Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - OpposingForces

#31
General Discussion / Re: RimWorld change log
June 06, 2014, 04:16:30 PM
Quote from: nacker1776 on June 03, 2014, 06:16:48 PM
Added an option to automatically make a home region around new construction. Defaults to on.
Superfast 15x speed is now available for all players via the 4 key.

I could not get to work in Alpha 4d. Are they used in 4d.

if you look in the change log only story teller ramp up and sawmill needed alert were added. it didn't mention the others being added yet.

@ty - The whole siege thing sounds awesome, should encourage people to attack more often instead of just turtleing and only defending.
#32
General Discussion / Re: Merging logs and planks
June 06, 2014, 02:30:58 PM
I think keeping the two separate would be a good thing. As it is i'm still unsure of the whole magical metal alloy that not only can be come walls but also is copper like and is a good conductor for electricity. i like deep tech trees, which is why i don't really play vanilla minecraft anymore. i only really play it modded. too many games are getting simplified now days.
#33
just remember to designate it as a no roof region. or have a roof and use sun lamps. either way will keep the vermin outta your food. they nearly starved my colonist to death in an earlier build. whole heard of squirrels and boom rats were eating all my food.
#34
yep, it's what i do usually. what ever's the cheapest to build, now i guess that'd be the wood walls.
#35
thanks for posting guys. hopefully we'll get some mac and linux user posting in here too. that info i'm sure will be helpful.
#36
Bugs / Re: Geothermal Generator Bug
April 19, 2014, 02:06:52 PM
i think that geothermal gens eventually use up the steam. i had this happen in alpha 2. although then it simply stopped making power at all. the fact yours is using power seems strange.
#37
thanks for looking man. i appreciate it. hopefully this will be changed in the future. metal walls i can understand since they are flammable in rimworld logic. lol.
#38
yeah, i spotted that after i posted this. however the fact you can dismantle them using doors to recover the stone bricks works fairly well as long as it's not in the no build zone.
#39
still seems like a bug. after all, realistically speaking, it shouldn't be able to pass through a solid object. Let alone a stone building. if fire can pass through stone it makes it's non burnability kinda pointless.
#40
Bugs / Re: Prisoners Casually Shooting One Another
April 19, 2014, 05:50:29 AM
i haven't, but i have an idea of what's causing it. i think it's related to the new faction system. when a colonist snaps, the game removes them from your colony faction. then it puts them in a new/ different faction that gets tagged as hostile due to them attacking you. seems like they never properly get tagged as a prisoner after you subdue them and lock them up. i'll have to keep my eyes out for this.
#41
Bugs / Re: possible repair bug (hope its a bug)
April 19, 2014, 05:30:27 AM
it's an issue and i'm sure tynan is aware of it. i've seen similar ones in the past. it effects all the structure that are bigger then 2 X 2.
#42
I got a rather rude surprise tonight when a fire near my base jumped through a double thick wall, with a stone wall on the out side and metal on the inside. It also just passes through single thickness stone walls as well.
#43
I'm fairly certain now that this is intended, but i'll post it any ways.

What i expected to happen: i figured i should be able to deconstruct or at least mine existing map gen structures for the stone bricks.

What Actually happened: Can't designate the walls to be deconstructed, they can be mined but drop nothing.

Interesting side note: you can deconstruct them in a round about way by simply building simple doors on them. when the colonist goes to do this they first deconstruct the wall, dropping the stone bricks, then build the door. simple way to get the bricks.
#44
General Discussion / Re: Fertilizer pump?
April 18, 2014, 03:52:55 PM
sweet. thanks man(or woman). been wondering about it.
#45
well currently the only way to see weapon damage is thru the com station when a combat supplier or slave trader is in orbit. the info button will show the weapon stats. no clue what turrets do though damage wise, i think it may be on par with an m16 though from what i remember. i never use turrets now so can't say for sure.