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Messages - tommytom

#271
Ideas / Re: pier / dock (fertilizer pump replacement)
February 19, 2015, 08:08:19 PM
Great idea. I like the fishing thing later too. Only water right now though is ocean and swamp though right?

A recent thread comes to mind about swamp ruining a perfectly good steam geyser where the gen-y couldn't be built.

*imagines a geo gen-y with one corner over swamp being held up by a rickety pier*
#272
General Discussion / Re: Fertilizer pumps...
February 19, 2015, 08:01:41 PM
Quote from: OldVamp on February 19, 2015, 03:44:16 PM
shameless self promotion >  ;)

https://ludeon.com/forums/index.php?topic=9138
Me too:
https://ludeon.com/forums/index.php?topic=10447
Suggestion for farming half of replacing fertilizer pumps rather than removing ground/etc.

I ran into the same problem with tundra/boreal biome realizing too late about the pumps being removed.
I am playing in a somewhat cold temperate forest now and sucessfully made an outdoor indoor farm (oxymoron!). However, I don't know how viable that is/was with the tundra/boreal biome I was in. It would require getting some wood extremely fast to build walls, 360w constant power for sunlamp, +200-400w for 2 heaters (to keep optimal growing, anyways), the power stations, all the metal required for this, not freeze to death, and not starve to death.

As long as you have a good hunter and enough to run a cook stove, I suppose it can hold you over until you get it up and running. It's a rough start, to say the least.

Though, I suppose that's if you pick the coldest possible one that has no trees and never warm enough to grow anything (what I picked). I wasn't ready for the challenge. Maybe another time.
#273
Seperate user accounts on your computer, if you are saying the appdata contains your mods/etc that conflict.

Can you not just run them from different folders and just not load up saves/worlds from the load screens?

Otherwise, wait for it to have an option for custom appdata location or make a portable yourself with portable tools like jauntepe/thinapp/spoon studio/xenocode but they don't always work and are quite expensive besides jauntepe and I already tried it and it doesn't work.
#274
You know you have been playing too much RimWorld when...

You are on Google Maps and keep pressing WASD to move around the map and nothing happens until you notice you typed "aaaaa" in the search...
#275
Bugs / Re: Colonist Sits At Table, Eats Meal Off Floor
February 19, 2015, 07:12:26 PM
Already posted this in the public tester area.

What is happening is the corners have one space for eating and two stools sharing that same table space. When the first colonist is eating there, the second colonist will sit and eat off the floor instead of find a better seat with table space.

Essentially, being efficiency-minded, they will ALWAYS pick the closest 2 corner stools and one will eat off the floor.

I'd consider it a bug, but really you are just wasting space with those stools as they serve no purpose other than aesthetics as they can never be properly used.

**
TT
TT
**

or

****
TTTT
TTTT
****

That's the proper way to use it where * is a stool and T is table space.

Otherwise, you can do this, but I think it's worse:

00*0
*TT0
0TT*
0*00

or

00**00
*TTTT*
*TTTT*
00**00

0 being empty space, * being stool, T being table space.
#276
Bugs / Re: Besigers will not go away
February 19, 2015, 07:09:21 PM
They should starve to death after running out of rations. Are you feeding them somehow?
#277
Ideas / Re: Health info on colonist rolling screen
February 19, 2015, 06:58:43 PM
Quote from: Vexare on February 19, 2015, 05:03:42 PM
Gee, if only dating sites could be this concise! ;)
"I like long walks on the beach. I cook. I clean. I have a bite scar on my left leg (squirrel)."

*randomize*
#278
Ideas / Valley/ridge biome
February 19, 2015, 06:55:42 PM
I was thinking about having multiple biomes in a colony map, but it seemed weird to walk a tile over from a desert and have snow.

However, with a valley/ridge, it can cause a drastic change in biome.

It would be interesting to start in a valley with a biome on one side and another or same on the other side and your middle start. 2-3 biomes.

For a ridge, you would start on left or right (random) and get two biomes. Obviously, there should be a large separation. and it would take significant digging to get to the other side. With a tunnel system in place, you could migrate during the seasons or grow your crops in a more habitable area.

Don't know how well this would work with small/medium map sizes. Also, it would require an area be hotter or colder outside rather than a global outside temperature.

If you look at California/Nevada, you can see an example of this. The California side is by the ocean in a temperate climate while Nevada has an extremely hot desert.
#279
Ideas / Prioritize entire construction job
February 19, 2015, 05:08:17 PM
Especially annoying for things like graves that don't need materials. If you prioritize to build it, they just complete the "blueprint" and dont actually construct it. You then have to prioritize the construction. example: https://www.youtube.com/watch?feature=player_detailpage&v=XlA6sKWrasQ#t=1622

For things that need a lot of materials, you have to prioritize each haul of materials until it has enough, prioritize again to complete the blueprint (I think), then prioritize once more to actually start constructing.

The only issue with this is having constructors haul materials when a hauler can do it, but I think you can't even make a non-constructor haul materials to a blueprint. This would negate the negative of having a constructor haul materials to a blueprint instead of haulers. Could be wrong though.
#280
Ideas / Re: Health info on colonist rolling screen
February 19, 2015, 05:01:26 PM
https://www.youtube.com/watch?feature=player_detailpage&v=XlA6sKWrasQ#t=630

Perfect example.

Not only is the person old making them have a bad back and frail, but he also has two old injuries; one on his leg and one on his arm, so he has 4 negative health traits and only two could be guessed from age.
#281
Ideas / Re: Brewing Content Suggestion From A Brewer
February 19, 2015, 03:25:32 PM
Haven't paid close attention, but does it literally just brew from hops? If so, that is incorrect.

http://en.wikipedia.org/wiki/Hops

Used in beer and medicines.

Maybe it was quickly implemented and later you use hops WITH other plants (already have rice). It would make more sense to use some of your food. Apples (if ever implemented for wood/fruit) for hard cider or just cider, rice wine/beer, barley-based beer, etc.
#282
Ideas / Re: Your Cheapest Ideas
February 19, 2015, 03:19:19 PM
Quote from: Arsepayne on February 19, 2015, 02:05:17 PM
:o Probably been Mentioned....  Changing the save location so we can have a self contained USB stick to run and play on any computer!!

:)

+1000 this
If not be default (I understand the problems with NT6 and UAC), at least give a parameter to give it like --data /data/ to store the appdata settings to a (relative) folder. Not only for USB portablizing, but also to play the same saves from any logged in user (if that's what you want to do).

Quote from: artemas on February 19, 2015, 01:26:56 PM
Allow colonists to force prisoners into bed in order to provide them with medical treatment. Currently, they seem to only be able to heal prisoners when the prisoners aren't 'active', which is currently the number one cause of death for the interned.
I believe your problem is not having a bed set to medical. This gives them priority to go rest in it to be healed. Otherwise, the doc will only heal them until not incapped.
#283
Oooooooh. I didn't even realize the drop pod raider party got to your outside beacon. Makes sense. This is why my valley between my mountain entrance and killbox entrance got hit and I had no defense. Good thing to know.
#284
Ideas / Re: Health info on colonist rolling screen
February 19, 2015, 03:11:45 PM
Quote from: JimmyAgnt007 on February 19, 2015, 09:24:59 AM
old age = health problems.

just always pick young people and you should be fine.
This is true, but you can also have old injuries on a young person. The only way to be sure is to actually check the health screen, which is more clicks away then in the actual game.
#285
Ideas / Re: Autosaves per colony?
February 19, 2015, 03:09:39 PM
Quote from: skullywag on February 19, 2015, 04:20:58 AM
Autosaves only happen on the map youre playimg. When youre done for that playsession save your game. If you crash, it was for the playsession you were just in. Therefore The only need would be for the forgetful...as you stated...
Yeah, true, but if I don't save at the end of the day as I am only playing one colony and the next day there is a major update and I want to try something for 5 minutes, I already start overriding autosaves. Or worse, I experience a bug, want to test it immediately, and I mess around too long expecting to do something quickly and I lose all my progress.

If you only run one colony at a time, you may never realize that autosaves are global (I didn't at first), so as soon as you deviate, you could overwrite everything not realizing.