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Messages - mokonasakura

General Discussion / Re: Prisoner wont eat
July 16, 2016, 01:14:25 AM
Well last thing I can tell you is if he isn't standing up try making the room none prisoner and then deconstruct the bed he is in. May very well be a bug or maybe something that came with alpha 14 that we dont know about yet like prisoners only eat prisoner food or something.
General Discussion / Re: Prisoner wont eat
July 16, 2016, 12:58:15 AM
Hes asleep he wont eat if hes asleep.  If hes missing a leg he wont get up to get the food and its likely he wakes up when your social person goes to sleep and then falls asleep when you social person wakes up. click on your warden when the prisoner is awake and right click the prisoner to manually feed him or change the scheduled up
Quote from: muffins on February 15, 2016, 10:26:28 PM

Wait a second, that deer just lost everything but its head and body yet you are telling me the blood loss was trivial?
General Discussion / Re: Question on raid points
November 22, 2015, 05:43:40 PM
All I know about them is the richer you are, the more come to kill you. You don't really want to stock up on anymore steel then you will use at the time you are using it. Also if any golden or silver weapons show up you never want to touch them or it spikes difficulty.
Ideas / Re: Birthing Vats
November 19, 2015, 04:36:33 PM
I do agree there needs to be a more reliable way to get colonists, so i think this is a good idea.
Ideas / Pause on dangerous event
November 19, 2015, 01:10:36 PM
There are times that a lot of cleaning or hauling needs to be done before you can really keep playing the game, during these times I like to walk away to grab a drink or something to eat but if I pause it, it would just take more time to get back to the point where I can play again, but if I don't a raid or a single mad animal can just come over and wreck my colony. Also please let me manually go back to 3 times speed during fights if I so wish, its so annoying not being able to.
Ideas / Re: Flu - Unbalanced?
November 17, 2015, 05:39:53 PM
Quote from: Shurp on November 17, 2015, 05:38:33 PM
So all I have to do is lower the "patient" priority and they'll get up and feed themselves/etc. if they've been treated?
You also have to draft and undraft them to reset what they are currently doing or else they wont get up.
General Discussion / Re: Rimworld in a Nutshell quotes
November 17, 2015, 08:08:18 AM
Get back in the medical bay.
Ideas / Re: Flu - Unbalanced?
November 14, 2015, 11:53:02 AM
The real fun one to get is sleeping sickness. Feels like an entire year before the colonist affected will do anything. Had this happen to a colonist, finally recovered, 2 days later someone else got it, recovered, another 2 days someone else got it. Was the worst shit I had to deal with I could manually get them out of bed but if I didn't they would go berserk and risk death all because of a fake sickness that takes a year to "heal".
Main reason is power and food. Hydroponics are really bad and unless you are really lucky and find a geothermal in the mountain, you will have no way to get power.
They normally don't but I believe there is a bug that they can break after release which will cause them to remain on the map and attack anything near them.
I do not understand how to download. The only link that is under download is "earlier romance mods" and that brings me to drop box with multiple files one of which has to do with biodiversity.
Mods / Mod request roads
November 11, 2015, 12:24:35 AM
Something that doesn't cost resources and doesn't add to beauty level to balance it out. Currently to make roads wood is the easiest to come by and it still takes a ridiculous amount to really be worth time building. Even something like a dirt road would be fine but I cant use the current  soil mods because grass and things would grow on it.
Using it but it seems to have made the game extremely easy. Main problem is the AI doesn't seem to understand what the new weapons can do, such as snipers having an incredibly long range but they wont fire until you get close.
Ideas / Pawn hot points
November 08, 2015, 09:30:08 PM
I would like to have something that would show me the areas my pawns walk the most so that I can build roads. Currently if I build a random road to a far away mine they still wont necessarily take it just because walking off the road would be faster.