.1 and still use my savegame started with 1.0?
#621
Quote from: LittleMikey on May 16, 2014, 07:23:25 AM
Quote from: Crimsonknight3 on May 15, 2014, 09:35:58 AM
Quote from: LittleMikey on May 15, 2014, 08:57:04 AM
Is Nuclear power not fully implemented yet? Because I've built a Nuclear Controller and I'm not sure where I'm supposed to go from there xD

have you pu a hopper with uranium next to it?

I tried that but the hopper wouldn't take Uranium. Was I supposed to use a Coal hopper? I thought that was just for the coal power plant... my bad.

You can choose what to fill into the hoppers just as you can with a stockpile.
#622
General Discussion / Re: Strategies [megathread]
May 16, 2014, 10:50:05 AM
First of all I use manual priorities using a "gauge" for each of my colonists.

The first thing I build is a nutriend paste dispenser, then a room around it with 3 sleeping spots, a batterie and some light, outside 2 solar pannels and since I use wood economy a bench saw.

Idealy I've a mountain in my back, so I immediately mine an emergency exit through the mountain alongside with a growing zone. The I reaserch stonecutting because the raiders in Alpha 3 are smart enough to set your metal walls on fire instead of bounding to you're entrance (always build 2-tile thick stonewall cause otherwise fire from the outside can spread into the colony). So my second room has reaserch, communication and a 4-6 batteries.

Then I set up my defense using sandbags and one or two turrets in key positions to not increase raids to heavy. That's where my planned strategy ends and I do what seems the most pressure thing, maybe a prison, a steam genertor, workplaces or separat romms for the colonists.
#623
What exatly is the sort menu supposed to do? I don't see any differece whether I toggle one categorie or not.
#624
Stories / Re: Expedition Logs: The Scythe
May 16, 2014, 03:55:04 AM


Reincarnation, proofed tactic.
#625
General Discussion / Re: Firefighting disabled
May 15, 2014, 12:07:39 PM
Quote from: Blackjack1000K on May 15, 2014, 11:52:21 AM
seriously tho we need FIRE EXTINGUISHERS, FIRE HOSE, AND WATER PUMPS. did i forget anything?

At least the game is kind enough to let it rain most of the time when there is a prolonged fire.
#626
General Discussion / Re: Firefighting disabled
May 15, 2014, 12:04:53 PM
Quote from: Neone on May 15, 2014, 11:48:01 AM
Quote from: Dr. Z on May 15, 2014, 10:22:54 AM
Quote from: Neone on May 15, 2014, 10:04:55 AM
Quote from: Dofolo on May 15, 2014, 09:51:50 AM
Quote from: Dr. Z on May 15, 2014, 07:01:49 AM
Quote from: Dofolo on May 15, 2014, 04:57:38 AM
You keep wondering how someone with only skills for melee and shooting manages to eat, or even be able to walk if he's too dumb to haul some rocks to a stockpile or piss out a fire ;)

Even better: If someone can cook, but can't haul, he can haul the eat to the hopper, BUT NO OTHER THING TO ANY OTHER PLACE.

Maybe a severe allergy to everything, but dead rotting flesh and vegetables? ^^

Why then they can haul it for butchering and cooking, but not to store in stockpiles?

Maybe also allergy to stockpiles?

Why then they can haul butchered meat and ready meals do stockpiles?

Extreme high amount of self-discipline.
#627
General Discussion / Re: Firefighting disabled
May 15, 2014, 10:22:54 AM
Quote from: Neone on May 15, 2014, 10:04:55 AM
Quote from: Dofolo on May 15, 2014, 09:51:50 AM
Quote from: Dr. Z on May 15, 2014, 07:01:49 AM
Quote from: Dofolo on May 15, 2014, 04:57:38 AM
You keep wondering how someone with only skills for melee and shooting manages to eat, or even be able to walk if he's too dumb to haul some rocks to a stockpile or piss out a fire ;)

Even better: If someone can cook, but can't haul, he can haul the eat to the hopper, BUT NO OTHER THING TO ANY OTHER PLACE.

Maybe a severe allergy to everything, but dead rotting flesh and vegetables? ^^

Why then they can haul it for butchering and cooking, but not to store in stockpiles?

Maybe also allergy to stockpiles?
#628
General Discussion / Re: Firefighting disabled
May 15, 2014, 07:01:49 AM
Quote from: Dofolo on May 15, 2014, 04:57:38 AM
You keep wondering how someone with only skills for melee and shooting manages to eat, or even be able to walk if he's too dumb to haul some rocks to a stockpile or piss out a fire ;)

Even better: If someone can cook, but can't haul, he can haul the eat to the hopper, BUT NO OTHER THING TO ANY OTHER PLACE.
#629
General Discussion / Re: RimWorld change log
May 14, 2014, 04:56:57 PM
Quote from: a89a89 on May 14, 2014, 04:29:50 PM
Does anyone know when he's coming back?

QuoteI am on vacation until May 28.

-Ty

The white ones are the letters  ;)
#630
It doesen't remove thin rock roofs ether.