As long as we also get the option to make squads, I think that will work as it isI think it would just cause confusion. "Whoops just made everyone prone. Come on you four go to running. No I did not mean you sniper man Lie down!" Without someway to sort people into fire teams I think that would be the result. Plus do you really want running tribals?
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#257
Ideas / Re: 'Flick this at sunset and sunrise'
March 18, 2016, 10:04:11 PM
Or for floor lights. Colonists don't need the place lit 24/7!
#258
Ideas / Re: adding more function to "escaping the planet" and Super speed time mode
March 18, 2016, 03:06:25 PM
How could any one thing that kills dozens of death-bots be any less terrifying?
#259
General Discussion / Re: Cows and farm animals (footage)
March 16, 2016, 03:24:26 PM
Support sustainable cattle raising?
I dig a small dark cave shove hay in there and that's it.
I dig a small dark cave shove hay in there and that's it.
#260
General Discussion / Re: A few questions on everyones take on traits
March 16, 2016, 12:43:07 PM
Largely ignore them unless it's Nightowl or Prosthophile. In which case I pander to them. If a colonist breaks regularly well, time to put a happywire in their brain, or shove them off to the freezer.
#261
Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
March 15, 2016, 02:50:32 PM
Four Years... FOUR YEARS!!! You broke my streak!
#262
General Discussion / Re: How useful are traps?
March 11, 2016, 01:07:55 PM
Yeah, traps as they are really are not worth the material you put in. 50-60 stone blocks might get you one dead raider if you are lucky and 85 steel, maybe three or four. They just are not efficient when you can construct large fortifications, layers of defense and periphery turrets for the same cost of a decent minefield, or deadfall chokepoint.
And those don't get triggered by the stray muffalo.
And those don't get triggered by the stray muffalo.
#263
Ideas / Re: Hydroponic Death Don't Make No Sense
March 10, 2016, 05:19:10 PM
I agree it's too quick, but hydroponics is based on the circulation of a precisely controlled and monitored nutrient slurry. That is not to say it's overly complicated, but it's not the light going out that kills it.
#264
General Discussion / Re: Has colonist AI improved lately?
March 05, 2016, 12:16:36 PM
Someone draw that. Pawns running into a burning building with humorous text of course.
#265
Ideas / Re: Invasive Plants
February 29, 2016, 02:00:21 AM
Pern! Great novels though parts of them were only one letter off the title....
#266
Ideas / Re: Invasive Plants
February 25, 2016, 10:49:50 AM
Eh, would have to be an event with some sort of useless 'weed' entity. I would TRY and get potatoes to cover the world without colonists having to work. Who wouldn't?
#267
General Discussion / Re: Has colonist AI improved lately?
February 24, 2016, 01:24:50 PM
Yeah... Logical pawns are really high up on my list....
#268
General Discussion / Re: Question about the Graphics (hands/legs of people)
February 24, 2016, 01:23:08 PM
Nope, read the article. It's a massive mod that is the result of years of work.
#269
General Discussion / Re: Has colonist AI improved lately?
February 23, 2016, 10:24:27 PM
Not really. Colonist cooks will still do that. Though you can use zones and priorities to sort of make it work. Not a perfect solution, but serviceable.
#270
General Discussion / Re: Is this game on sale sometime?
February 18, 2016, 07:52:36 PM
Cold man cold. Even if it might be a bit of internet lies.