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Messages - Jimyoda

#316
General Discussion / Re: Theres Snowmen in this!?
July 02, 2015, 04:17:39 PM
Could it be, could it possibly be... Sir Percival lives again!?
https://ludeon.com/forums/index.php?topic=13959.0

Put up walls and turrets, and don't let anyone hurt him this time.
#317
General Discussion / Re: Technological standstill
July 02, 2015, 03:55:42 PM
A working ship has the following requirements:

  • Include at least one of each ship part (more may be used for aesthetic/symmetrical reasons).
  • Ship parts may not be built under a roof.
  • All parts must be connected.
  • Place cryptosleep ship caskets connected to ship beams.
  • At least one cryptosleep ship casket must contain a colonist.
  • Include a cryptosleep ship casket for each colonist you wish to evacuate.
The ship's launch readiness can be displayed by selecting any ship part and clicking 'Show launch report'. It will either list deficiencies or display 'Ready for launch'.
To launch the ship, select the ship computer core and click 'Launch ship'.

Follow the above requirements and your ship can look any way you like.
Sidenotes:

  • Use Q and E to rotate parts as needed, especially beams and caskets.
  • Note that beams are used as a skeleton, not an enclosure.
  • You might place extraneous beams to give it additional 'meat' for aesthetic reasons.
  • You only need one engine, placed anywhere, but you might place more than one, purely for aesthetic reasons.
#318
I too hope that someday there will be some sort of sequel where rather than crash landing on a rimworld you're working in a highly advanced civilization with marvelous technology only teased at by glitterwold medicine and by the game lore. Hmm, so what would you call such a game? ....GlitterWorld. Uhh, never mind, that just does NOT sound right.

There is alot of space (pun intended) to expand on in the Rimworld universe to use as a setting in another game. Such a game should have what Rimworld fans have only dreamed of - multiplayer gameplay.
#319
General Discussion / Re: Wiki needs updating!
July 02, 2015, 01:38:45 AM
Added to the wiki for Alpha 11...
Deadfall trap
#320
General Discussion / Re: Technological standstill
July 01, 2015, 03:34:37 PM
This should fix you right up. (start a new world/colony though)

Ultimate Overhaul Modpack (Updated 01/07/15) - Alpha 11
https://ludeon.com/forums/index.php?topic=14229.0
#321
General Discussion / On the upcoming Steam release
July 01, 2015, 02:59:33 PM
I discovered via Reddit that there is a new blog post today. Really big news, but there was no mention on the forum here, so just want to link it up.
http://ludeon.com/blog/2015/07/on-the-upcoming-steam-release/
#322
Bugs / Re: Circus Performer Childhood
July 01, 2015, 02:17:25 PM
Good catch.
Should be incapable of cooking too.
#323
General Discussion / Re: RimWorld change log
July 01, 2015, 02:09:11 PM
Quote from: milon on July 01, 2015, 12:47:14 PM
Quote from: Kelian on June 30, 2015, 02:01:58 AM
Making a zone to grow agave would be easy enough yes?

You can do it with a mod, but you can also do it without a mod.  You just need there to be agave growing on the map.  Cut EVERY growing thing within 10ish squares that's not agave and let it spread.

Back in my day, we used to survive on wild strawberries & agave alone, and we liked it! /oldman

I refrain from using the debug tool in normal gameplay or even suggesting it to others, but... I'll make an exception based on the scenario. Since wild agave may be far from your colony, you can use the debug tool to plant a few agave nearby, then let them spread naturally from there.

But we wary of using the debug tool. Giving in to using it can lead to...
the Dark Side.
#324
Fixed my sig typo. Thank you, Cimanyd.
#325
Bugs / Re: Allowed Zones don't Work
July 01, 2015, 12:09:03 PM
If I recall correctly there is a case where colonists wander out of their allowed area. I figured you meant that since there's already been discussion - and clarification - about how the allowed area works. Anyway, I believe this 'bug' happens when they are idle and status is 'Wandering' and T plans on fixing that.

If that's not what you meant, then TLHeart covered it.
#326
Bugs / Re: Allowed Zones don't Work
July 01, 2015, 11:22:45 AM
This is fixed in the upcoming hotfix.
#327
There is no such thing as a 'forbidden zone'. Other terms that should not be used are 'restricted area', 'restricted zone', or 'permitted zone'. There is only 'allowed area'.

It can be hard to find whether a bug was already posted, but 'allowed area' is easy to find on the wiki.

Here's an except that should have helped, especially the second sentence:
Allowed area
An allowed area restricts where colonists can perform work and joy activities. It does not restrict them from pathing outside an allowed area in order to get to their destination.

You should probably read the whole section on the wiki. It's not very long, but there's actually several important details.

In your scenario it sounds like the two halves are a single disconnected allowed area. To make it work as you wish, you need two separate allowed areas (you can create up to eight). A colonist can only have one assigned area, so they won't bounce over to different area to work.
#328
Quote from: DDawgSierra on June 30, 2015, 12:03:55 AM
Tynan, you should change the childhood one to 'Boyscout' or girlscout...
Those words are immediately recognizable to their respective real-world organizations, so not the intended meaning. 'Youth scout' or 'Military school student' would be better.
#329
General Discussion / Re: Why hello, guests!
June 30, 2015, 12:34:42 PM
I think lurking is a more accurate term.
For real stalking use Facebook (psst you can stalk T there).
#330
You don't realize what a gift that is - you've got a perfectly good opportunity to level up on melee.