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Messages - Thane

#106
Ideas / Re: Seriously, bug hives need re-balancing!
July 03, 2016, 11:30:59 PM
Fire is very good for hives. Think of the hives like mushrooms and not the mycelium. -50C will break the hives.
#107
General Discussion / Re: Tweaking Operations
July 02, 2016, 07:04:58 PM
All Credit to Muffins in the Paintbrushes thread! ( page 8 )
#108
General Discussion / Re: Late Game Economy
July 02, 2016, 11:39:50 AM
Mechs and traders for components. Steel, silver and plasteel from fallen weapons, and lots of sculptures. That's about the long and short of it. Smelt steel slag when things get tight!

My 7 year colony is going strong as I try to save enough steel to send a ship off for the 20 plus colonists. Of course saving like this leads to even STRONGER raids which bring more delicious mats, which makes the going easier, but strains the already stressed defensive line and if one more of my aging population loses an eye there will be more people who can't see than can...

And hah! There isn't a single bit of mountain left standing on my map! I have hauled all the marble and granite leaving me with only limestone as building material.
#109
Stories / Re: The year without a summer.
July 01, 2016, 07:57:37 PM
YAY! I get a plus one!

Excellent read. There are some bits of text speak that slipped through and some spelling errors, but overall the layout isn't terrible. Quite nice for a first effort and the dark setting of Rimworld slips in nicely. 8/10!
#110
*Shurp* Shurp made the trading mod.
#111
Quote from: cultist on July 01, 2016, 09:50:25 AM
I'm not sure I understand the logic of this statement. Why should a low quality item be worth more than its raw materials? Especially in the case of expensive materials, one might argue that your crafter wasted the original value of the materials by turning them into a shoddy item.

Many of us in the developed world purchase goods from countries who use cheap labor and inexpensive materials to turn out some pretty 'shoddy' products. However, to us as consumers and retailers those cheap toys and shirts are worth more to us than their constituent parts even if the raw material was technically more useful and so 'wasted' in production. The labor adds value to the raw materials even if the labor is on the 'meh' side.

Now awful stuff maybe should still be worth less without an awesome trader, while shoddy compares to standard business margins (2-6% profit on raw mats). Normal and above should start producing a decent margin for profit. This assumes, of course, that the trade is fixed in A14 to where being a factory colony is actually viable.
#112
I just use them to deny cover to enemies. They are very good for placing behind trees, chunks and wall corners that cannot be removed.

After one trigger enemies no longer use that cover and stand in the open! Easy pickings.
#113
General Discussion / Re: Defense tactics
June 28, 2016, 10:50:33 AM
Door cheese with guns or melee for standard raids.

Artillery shells and traps for ships.

Kite and duck with mechanoids.

Artillery barrage for any raid that thinks it's good to hang out in a static position (lol).

In short Cover is King! Deny it to the enemy and give yourself the best possible.
#114
Stories / How am I supposed to?
June 27, 2016, 10:30:44 AM
Any Idea on how I'm supposed to trade with this:



Even sign language may be useless, what with her misinterpreting it as a desperate need for fresh crab and then promptly forgetting about my supposed desire for succulent underwater insect meat.
#115
General Discussion / Re: most memorable colonist
June 26, 2016, 07:28:23 PM
This was back in A12. Maybe the generator changed because I haven't seen my favorite hybrid dictator around recently :(
#116
Ideas / Remove floors near map boundary
June 25, 2016, 10:23:57 PM
As the title says.


I was prettying up my map by removing all the little walls and bits of floor. I can deconstruct the walls, but the floors cannot be removed. A very minor inconvenience.
#117
Stories / Re: Turretless Fortress
June 25, 2016, 07:47:02 PM
Sappers are the easiest to remove with door cheese like this actually. They will always try and attack the weakest point and with those walls it happens to be the plasteel doors...



They usually don't make it to a second volley. It's amusing watching a raid breakdown after a few shots. Then it's business as usual with the mop up. Door forts are crazy OP.
#118
General Discussion / Re: most memorable colonist
June 25, 2016, 03:41:23 PM
It was Putin. That's why I remembered so well. Especially after I had him lead one of my less... ethical.. groups.
#119
General Discussion / Re: most memorable colonist
June 25, 2016, 01:32:55 PM
A couple Alphas Ago I had a colonist named Vladimir Putin. He was a good shot, charismatic and a great surgeon. He was also a cannibal, psychopath.

He led my first ice sheet colony to greatness!

He successfully implemented a segregation system between the cannibals and the normal. Meals were kept separate and the normal rarely got into the good foods. He carried his sniper rifle for many years, bringing down mechs and tribals alike.

His bionic body led to the establishment of one of my longest lived colonies.

Press F to pay respects.

F
#120
Install a peg leg and then remove it. It's janky, but you end up with a single legged colonist.