Quote from: JesterHell on September 05, 2015, 10:36:31 PM
I think this picture illustrates most player opinions on this issue.
Indeed, not only that, i believe some people could always change, and stop becoming incapable of doing a certain thing.
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Show posts MenuQuote from: JesterHell on September 05, 2015, 10:36:31 PM
I think this picture illustrates most player opinions on this issue.
Quote from: Elixiar on September 05, 2015, 05:54:47 PM
In my opinion bigger and bigger raids act as an indirect timer to build a ship and get the hell outta there!
Quote from: HalfmoonSmile on September 05, 2015, 12:26:50 PM
Hydroponics can't grow corn in the game, which is actually fairly realistic for the tiny hydro set ups we run. I assume Tynan did it for balance because corn is a better producer than the other plants, but you can justify it with pollination requirements (corn HAS to be spaced out or it can't really produce, and poor air circulation compounds the issue). Haygrass would also be worthlessly inefficient in our set ups--you'd never get enough nutrional value to make it worth growing over another crop; its low requirements are its biggest advantage, but it needs lots of space to be economically viable.
The (real) major benefits of haygrass is how little you need to seed a field once it has been established, relatively low soil requirements, and low amount of work to process it for storage. A few sowings ought to lead to fairly persistant pastures, and haygrass grows fairly uniformly relative to soil quality (which is part of why haygrass usually gets planted when demanding crops like corn are rotated out). The high hay yields we get seem to represent those benefits without overcomplicating the game. Growing something like straight alfalfa (sometimes a componant of what we call hay) might make sense, but then colonists could eat it...
Realistically, why do dogs even eat hay? If it's nutrionally viable for a dog, a colonist could survive on it too. And every snake on earth is an obligate carnivore, what kind of space cobras are we dealing with here?!
Quote from: Rikiki on September 05, 2015, 07:31:04 AMQuote from: MultiDavid on September 04, 2015, 09:19:15 PMSorry but I don't know what happens to you.Quote from: Rikiki on September 04, 2015, 04:16:36 PMHuh rikiki... when you place a force field, is it normal for the whole hud to disappear and not being able to place it ?
Updated the M&Co.: Force field mod!
Are you sure you are using tha last game version (0.914)?
Could you please reproduce the bug and send me the RimWorld914Win\RimWorld914Win_Data\output_log.txt file so I can investigate the cause of error?
Anyone else having the bug?
Quote from: Rikiki on September 04, 2015, 04:16:36 PMHuh rikiki... when you place a force field, is it normal for the whole hud to disappear and not being able to place it ?
Updated the M&Co.: Force field mod!
Quote from: MisterVertigo on September 03, 2015, 05:41:26 PM
I just had an event in my game that I've never seen before. I cleared the pop up message before I could write down exactly what it said, but basically a group of people were moving in to my colony to help. I'm thinking "Yay! More people!". I saw a group of four friendly pawns moving towards my base. They are now standing inside my walls and just kind of milling about. What do I do with them now? If I try to arrest them I lose faction. If I wait then they just wander off the map like normal visitors to my colony. Is this bugged, or am I missing something? I tried to interact with them and I don't get any option to. I only get "Attempt to arrest" if I draft a colonist.
Help! I'd really like to have my four free pawns!
Quote from: Panzer on September 03, 2015, 04:39:24 PM
Back to topic, I too had some critters that simply wont mate, boomrats for example. Did anyone get them to breed?
Quote from: Louisthebadassrimworlder on September 03, 2015, 03:55:50 PM
Now, is it just me, or visitors blocking my colonists from sitting at their table are really annoying? Not to mention they sleep in your fridge, causing them to eat your meals before leaving Shouldn't we have visitor zoning, like for animals and colonists, to avoid this? Feedback is appreciated!
Quote from: TLHeart on September 03, 2015, 03:06:38 PMQuote from: MultiDavid on September 03, 2015, 03:05:15 PMQuote from: TLHeart on September 03, 2015, 03:03:49 PM
Actually the reverse is true with the animals, one male, multiple females, and you will have babies all over the place.
Ehh... idk about that, i feel like in this game the more males you have the bigger the chance one of them decides ''lets have babies''.
On the otherhand, females are generally more usefull to keep than males( milk )
Tested both ways, one male to many females always results in more pregnancies. The male is always ready to mate, but the females are not.
Quote from: TLHeart on September 03, 2015, 03:03:49 PM
Actually the reverse is true with the animals, one male, multiple females, and you will have babies all over the place.
( milk )
Quote from: Shipwrecked_and_Comatosed on September 02, 2015, 11:53:03 PMQuote from: MultiDavid on August 31, 2015, 06:35:19 PM
As long as vegetarian cooks ONLY make vegetarian food, it doesn't make sense otherwise, and makes it tricky to control how food is made.
It totally makes sense. My brother's wife is a strict vegetarian, but she's not militant about it. The entire rest of the family eats meat and she still prepares and cooks it very regularly for them. You can be vegetarian and not freak out at the mere sight of it.