There is a mod to grow bamboo in the basins, they only give 3 wood each, but it's better than nothing.
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#152
General Discussion / Re: What's on TV in Rimworld?
January 11, 2017, 10:41:25 AM
The description from when TV's first came out was that somewhere on the rimworld, someone has an antenna broadcasting a tv signal, so it would depend on the owner of the antenna. It would be cool if in the future you could capture or build your own antenna and broadcast for yourself.
#153
General Discussion / Re: Tynan's brilliant plan for bringing EVERY rimworld player to the Ludeon forums
January 11, 2017, 10:38:41 AM
I have to say, I've played a lot of new games that I get bored with fast. They just don't challenge me like the old rts games used to. I love the fact that rimworld is so unforgiving. It makes it worth it all.
#154
General Discussion / Re: Last updates push the player to "trick" the game
January 10, 2017, 02:28:31 PM
The idea of dead mans clothes are something that happens in real life, you might not feel bad about buying someone's clothes from their closet after they die, but now imagine you shoot someone to death and take their bullet riddled shirt and put it on... That is something most people don't take easy. Also the idea of killing someone as a prisoner vs when wounded on the ground goes with the fact that in battle if you finish off your opponent you have no real connection to them other than they attacked you, while if you haul someone injured inside, help patch them up, and then blow their head off, kind of leaves a different feeling in your head.
#155
General Discussion / Re: Multiple colony management ?
January 10, 2017, 12:34:59 PM
I handle my multiple colonies a little different. I built a mountain stronghold with my 8 colonists and once I got it all self sufficient and ready, I sent 5 of my colonists out to raid the nearby pirate encampments, (there was 15 of them close by), everytime I took an encampment I would then uses the base to mine out the map and/or grow extra crops if possible. Then once everything was mined out, I would demolish the entire encampment and send everything back to my main base, wait until the end of winter again and repeat. The few colonists left at my main scaled down the raids and my other 5 would bring gear to build drop pods for a quick return if needed. I broke a few sieges by sending two men back being the enemy's line with rocket launchers.
#156
General Discussion / Re: Question about food and caravans (solved)
December 31, 2016, 02:22:08 PM
I handled the problem mainly by finding a place to settle that was close to 7 villages, that way I am not too far to send caravans. I do think that maybe survival meals should be an item we can craft now just for the caravans, but for now the system works.
#157
Releases / Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
December 29, 2016, 11:22:31 PM
I love the new icons for the crops, amazing work making them fit into the game.
#158
General Discussion / Re: No way to manufacture neutroamine
September 12, 2016, 11:51:07 PMQuote from: Tynan on September 12, 2016, 11:20:26 PM
Yes, it's deliberate. It balances the economy, and it makes trade meaningful.
I'm not sure why some people assume everything should be makeable with zero trading. Trade is an essential, core part of the game. You can't skip it any more easily than you can skip farming.
It's a 12-person colony; you can make any medieval tech on your own but for advanced modern-like drugs you need to trade. Haven't y'all seen Breaking Bad?
Perfectly stated, that last part was the best though.
#159
General Discussion / Re: Colony Names?
September 12, 2016, 07:46:44 PM
Paradise Falls, I have mine setup as a drug and prison colony.
#160
Off-Topic / Re: The benifts of freedom?
September 12, 2016, 07:45:30 PM
I have only one comment to really make, this is my personal belief and in my honest opinion how the framers of our nation wanted us to be. We have freedom to do what we want without prosecution until your individual freedom takes away someone else's freedom. IE, I have the freedom to own a gun and uses it as I see fit; however, when you uses that gun to take someone else's life, you just used your freedom to take their freedom away. That is the line right there. You cannot uses your freedom to take someone else's freedom of anything. It sounds like a circle, but it is a concept that has to be described that way.
#161
General Discussion / Re: Power Problems
September 12, 2016, 11:32:48 AM
check your wiring and be sure there isn't a broken connection somewhere. The little cables may have gone to a line that has no power running in it.
#162
Outdated / Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
September 12, 2016, 11:28:05 AMQuote from: IzzyHRC on September 11, 2016, 09:16:25 AM
1.15
1.15 Because I can't count.
~Updated to A15~
~Added in a new block 'Sensor'~
Can switch on automatically when a pawn is within radius.
when the research is complete the wallswitch will have this function as well.
(suggested by: coemgen98)
~Added some custom textures to the buttons to switch colour on lights~
Thanks for the update. You're hydro tables are always a welcome addition to my base.
Hope you are staying healthy and well.
Keep up the good work!
#163
Outdated / Re: [A15] Grill Tech V1.0 ~ It's BBQ Time! ( Updated ~ 09/11/16)
September 12, 2016, 10:55:09 AM
I could go for some bbq corn now. Awesome mod concept and great art for it.
#164
Bugs / Re: Baby chickens (i.e. Chicks) are not renamed as they grow up
September 09, 2016, 12:03:36 AM
This has been around since tamed animals where put in lol. I always thought it was an intended feature.
#165
General Discussion / Re: Umm, Incest?
September 07, 2016, 06:25:42 PM
I actually just put animal group areas with depending on the animal, 3 females and 1 male. I will have 3 or 4 groups this way and keep expanding and mixing new animals so they don't have to worry about that since it was restricted in alpha 14.