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Messages - SurvivoroftheNoobs

#31
General Discussion / Drop Pod Raids
December 20, 2016, 12:10:55 AM
Maybe they do and I just haven't seen it happen in so long but can raiders still drop right into your colony via pods? My colony is 90% open with windmills everywhere and a hell of a wall. But I fear the day a raid might fall right into the middle of it. Especially with the amount of devil strand growing in the fields.
#32
Ideas / Re: Enslaving
December 19, 2016, 06:46:03 AM
Force them into submission.....So you could force them to cut out their friends organs. Sudden slavery sounds like a terrific idea.
#33
Ideas / Re: Enslaving
December 19, 2016, 04:59:35 AM
Quote from: Elixiar on December 19, 2016, 04:22:05 AM
Not everything needs to be particularly unique, or we'd only have one food type.

I'd like to run a penal colony in which the filthy tribals with 99 resistance chance to joining the colony can still pull that weight and be intergrated. As nice as Pets are, I find it a little jarring to have huskies hauling steel everywhere. I'd rather do it the good old fashioned way.
I didn't think anyone actually recruited tribals. I gave up so long ago now I just use them for organ donations. Helps in later years when asthma starts showing up.
#34
Ideas / Animal Armor
December 19, 2016, 04:05:15 AM
By now everyone has utilized animals for something. Whether it be hauling or fighting, mass producing chickens which soon takeover your colony because you didn't realise how quickly they grow.

But their greatest weakness is the inability to take a rifle round or grenade or a jade club to the face. Colonists get badass power armor and armor vests so why couldn't animals? I played skyrim and fallout with a few mods that allowed unlimited dogs and dog armor. And I can say first hand nothing is more satisfying than watching someone get mauled by 20-30 armored huskies. Rimworld you just can't do that.

Unless this has been added already and I just completely missed it.
#35
Ideas / Re: Enslaving
December 19, 2016, 03:58:55 AM
Unless slaves offer some kind of boost over pets I see no point in them. Dogs do the work no questions asked they don't rebel against you. You can sell them if you choose to and replace them whenever you want. Or in my case mass produce them and become the galactic overlord with an army of huskies. Now dog armor....THAT would be something.
#36
General Discussion / Re: A16 Colonial Expansion
December 18, 2016, 03:47:20 AM
Quote from: tonsrd on December 18, 2016, 03:40:32 AM
you should of gotten a raid mail,

both outposts run at same time and both pause when u click the puase button.

right clicking on a colonist will jump to that colonist even if hes in a nouther colony.

all events = a mail. mail will be sent to u no matter which ncolony you are in mail is in response to both colonys. yes both colonys can be attacked at the same time.

sending items back via Pod is costly u should use muff in my opinoin.

<-- watched every livestream of disnof/zeebos/sparty and since unstable was released ive not played 16 yet.
For some reason I went full derp and forgot about the mail system....Explains the raid now. And yes muffalo are a good supply train pods help when your farther out though.
#37
General Discussion / Re: A16 Colonial Expansion
December 18, 2016, 03:35:16 AM
Quote from: Wanderer_joins on December 18, 2016, 03:26:24 AM
I don't get your question. Can't you get what has changed when you come back to your multiple colonies?
What I mean is I left one colony to oversee the miners for a little while and when I came back to the Home Fort it was half destroyed and colonist/raider corpses were all over the place only thing that stopped the raid was internal turrets. No warning of a raid no events nothing. So I mean do they both run at the same time without notifying you of whats happening at the other. Or is it a bug that killed half of my colony?
#38
Quote from: Grishnerf on December 18, 2016, 02:44:00 AM
but Randy gets boring after a while, cause he doesnt scale up that much like cassandra.
cassandra in lategame is hell.


you can manually edit your storyteller XML to set numbers.
../steamapps/common/rimworld/mods/core/defs ->StorytellerDefs.xml  open with Notepad.

<desiredPopulationMin>10</desiredPopulationMin>
    <desiredPopulationMax>35</desiredPopulationMax>
    <desiredPopulationCritical>60</desiredPopulationCritical>

Change the numbers to your desires for each storyteller. (all 3 storytellers are in this file)
No but he can throw anything at you. Cassandra you know whats coming Randy you could get 3 raids at once 5x bigger than you or a single raider. I prefer not knowing how big the raids are gonna get especially on extreme with permadeath. Fun times for everyone :D until half your colony is destroyed....then well free meat?
#39
If you want more people Randy is the way to go. You might have to deal with getting bent over the table a few times by raiders but the no colonist limit is worth it. Managed 63 in one colony but 63 meals a day is only doable by gods it seems. Or canabals eat people it is good for the soul.
#40
Stories / Re: Casandra gives the worst colonists
December 18, 2016, 02:34:02 AM
This would be considered a blessing in my colony. A fresh corpse ripe with organs delivered right to you. And a source of emergency food.....But in terms of a colonist ya he's shit. I wouldn't touch Luciferium needs with a 50ft pole.
#41
General Discussion / A16 Colonial Expansion
December 18, 2016, 02:28:24 AM
So I played around for a while on A16 built a massive fortress mined just about everything on my map. Then started sending miners out gathering whatever they could and shipping it back to the main colony via pods. But one thing I don't fully get is do both colonies run at the same time? Like does one pause while you use another or do they both keep running?
#42
General Discussion / Late game Steel
December 07, 2016, 12:00:40 AM
Mountains are mostly stripped clean and haven't seen traders selling any. So what does everyone do for the mass quanity of steel needed for late-end game survival? Because its to a point that a single raid can cost hundreds of steel or in the case of mechanoids over a thousand.
#43
General Discussion / Meat Source
December 04, 2016, 05:06:14 PM
My colony is getting on in the years and between colony growth and nuclear fallouts my map is basicly dead in terms of meat. There are plenty of animals being sold so I'm curious as to what makes the best source for meat. Roughly 60 people need fed fine meals so something that grows quick would help but I have little knowledge on animal growth.
#44
General Discussion / Re: Installing Organs
November 30, 2016, 03:16:28 PM
I have 0 problems installing organs in clean sterile rooms. But you get some filth or dirt or something dirty in there and everyone looses their minds. Then noone survives the doctor from hell.
#45
General Discussion / Fibrous Mechanites
November 30, 2016, 03:12:15 PM
The infection that just won't go the hell away. It eats up medicine like a mad man does it need to be treated cause I haven't seen where its doing any physical damage. Just causes pain so would it be possible to just set everyone to no medicine and let them go about life as normal?