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Messages - magicbush

#16
I dont get the point of it anymore. Last time I played the pawns used it, but now they grab raw meat over using it and get sick. My cook keeps breaking because shes In withdrawal so i have no cook but tons of raw food. Why was this changed to make the dispenser pointless?

Is there a way to make the pawns prefer the paste over raw meat again?
#17
I am slightly confused on my current colony. I have a guy addicted to wake-up, but I have no drugs in my colony. He was also one of my starting colonists and doesn't have any drug traits or addictions when I started. He became addicted after a month into the game, and is still addicted a few seasons later? It's very annoying as he's my only tailor, and Smith and is constantly about to break.
#18
General Discussion / Re: extreame maps
January 10, 2017, 11:50:06 AM
Im confused is this thread about your mods or the topic title?
#19
Ban subzero. I saw him Nero a thread a few days ago to.
#20
General Discussion / Re: Filtering the D's
January 09, 2017, 10:03:50 AM
Yea that tick box confused me the way it's worded he needs to fix it. It took trial and error but I managed to seperate dead man's clothing using that box.
#21
Quote from: Nomsayinbrah on January 08, 2017, 05:34:19 AM
haven't gotten far enough for that cryptosleep thing :(

why did u put him in there :(

The better question is why not put him in there?



#22
General Discussion / Re: Late-Game Woes
January 07, 2017, 10:43:53 AM
Quote from: A Friend on January 06, 2017, 08:16:03 AM
I'd like more sapper-like events and vehicles.
Quote- An armored humvee or bus that's meant to ram through thin and weak walls and pour out raiders inside your base.
- A slow rusty tank that's used for shooting holes and blowing up turrets. Mostly bulletproof with an exception of a very small weak spot behind it. The tank and the weak spot would have separate targeting.

Yes this would be awesome and add a lot of fun to the game.  I pictured vehicles being in a long time ago, but sadly they have not been added. It would give another use for chemfuel as well since tynan said he wants to add more use for it soon.
#23
I agree op. It is funny to see some getting somehow offended by this topic. Gotta love the modern pointless pc crowd with no self control.
#24
I build them in all my colonies. They Are useful at the begining before I get the butcher, etc. And they help later if I manage to run low on food. They are pretty cheap anyways so why not?

Edit: wtf this thread is years old nice necro.
#25
Oh i totally agree with dead man's clothing it makes zero sense and people did that and still do without feeling bad lol. They are dead and dont need the clothes anymore. I was gone from this game for the last 6 months so missed a lot of patches, but this was the first thing I noticed I didn't like.
#26
The newest one from what I searched is from Bastart, https://www.youtube.com/watch?v=nvtpFAJkT_s (Alpha 12)

I do not like their format much at all. One guy is acting stupid, not ignorant, and the other answering. So a better video would be good :).
#27
Quote from: Produno on January 29, 2016, 05:06:36 AM
Any gays in my colony will be shot :). Im not homophobic but as already pointed out, why does everything have to have its token gay couple. I dont think Tynan intended it to be like that so this is more of a reply to others in this thread.

Theres plenty of stuff i used to watch on tv and now dont because of this. If its something people want to engage in then each to their own but why do they have to force everyone else to be a part of it.

Hah I was thinking that and I agree its not needed, especially in a small colony the odds would be very slim with only around 1-5% of the world actually being homosexual. At least in this game we have a lot of options to remedy the situation lol.

*edit* Sorry just saw the post by a mod saying not to talk about that so edited my post.
#28
Quote from: Duban on November 22, 2015, 10:06:45 AM
Quote from: magicbush on November 22, 2015, 12:41:59 AM
Wow thats awesome, and I aspire to build a base like yours one day.

Thanks :-). I haven't even been playing a month yet, so it's not like there's an experience barrier preventing you from doing it now. Just learn from others, learn from your experience in the game, make proper use of the terrain, and take 10 minutes at the start of the game to create a long term vision of how your base will progress (based on the terrain). Planning is important unless you want to stumble over your past mistakes.

Yea I just don't have much time to play even though I have had Rimworld about a year now lol. I usually get bored and start over at a certain point. I don't seem to have much motivation to keep playing once everything is setup and working correctly.
#29
Wow thats awesome, and I aspire to build a base like yours one day.
#30
General Discussion / Stockpile Priorities?
November 09, 2015, 11:33:38 PM
So I have a decent colony going at the moment, but I am getting frustrated with how stockpiles are working. As my smith's make weapons and tailors make clothes they keep taking them to my trade stockpile instead of my armory I made. I have the armory stockpile set at Critical now(which I have slowly increased it as I noticed this, and technically if it's set even one notch above the trade stockpile should they not take it to the armory?) and my trade beacon stockpile set at low(which I slowly decreased over the last few hours). I set the HP at 50% and quality to anything at the armory, though they randomly took 3 apparel items to my armory and that is it at this point and there are some between the slider-bars on HP and quality being taken to my trade-post stockpile. My colonists always just take the items created to my trade beacon stockpile no matter what they create besides every now and then? Is there not logic to this or what is going on here that I am missing?

Thanks for any help! Is this a bug or am I doing something wrong(this is how I set it up in DF anytime I played and it worked fine).