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Messages - Jimyoda

#421
Ideas / Re: Renaming colonist jobs
April 21, 2015, 10:59:57 AM
+1, Yes, having the generated occupation displayed with the name is not a value-added feature when their colony role makes it inaccurate or obsolete. I agree with Cracker21. The displayed occupation could be a it's own variable that takes the generated occupation as its default, but can be freely changed by the player.
#422
1. Open the Keyboard Configuration screen.
2. Hover over the Cancel (or Save, or Reset) button.
3. Observe that the keybind button's tooltip appears.
The buttons are invisibly bleeding though where the scroll window ends. If no tooltip appears, scroll the list a bit to ensure a button lies behind the Cancel button and try again.
#423
General Discussion / Re: Pine Tree's?
April 16, 2015, 10:38:42 AM
Pines trees are in Boreal Forest and Tundra.
See http://rimworldwiki.com/wiki/Biomes
#424
1. Go the the information window of a Centipede or Scyther.
2. Observe the stat 'Meat amount', with a non-zero number.

#425
The information window for any pawn type lists 'Warmup' for which there is no information when you hover or click it.
1. Select any pawn, colonist, raider, animal, mechanoid.
2. Click to (i) to open the information window.
3. On the stats tab, under Combat, hover over 'Warmup', observe there is no tooltip.

(A8 listed Warmup under Melee, making no explanation needed, but apparently this stat was moved to Combat in A9. Now Warmup is listed between the shooting stats and easily confused to be another a shooting stat.)
#426
1. Build a bed out of any stone block (like marble).
2. Click the bed and open its info window.
3. See description ends with 'Rest Effectiveness: 10/10'.
4. See under Building, Rest Effectiveness is 90%.

(This issue does not apply to the Royal bed or Hospital bed since they don't have any such text in their description.)

Also, since the Rest Effectiveness stat is listed as a percentage, it is suggested...
that 'Rest Effectiveness: 7/10' in the Sleeping Spot description be removed - or changed to 'Rest Effectiveness: 70%'.
#427
Bugs / Typo in Chemical Interest trait description
April 08, 2015, 09:20:59 PM
In version 0.9.727 there's a typo of the word unusual in the description for the 'Chemical Interest' trait.

NAME has an unsual interest in chemical sources of enjoyment.
#428
Help / Re: Disease through weapon projectile
April 03, 2015, 03:34:22 PM
Great idea and good luck with it. Will the poisoning require medicine, to simulate antidote, before it dissipates or just bedrest and/or medical treatment (with no medicine)?  Once you've nailed this, would it mean that your code would make it easy to make cobras poisonous? Sorry that I can only give questions, not coding help.
#429
Off-Topic / Re: Count to 100 before Tynan posts
March 30, 2015, 03:13:09 PM
Now on my favorite number. How funny would it be if Tynan's next post was in this thread?
23
#430
Definitely have it give a 'Joy' buff. On a colonist's birthday their base 'birthday buff' will be a minor buff or no buff. So not much will happen if they are isolated from others.  But when around others, that colonist gets a cumulative buff increase each for other colonist they chat with. This simulates others giving birthday wishes. Too bad it wouldn't make sense to have a cook stove bill  to produce a cake - no flour, no eggs, no sugar, no go. Nothing says happy birthday like a beer and boomrat bowl of 'cake', right?
#431
Quote from: Tynan on March 11, 2015, 04:33:43 PM
I actually have this on my to do list already! Or rather, I'll do it by quality and by health percent.
And a toggle for deterioration too??
Have some way to select among three settings: All(default) / Only items that deteriorate / No items that deteriorate.
Readers, +1 to show support for this.