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#2
Outdated / Re: [Mod] (Alpha 8) Snappy Dresser. v0.3 (2015-1-25)
February 02, 2015, 02:02:17 PM
I love this mod. Still like you said the UI could use a bit of tweaking. The big thing to me is there is no way to make your own presets. A solution you might find easier to implement though would be the ability to set the RGB by number. That way once you pick the color you want from the swath, you can just remember those numbers. Anyway again big thumbs up for this mod.
#3
Ideas / Re: What do you want in alpha 9/10?
December 31, 2014, 07:04:36 PM
one more thing I thought of: A Roomba for my colonists
#4
Ideas / Re: Your Cheapest Ideas
December 28, 2014, 06:03:37 PM
I would really love a button to let me choose the color of my zones...
#5
General Discussion / Re: Walls mountains and insulation
December 28, 2014, 11:26:09 AM
Thanks guys I do appreciate the tips. As much as anything else I was just checking to make sure I wasn't crazy. I mean I get that it would probably be hard math for the game to figure out insulation, and stuff. Still for some reason it just makes me want to pull my hair out when I see the temperature doing what ever the hell it wants. So I'm just glad I didn't lose my marbles. I don't have many left to spare at this point! I think I'm just going to get more resource intensive to control the temp. I'm playing in base builder so I can afford to, and I find it more atheistically pleasing.
#7
Ideas / Re: What do you want in alpha 9/10?
December 27, 2014, 06:40:53 PM
1) Vents. Something simple that functions as a wall, but moves air freely between both sides for a small power cost. Also the ability to then seal/shutter that vent.
2) Larger Heaters, and Coolers for larger bases
3) temptaure map, so I can see we're I'm losing all my hot/cold air
3) Animal husbandry
4) The talk about more diplomacy/tading on the planet + narative. That would be a lot of fun.
2) Larger Heaters, and Coolers for larger bases
3) temptaure map, so I can see we're I'm losing all my hot/cold air
3) Animal husbandry
4) The talk about more diplomacy/tading on the planet + narative. That would be a lot of fun.
#8
General Discussion / Re: Walls mountains and insulation
December 27, 2014, 06:19:59 PMQuote from: EscapeZeppelin on December 15, 2014, 04:18:36 PM
It seems that walls are perfect insulators no matter what material or thickness. Heat doesn't appear to escape through walls at all, only doors.
Okay so I'm clearly a Noob, who hasn't posted much, but this quote right here is driving me up a wall. I've been playing base builder with the intention of making an awesome OP mountain bunker that NORAD would be envious of. Their is only one entrance to my base, with four, count them four doors. All the interior space of my base is labeled as inside. Yet the temperature in dorm rooms in the middle of the base fluctuates as if it was in the middle of a field. When I mouse over any of my walls they are all listed as outside. Temperature controlling the common areas, and hallways of the base is not enough. I have to actively control the temperature in all of my rooms to keep my entire base at a comfortable temperature year round. I've considered putting more doors on the dorm rooms, and then wedging them open with a stone chuck. That just seems stupid though.
So am I missing something. What are the other OP base builders doing. Cause I love the idea of temperature, but the current implementation is driving me a bit nut. Please tell me I'm missing something...
#9
Ideas / Re: Suggestion: Coat racks, colonists prefer no coats inside
December 27, 2014, 05:59:58 PM
+1
#10
Bugs / [W|0.8.657E] Infinite bionic arms from dead body
December 27, 2014, 05:51:57 PM
Version Found: Rimworld 8E for Windows
Infinite bionic arms from dead body
Summary - After hauling a dead cyrosleeper to a dumping zone, I discovered he had a bionic arm. In the operations tab I attempted to add bill to remove part. Was unable to get bill to appear in the UI. However colonist still preformed operation. The bionic arm was not removed from body, and colonist repeated bill, giving another bionic arm. Thus creating a source of unending bionic arms.
Steps to Reproduce -
1. Killed cyrosleeper with modded weapon (Taser from Skullywags Weapons, Tools and Trinkets)
2. Hauled body to dumping zone to be stripped, and cremated
3. Stripped body
4. Opened operations tab
5. Added remove part bill
6. Wait for colonist to operate
7.
8. Profit
Expected Results - Expected arm to be removed from dead body health tab, and to acquire only one arm from body.
Actual Results - Able to acquire infinite number of bionic arms
Notes - Also had EdB Interface UI Mod (v2.5.1) installed
Infinite bionic arms from dead body
Summary - After hauling a dead cyrosleeper to a dumping zone, I discovered he had a bionic arm. In the operations tab I attempted to add bill to remove part. Was unable to get bill to appear in the UI. However colonist still preformed operation. The bionic arm was not removed from body, and colonist repeated bill, giving another bionic arm. Thus creating a source of unending bionic arms.
Steps to Reproduce -
1. Killed cyrosleeper with modded weapon (Taser from Skullywags Weapons, Tools and Trinkets)
2. Hauled body to dumping zone to be stripped, and cremated
3. Stripped body
4. Opened operations tab
5. Added remove part bill
6. Wait for colonist to operate
7.

8. Profit
Expected Results - Expected arm to be removed from dead body health tab, and to acquire only one arm from body.
Actual Results - Able to acquire infinite number of bionic arms
Notes - Also had EdB Interface UI Mod (v2.5.1) installed
#11
Outdated / Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
December 27, 2014, 05:26:56 PM
Hey tip of my hat to you. This is some really nice work. That being said I've found a few issues with the Taser. First of all it only ever costs fifty cents, and combat traders have about 2000 of the things. Second the Taser has killed more people then it's stunned. I don't know what the deal is, but it's pretty OP at the moment.
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