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Messages - Snownova

#31
My evil is quite bland. My latest colony is an ice sheet where I used Prepare Carefully to start with 4 gay men, who are two sets of brothers and also two married couples. They're all psychopaths as they butcher and sell the meat from all the visitors who freeze to death.

Twice now I've had a wanderer join who was utterly useless so I made them stand naked outside until they froze to death. I've built a mausoleum in my battery room for them though, so they do get nice sarcophagi.
#32
Ideas / Re: Growing and Mining Tweaks
June 17, 2016, 09:09:29 AM
Quote from: Flying Rockbass on June 17, 2016, 08:30:38 AM
Quote from: Snownova on June 17, 2016, 07:04:35 AM
What if, when a pawn is harvesting instead of falling on the ground, harvested plants go into his inventory. Once the inventory reaches 75 (or the carrying capacity of the pawn), he or she is no longer able to harvest until the items have been deposited into a storage zone.

There could be a setting in the work tab to toggle harvesting to inventory for growing and mining separately.

I see your point, but that can make the wield take forever, reducing the amount of food you get. Specially if you do Corn, at each square you can wield 55. Unfortunetly, Kegereneku suggestion may be the best for this game. Always have extra hauler/always have everything hauled.

It depends how far away the food storage is from the fields, adding decisions on colony layout. And it would be an optional setting, players that want to use dedicated haulers would be free to do so, I personally absolutely hate seeing all that food lying around.
#33
Ideas / Re: Growing and Mining Tweaks
June 17, 2016, 07:04:35 AM
What if, when a pawn is harvesting instead of falling on the ground, harvested plants go into his inventory. Once the inventory reaches 75 (or the carrying capacity of the pawn), he or she is no longer able to harvest until the items have been deposited into a storage zone.

There could be a setting in the work tab to toggle harvesting to inventory for growing and mining separately.
#34
Ideas / Re: Polar problems of frozen bodies
June 17, 2016, 04:17:25 AM
There is a rule like that already, it states that any pawn not wearing a woolen parka at -50 is likely to freeze to death.
#35
Off-Topic / Re: Fanfiction
June 17, 2016, 04:15:43 AM
There is an entire "Stories" forum here with what could be called Rimworld fanfiction, and there is also a TalesFromRimworld subreddit ( https://www.reddit.com/r/Talesfromrimworld/ )

As for Naturo, may I point you to fanfiction.net: https://www.fanfiction.net/anime/Naruto/
#36
Yay, thank you for updating! And I hope you are or get better soon!
#37
Outdated / Re: [A13] Ushanka!
May 12, 2016, 03:04:57 AM
In soviet Rimworld Hat wears you!
#38
Are you using the A13 version from the Enhanced Development pack?
https://ludeon.com/forums/index.php?topic=18995.msg207265#msg207265
#39
Bump with a request for an update pretty please :)
#40
Ideas / Re: Your Cheapest Ideas
April 26, 2016, 09:08:46 AM
Please add the ability to set quality limiters to equipment racks, like we can on zones.
#41
Ideas / Re: Move Butcher table to kitchen?
April 26, 2016, 09:06:21 AM
Quote from: MarvinKosh on April 24, 2016, 04:45:36 AM
Cleanliness is already taken into account when checking the chance of food poisoning. It just isn't reflected in the kitchen room stats.

So if I give my kitchen sterile tiles I'll have less food poisoning? Pff, that's 3 rooms sucking up silver now, hospital, lab and kitchen.
#42
Quote from: andregerada on April 19, 2016, 06:19:33 AM
is anyone having the same problem where you don't get the colonists you created and get randomised ones ? it keeps happening for me , and I don't know why ? might there be a mod conflicting with it ? or is it a known bug ?

I've never had that happen. If you think it might be another mod, it would help if you post your mod list and the order in which they are loaded.
#43
Quote from: Mufflamingo on April 17, 2016, 09:33:38 AM
Quote from: Snownova on April 17, 2016, 04:16:20 AM
I have a question/feature request for Prepare Carefully: When selecting a colonists childhood and/or adult job, would it be possible to add a filter for skills and or forbidden tasks? Say I select the "Mining" skill filter, it will only show me childhoods that give +mining.
I agree to this. Enabling and Disabling available tasks manually is what I want, I don't like my characters to be restricted. :<

No, you misunderstand my suggestion, I merely want filters in the list of childhoods and backstories, not to manually toggle each work type.
#44
I'm partial to alpaca's, their wool is almost as good as muffalo's, but a much prettier color (IMO) also they're adorable.
#45
Quote from: Kluge on April 17, 2016, 02:21:50 PMI can't think of any games which even come close to tracking as many variables as DF

Try Cities Skylines where every citizen is individually tracked and simulated from birth to burial. Up to 1 million of them.