Thank you. I always forget about the wiki. I will remember that in the future! Thanks!
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#421
General Discussion / Re: Worn Out Apparel - What is the Percentage?
November 10, 2015, 12:58:17 PM #422
General Discussion / Re: Worn Out Apparel - What is the Percentage?
November 10, 2015, 12:04:11 PM
Thanks zandadoum. I thought about doing just that, but I thought someone might know the numbers already and save me the time!
#423
General Discussion / Worn Out Apparel - What is the Percentage?
November 10, 2015, 11:49:07 AM
I did a search but I could not find this, so I'm sorry if I missed it.
At what percentage will a worn piece of clothing or armor give the "Wearing worn out apparel" debuff? Does it vary from pawn to pawn, depending on stats? I'm trying to figure out my Outfit settings and what percentage I should set it at so the pawns will go get a new piece of clothing when one wears out.
Thanks!
At what percentage will a worn piece of clothing or armor give the "Wearing worn out apparel" debuff? Does it vary from pawn to pawn, depending on stats? I'm trying to figure out my Outfit settings and what percentage I should set it at so the pawns will go get a new piece of clothing when one wears out.
Thanks!
#424
Mods / Re: [mod request] turrets attack animals marked to be hunted.
November 09, 2015, 05:27:57 PM
I like this idea, but I think it could be a bit overpowered. What would stop me from building turrets connected to solar panels all over the map, and then marking everything that moves to be hunted?
#425
Ideas / Re: Broken pawns stripping: Unfun?
November 09, 2015, 01:35:32 PMQuote from: Z0MBIE2 on November 08, 2015, 08:11:36 PM
Here it is.
Basically removes the dazed pawn break, and just uses the confused one instead. It's not much of a loss, and it was easier then editing the C# code for a .dll, enjoy.
Holy crap, THANK YOU!!!!! This is a great work around. I agree that this system is very much NOT FUN. It's ALWAYS my hunter who breaks, and he always has my best guns. It never fails that he's on the other side of the map shooting a Muffalo when he breaks, and it's not fun at all trying to find this TINY gun he dropped somewhere on this HUGE map. Thank you so much!
In the future I'd like to see this system work a bit differently. I don't mind if they start shedding clothing, but only if they are complaining about wearing worn-out apparel. If they are unhappy about having worn out pants it would make sense that they would take them off if they had a mental break.
#426
General Discussion / Re: R.I.P. Chicken
November 09, 2015, 12:26:39 PM
Yeah, who knew chickens could get frostbite? I had a Rooster with no legs, beak, or tail. He just kind of sat there. Every now and then a warden would come by and hand feed him. I finally had to put him out of his misery.
#427
Ideas / Fruit Trees! Apple, Oranges, Peaches, etc.
November 09, 2015, 12:19:11 PM
I'm not sure if this has been talked about before, but I just had an idea for fruit trees in RimWorld.
They would work similar to other crops, except once the tree is grown it will produce fruit periodically that can be harvested by a grower. Instead of crops like corn or potatoes though, they do no need to be re-planted once harvested. I see them as being pretty slow to produce, and not a huge yield, but they would be pretty low maintenance. The fruit could be eaten raw without a penalty, and could even provide a small boost to joy.
Along with being able to plant orchards, some trees could even be found in the wild. I don't see them becoming a primary food source since orchards would take up a LOT of space and the long time between yields, but I think it could be a fun addition to the game.
What do you guys think?
They would work similar to other crops, except once the tree is grown it will produce fruit periodically that can be harvested by a grower. Instead of crops like corn or potatoes though, they do no need to be re-planted once harvested. I see them as being pretty slow to produce, and not a huge yield, but they would be pretty low maintenance. The fruit could be eaten raw without a penalty, and could even provide a small boost to joy.
Along with being able to plant orchards, some trees could even be found in the wild. I don't see them becoming a primary food source since orchards would take up a LOT of space and the long time between yields, but I think it could be a fun addition to the game.
What do you guys think?
#428
Ideas / Re: Pause on event + Run in background
November 09, 2015, 12:00:56 PM
I'd love this feature! Especially when playing at work and my boss decides to pop in.
#429
Support / Re: Change Savegame Path?
November 09, 2015, 09:49:43 AMQuote from: TLHeart on November 08, 2015, 02:18:29 AMIs it something I can fix on my computer, or something that has to be changed by the developer in the game code?Quote from: MisterVertigo on November 05, 2015, 02:56:15 PM
I do exactly what skullywag explained. Only thing to keep in mind is that screen shots do not save. I made a bug report about it and was told it was a problem with the engine and cannot be fixed. Just FYI.
has to do with the length of the path, and can be fixed, according to what I have read on the unity forums.
#430
Support / Re: Change Savegame Path?
November 05, 2015, 02:56:15 PM
I do exactly what skullywag explained. Only thing to keep in mind is that screen shots do not save. I made a bug report about it and was told it was a problem with the engine and cannot be fixed. Just FYI.
#432
Stories / Re: Your Favorite Moment? Mine was...
October 20, 2015, 09:12:03 PMQuote from: BetaSpectre on October 20, 2015, 05:18:01 PMJust curious... how do you do this? Force a collapse without killing your colonist?
Ship part falls, I freak out because it was like 2 minutes into the game, I didn't even have a farm yet.
I encase it in wood. collapse, crisis averted.
#433
Stories / Re: Your Favorite Moment? Mine was...
October 20, 2015, 04:26:58 PM
I can't remember if I've told this story before or not...
I had a raid, and they incapped one of my colonists. They decided to kidnap him and try to escape. I do my best to give chase. Just on the outer range of my sniper, I one-shot kill the guy carrying him. Promptly, another raider picks up my guy and keeps running. Much to my surprise, my sniper gets ANOTHER one-shot kill. Finally, the raiders give up and left my colonist alone.
I couldn't believe I got a one-shot kill, let alone two. Talk about a clutch shot to save his fellow colonist!
I had a raid, and they incapped one of my colonists. They decided to kidnap him and try to escape. I do my best to give chase. Just on the outer range of my sniper, I one-shot kill the guy carrying him. Promptly, another raider picks up my guy and keeps running. Much to my surprise, my sniper gets ANOTHER one-shot kill. Finally, the raiders give up and left my colonist alone.
I couldn't believe I got a one-shot kill, let alone two. Talk about a clutch shot to save his fellow colonist!
#434
General Discussion / Re: Lazy ass colonists
October 20, 2015, 04:05:40 PMQuote from: TLHeart on October 20, 2015, 03:01:07 PMHuh, I didn't realize that. That is actually pretty cool. Are there other joy items that are specific to certain colonists' stats?
the chess table is cerebral joy, and is used by the colonist who have a passion for research.
#435
Off-Topic / Re: Count to 9000 before Tynan posts!
October 17, 2015, 08:30:08 PM
WHO-HOO!! Royals win!
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