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Messages - MeowRailroad

#166
Off-Topic / Re: Count to 9000 before Tynan posts!
August 13, 2016, 06:31:24 PM
4138

I bet Tynan will post when we are at 8999.
#167
Ideas / Re: Your Cheapest Ideas
August 13, 2016, 04:43:55 PM
I guess when you place conduits you'd click on it and the menu drops down so you can pick a wire system, like a zone or building material for other things.
#168
Ideas / Re: harvest bionics from corpses
August 13, 2016, 04:22:15 PM
Or both, maybe the bionic needs components to join the limb properly and medicine is needed to seal the wound.
#169
General Discussion / Re: The artstyle is atrocious
August 10, 2016, 04:37:55 PM
I feel like putting hands in Rimworld would turn the artstyle from "simplistic and clean" to "cartoony." I really like it the way it is, it is calm and simple and uncluttered.
#170
For me making a really big growing zone tends to work. For some reason it's harder to get a food supply for the winter the first time it comes, probably because the colonists crash the first day of the growing season, and so have less time to plan and to plant.
#171
Ideas / Re: Two suggestions for doing work
August 06, 2016, 08:15:45 AM
+1
#172
By the way what does RNG mean? I hear it a lot on this forum. Does it mean Random Number Generator?
#173
General Discussion / Re: Rows of chairs and walls
August 03, 2016, 09:04:41 PM
But then if 2 people sit on both sides of a corner, 1 won't be able to use the table.

EEO
TTTO
TTTE

In this E is an empty chair, T is part of a table, and O is an occupied seat. Observe how the table spot for the 2 chairs is the same?
#174
They should help with medical emergencies too, suppose you just beat a big raid but 5 colonists out of 8 are down, and there's only 2 doctors left. (1 person can't doctor for whatever reason.) If this happens, you have to pick which colonists are worth treating/rescuing first. I don't think it would completely unreasonable for a visiting trader to at least pick up downed colonists and bring them to their respective beds. Maybe there would be a popup thing saying, "[visitor name] has rescued [colonist]. He/she is offering to treat [colonist], and his/her medical skill is [n]. Accept/Decline?"
#175
Ideas / Re: Family should be easier to recruit
August 03, 2016, 07:25:41 AM
I hardly think sitting on the stone tiles all day with nothing to do is being "pampered." The jail doesn't even have a roof, it was converted from a structure I found.
#176
Ideas / Re: Family should be easier to recruit
August 02, 2016, 06:52:44 PM
Sorry for bumping this, but I have a colony where a dad and son along with an unrelated person were the 3 starter colonists, and the first pod to crash had the dad's wife/son's stepmother in it, I captured her and set to recruit, but I don't understand why she would refuse that.

"Mom, please join our colony. If you do, you can have your own room and all the benefits of a member. Plus, you get to be with me and dad."
"No thanks, I think I'll pass. Staying in this prison cell and not being able to see you and your dad all the time even though I want to is just fine with me."
#177
Thanks to MY volcanic winter, we barely had time to grow food and run out around halfway through fall, though before that the plague and injuries from a manhunter pack helped us get rid of our medicine stockpile. At some points, the whole colony EXCEPT for 1 person who couldn't doctor was down from berserker-related injuries, and we have 8 colonists. The way it's been going since we started to run out of food and had to resort to eating raw corpses, so every few minutes (usually after the last wave of injuries has just been taken care of) another colonist snaps, injures more people while the remainder struggle to survive, the breaking guy is better, he helps heal those injures, repeat ad nauseum. The ironic (I guess?) part of that is that if we could stop having to deal with all these injuries 24/7, we could actually try to fix the problems that cause the mental breakdowns.
#178
+1, also, this system might be good for other things. Imagine calling a nearby town and asking for some haulers to help get the crops in.
#179
Ideas / Re: Raid Types: Hostile Takeover
August 01, 2016, 04:10:42 PM
This would make for AMAZING stories. +1.
#180
It actually makes sense for stuff to be breaking a lot, since these electronics are roughed together out of buried centuries-old components and raw steel found in a mountainside, so the construction quality wouldn't be very good.