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Messages - TLHeart

#1186
Ideas / Re: T-shirts are not T-shirts
May 07, 2015, 02:52:26 PM
and with further thought, what do you call the garment that covers the torso, and the neck, but not the shoulders and arms, it is not a t-shirt, and it is definitely not a tank top, as a tank top provides no coverage of the neck.

a sleeveless shirt?

a bare shoulders shirt?



#1187
Ideas / Re: Prothesis recycling
May 07, 2015, 02:47:29 PM
Quote from: starryknight64 on May 07, 2015, 11:59:58 AM
Ummm yeah! +1

I thought that we could do this in Alpha 9? Maybe I'm mistaken?

you can remove bionics from the living, but not from the dead.
#1188
create a small stock pile in the prison, for apparel only, stock it and the prisoners will help themselves to the clothing... be aware, once the clothing is in the prison, your colonists can not touch it.
#1189
Bugs / Re: Silver isn't added once goods are sold
May 07, 2015, 01:03:14 PM
Quote from: sh0rtshift on May 07, 2015, 12:52:32 PM
Quote from: Bertie on May 06, 2015, 07:15:11 PM
Hello,

I've found that sometimes when I sell things I'm not getting the silver for them. For example I just sold 10 units of monkey hide at $1.01 and the monkey hide was removed from my stockpile, but I didn't get any silver added on. It's not happening all the time, as when I first tried to take a video of it the process did work, but then on my next attempt it didn't, but then the one after that did. Please see this video which should show you what I mean (look at the monkey hide / silver quantities on the left before and after I make the sale).

http://youtu.be/x6oACSpJ03I

Save and world files here - http://www.megafileupload.com/1sB4/SellingBug.zip (couldn't attach it to the forum as it's over 600kb)

The silver is not disappearing, it can't find a place to land near your trade beacon so the game puts it somewhere random on the map. This is happening to me too and I have to search for it in my save file to find it. This bug is inconsistent too because sometimes it drops my silver/anything I've purchased in an uncovered zone next to my beacon and other times across the map.

build a beacon outside, in a safe spot to receive items. then you will always know where it will be dropped...
#1190
Ideas / Re: Fog of war?
May 07, 2015, 01:01:11 PM
Quote from: akiceabear on May 07, 2015, 09:39:56 AM
Via the change log:

QuoteManhunter animals will not attack doors. They�ll hang around just outside the door. This is trained in a tutor note.

(speculation) This makes me suspect Tynan may revisit the FOW mechanic in a coming alpha.(/speculation) Alternatively, this scenario is pointless. In my view the above scenario provides a great story, although most of the umph is lost via the eye of god approach. Imagine instead that your pawns wake up, open the door and are startled (perhaps into a real panic/mood) when they see the wolves outside - and you as the player are just as anxious before opening the door! The player being able to anticipate that because they observed the animals outside for 4 hours already (while pawns slept) makes a huge difference in impact.

as much as you think fow is needed, this does not portend anything about fow. It just means that the animals will not stand there and attack the door while ignoring the colonist in the hallway shooting at it. the animal will attack the colonist only now. much better.
#1191
If they are in a work schedule, they must work. If they are in a anything or joy time, they can go to bed. all in how you set up the schedule, and how often you interrupt that schedule.
#1192
after seeing your post, I watched my 300 day 30 colonists, and it is an intermittent bug. Some colonists get the ate off the ground, from drinking at a table, and others do not.

And after watching carefully, I have found what the difference is...

If it says carrying: beer
relaxing socially

then they get a debuff for eating off the ground

If it says consuming beer, then no debuff.

both get the inebriated buff.
#1193
items in a prison are forbidden to colonists. not a bug. Only prisoners may use items in the prison.
#1194
Does any one else find it irritating that the colonist lists reorder themselves with each save/load cycle?

Very noticeable with the time tables, that the order changes. Every time I load up a colony, I have to re learn which colonists come after each other when using the , and . to cycle threw to recruit my sniper crew.
#1195
Quote from: Martc on May 06, 2015, 02:59:29 AM
It is right. It is temperature difference not absolute temperature, so you can't use conversion for absolute temperature. You must count how big difference is 1C in F, which seems to be 1.8F. So 18.2 * 1.8 = 32.76.
thinking out load,

start with 20C add 18.2 which gives 38.2C which is 100.8F

start with 68F, add 32.7F which is 100.7F   

Okay then, it is not a bug, just needed to wrap my brain around it, twice.
#1196
Ideas / Re: T-shirts are not T-shirts
May 06, 2015, 10:21:55 AM
Quote from: userfredle on May 05, 2015, 11:42:33 PM
I never noticed this good eye!

Deffinetly needs to be changed to tank top, and maybe add an actual T - shirt to the game? COme to think of it why is a button down worse than a T - shirt and why is it in the game at all

oh but a button down shirt is better than the t shirt, for the button down shirt adds protection to the shoulders and arms, along with the torso and neck... the t shirt only protects the torso and neck.
#1197
General Discussion / Re: Rimworld Tips
May 06, 2015, 10:14:29 AM
Quote from: Ketzal on May 06, 2015, 10:11:20 AM
Quote from: TLHeart on May 06, 2015, 10:07:37 AM
don't need a large prison, a 6x10 room with 5 beds and a table makes it possible to recruit any prisoner.

I used to do this until I realized that my prisoners kept beating each other up.  Now I separate them into small rooms.  I think small room penalty = sharing room penalty, so it's the same for me with minimal additional resources required to house.  You can always throw a sleeping spot in one of the existing rooms if you are full.

I have only had a couple of prisoner fights, just let them beat each other up, then let the medics get more skill patching them up, they get too damaged, off to the slave trader, or release.
#1198
General Discussion / Re: Rimworld Tips
May 06, 2015, 10:07:37 AM
don't need a large prison, a 6x10 room with 5 beds and a table makes it possible to recruit any prisoner. 99 difficulty just takes forever, until that lucky day. size of the room does not increase the chance, once they are above the recruitment threshold. Then it it just a chance.

Priority number on is get some food growing.

do not make your storage area or kitchen your prisoner room. your colonist are restricted from what they can take from a prison room.

Just play an experiment, it is your game.
#1199
General Discussion / Re: No more fertilizer pumps
May 06, 2015, 09:59:56 AM
tynan has stated that  we will next time be able to build wooden floors over marsh, mud, and then build on top of those floors.
#1200
General Discussion / Re: RimWorld change log
May 06, 2015, 09:57:49 AM
a pack of wolves, now that will be an event that can't be ignored, unless you have walled yourself in, and the auto turrets kill them all.