Forbidding low-priority construction jobs and fields will force your colonists to focus on the most important jobs first.
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.
#16
General Discussion / Re: Colonists not doing tasks where you want them to
April 19, 2017, 09:37:57 AM #17
General Discussion / Re: This could be interesting...
April 19, 2017, 09:35:18 AM
Rejoice! Free loot for everyone!
#18
General Discussion / Re: Fire events and forcing rain.
April 19, 2017, 09:33:43 AM
Concrete is cheap and you can build it very quickly. So quickly, in fact, that I've built a concrete fire break in the path of an advancing forest fire rather than try to contain it with my colonists. Combine that with a few strategically placed firefoam poppers, and your farmland should be safe from fire.
#19
General Discussion / Re: Advanced Tips and Tactics
April 16, 2017, 01:38:14 PM
What about if you're feeding with hay? Are more animal types viable for generating food in that case?
#20
General Discussion / Re: Will enemy ever pick up your weapons? Plus: Equipment racks
April 16, 2017, 11:12:46 AM
Equipment racks do reduce the ugliness of their contents. Of the top of my head, having weapons just lying around applies something like a -15 beauty modifier, while weapons on a rack have only a -7 (less than a single pile of dirt). If you set up some sculptures next to the weapon racks, the beauty hit is basically negligible.
#21
General Discussion / Re: op turtles
May 23, 2016, 07:39:09 PMQuote from: Tacopaco on May 22, 2016, 09:09:26 PMQuote from: Louisthebadassrimworlder on May 22, 2016, 06:53:44 AMAs a father of two turtles i can tell you they don't care what you call them as long as it starts with t and ends with an e or a s.
I'm sorry, but I saw the word 'turtles' and my OCD told me that you were talking about tortoises. Please, get the two right:
Turtles - Water
Tortoises - Land
Oh no! The turtles have learned how to type and post on the rimworld forums

#22
General Discussion / Re: Art Bug?
May 04, 2016, 09:17:09 AM
"Hey fellow colonists, look! There's a flaming squirrel over there! I predicted this event last season, so there cam be no doubt of my precognitive powers. And no, I have no idea what happened to the colony stash of molotov coctails."
#23
Stories / Re: Recruitment Failed
June 09, 2015, 06:55:24 PM
This was an enlightening read, never again will I yell at a prisoner for rejecting recruitment. Maybe there's a reason he/she doesn't want to join us

#24
General Discussion / Re: Why mad animals attack only humans?
May 13, 2015, 07:46:31 PM
I've seen a rhino go beserk and slaughter a half dozen muffalo before regaining its composure

#25
General Discussion / Re: Power claws + Melee weapon?
May 02, 2015, 09:30:55 PM
Powerclaws are a good choice on combat-focused colonists that primarily use ranged weapons. That way they have a backup weapon for when raiders close to melee range.
#26
General Discussion / Re: Great bow vs. mechanoids
April 29, 2015, 02:22:37 PM
Related question: I found a masterwork-quality great bow in good condition among the loot after a raid. Do you consider such a high quality bow to be on par with low-quality guns, or does the bow still lose out to firearms?
#27
Ideas / Re: Making brawlers viable
April 26, 2015, 08:01:27 PM
One relevant note: personal shields were recently changed so that they can be worn with armor. This means your melee colonists can survive gunfire and still have protection when they close to melee range.
#28
General Discussion / Re: Thoughts on Alpha 10?
April 16, 2015, 01:08:04 PMQuote from: rtiger on April 16, 2015, 08:29:19 AM
Not being able to grow wood is problematic. With that in place, there is no real renewable option for materials, especially on open maps. In the areas I tend to play in, nothing grows on its own, needing help from me, which complicates the issue further. Once you run out of the limited stone and steel you have, you're left with no easy options when it comes to making money besides spuds by the ton.
That's exactly the reason Tynan made the change. Playing in desert regions with few natural resources is supposed to be very difficult. You can't use the same strategies as you would on maps with more plentiful resources, you have to make do with very little luxuries.
#29
Ideas / Re: Meat smoker/ jerky
April 02, 2015, 02:55:38 PM
I would love a meat smoker, salt barrel, or some kind of cooking method that doesn't require electrical power.
#30
Ideas / Re: Fire: Too much
April 02, 2015, 02:47:00 PMQuote from: antibodee on April 02, 2015, 02:32:47 PM
They always tend to lag me out, so I suppose I never associate them with fun. I have a decent system, and I barely lag with 100 colonists, but the moment one flame is on my screen it's 2fps until it's put out or I move the camera.
I think this is the real reason why the game rains when too much fire spreads across the map. If a small fire can cause that much lag, a whole burning forest could render the game unplayable.