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Messages - Lonely Rogue

#16
Ideas / Re: Growing and Mining Tweaks
June 16, 2016, 06:12:18 PM
With big harvests, you wind up with tons of food at once, and it's near unavoidable.
#17
General Discussion / Re: Ice Sheet Animals
June 16, 2016, 06:09:58 PM
I was going to near instantly slaughter them. Cute baby bunnies taste good. Tender meat.
#18
Ideas / Re: Growing and Mining Tweaks
June 16, 2016, 06:07:59 PM
Quote from: ArguedPiano on June 16, 2016, 05:27:04 AM
I see where you're coming from but that could be problematic, especially with growing.

If the pawn hauled say Heal Root after every time they harvested a block (which usually only yields one or two per block) they would be forever harvesting. Especially if the stockpile is any distance from your crops.

It's the same idea as when I make most bulk bills, I set them to "Drop on Floor" and let my Haulers deal with it. I find it to be more efficient.

I meant a stack of the max they could carry. So they would harvest x75 Potatoes, then haul them to the nearest stockpile. That way you get an accurate count of your food stores, and they aren't left outside to rot.
#19
Ideas / Re: play chess with the colonists
June 16, 2016, 02:18:13 AM
I hear it trains shooting.
#20
General Discussion / Re: Animal Husbandry
June 16, 2016, 01:56:13 AM
I am so done. You cone up with the funniest things, how do you do it? That, and you're EVERYWHERE.
#21
General Discussion / Re: Ice Sheet Animals
June 16, 2016, 01:54:56 AM
That sucks. I wanted a cute little bunny farm.
:(
#22
Ideas / Growing and Mining Tweaks
June 16, 2016, 01:51:55 AM
    As pawns are harvesting and mining, they oft times leave their resources where they fall. This leads to lower quality crops, resources scattered across the map, as well as a general increase in micro-managing. I suggest that pawns scan the area around them for the product of any actions they undertake, and if a stack is found, they should haul it to the nearest acceptable stockpile. Thanks for reading!
#23
General Discussion / Ice Sheet Animals
June 14, 2016, 06:40:48 PM
Where did all the cute little bunnies go?   :'(
#24
General Discussion / Re: Animal Husbandry
June 14, 2016, 03:13:30 PM
 ::)
#25
Ideas / Re: Boxing Training
June 14, 2016, 03:08:42 PM
Melee Training 101:

Step One: Build wooden walls.

Step Two: Draft Pawn.

Step Three: Select manual attack button.

Step Four: Select wooden wall for attack.

Step Five: Repair and repeat.
#26
Ideas / Re: Re-programmable Mechs
June 14, 2016, 03:05:12 PM
Bump
#27
Ideas / Re: Relocate
June 14, 2016, 02:59:25 PM
This is a good idea, however, it has been brought up before. I'm not sure what was said about it, though.
#28
Ideas / Re: Your Cheapest Ideas
June 14, 2016, 02:57:23 PM
Priorities based on zone. I would like my main base to be built before the mortar base half way across the map. Restrictions don't quite work because colonists can't leave to get resources. So we should be able to make something like restriction zones to set priority in those areas.
#29
General Discussion / Re: Outdated versions
June 14, 2016, 12:18:48 PM
I got a new PC, and lost my versions. I only had to none, I think, anyway.

There was definitely another thread on this.
#30
Ideas / Re: "Don't operate until clean" checkbox
June 14, 2016, 12:12:45 PM
This would be an excellent addition to Rimworld's medical system.