I advise you to uninstall Rimworld using Revo Uninstaller Free. It can check for remains of the software and delete it (and it is free and safe).
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#46
Bugs / Re: [1.0] Game starts and no colonists land, no icons at the top
November 13, 2018, 04:45:13 AM #47
Bugs / Re: Colonist gets "impressive dining room" thought from eating in a hospital.
November 13, 2018, 04:40:53 AM
That's why I always create one-only-big-room colony which is used as dormitory, dining room, recreation room and workshop. I advise you to use pillars to create it if you want to avoid roof collapse.
#48
Bugs / Re: [B19] Two on one stool
November 13, 2018, 04:36:05 AM
Just hope the second solution will be implemented soon, it will enable you to use your nakedly brutal pawn as you wish.
#49
Off-Topic / Re: Count to 9000 before Tynan posts!
November 12, 2018, 11:32:02 AM
8715
This thread has been extended three times since its release so I imagine a new goal will pop up.
UNTIL Tynan Post !
This thread has been extended three times since its release so I imagine a new goal will pop up.
UNTIL Tynan Post !
#51
Bugs / Re: [1.0.2059] Insects can now be tamed and hunted! (No mods)
November 05, 2018, 05:36:31 PM
It is because they are downed, but it is still a bug.
#52
Bugs / Re: No more patchleather?
October 31, 2018, 10:02:36 AM
I confirm the wiki doesn't explain how to get it : https://rimworldwiki.com/wiki/Patchleather
Someone should add there that you can simply create it at the tailor bench from any kind of leather.
Someone should add there that you can simply create it at the tailor bench from any kind of leather.
#54
Ideas / Nitrogen fixing plant (clover) to turn soil into fertile one
October 30, 2018, 10:06:46 AM
I propose to add a fertile/infertile soil mechanic.
When used too intensively, a fertile soil will turn infertile.
Plantation of clover (a nitrogen fixing plant) can be used to turn infertile soil to fertile. Clover could be used as fodder for livestock too, but produce a lot less than hay.
Beans and peas have a similar effect and can be used for human food. However, they produce really a small amount of food.
When used too intensively, a fertile soil will turn infertile.
Plantation of clover (a nitrogen fixing plant) can be used to turn infertile soil to fertile. Clover could be used as fodder for livestock too, but produce a lot less than hay.
Beans and peas have a similar effect and can be used for human food. However, they produce really a small amount of food.
#55
Ideas / Re: Your Cheapest Ideas
October 30, 2018, 09:58:35 AMQuote from: BelligerentDrunk on October 29, 2018, 01:38:00 PMI advise to give that faculties to a new and useless except for this specific facultie plant, or maybe just useful as fodder. Clover for example.
Potatoes turning poor soil into rich soil over time. It would be a nice little mechanic, especially for obtaining rich soil in biomes where it cannot be found. Perhaps also so that Potatoes don't have to be grown in solely rich soil after some time, rich soil also deteriorates with the harvesting of other plants.
#56
Bugs / Re: Colonists party until they die
October 26, 2018, 01:21:40 AM
At least, they are dead happy
#57
Ideas / Re: Your Cheapest Ideas
October 25, 2018, 04:59:51 AMQuote from: Sukadia on October 24, 2018, 11:31:44 PMIt is already implemented in the game. Look on the properties of the bill task.
I believe cooks should have a player-set amount on how many meals remain until they start cooking.
The current problem right now is once one colonist takes a meal, the cook goes out of his way and makes a singular meal. These meals should be cooked in batches.
For example, I set that I want 25 meals in total, but meals only to start being cooked when there's 20 left. The cook will wait until there's 20 meals left until cooking, so they cook a batch of 5 meals. This removes the running time between the kitchen and whatever task the assigned cooker has and increases efficiency greatly.
#58
Translations / Re: Official: Francais
October 25, 2018, 04:53:42 AM
Merci, c'est typiquement un ancien code qui est resté en place. Je vais le corriger de suite.
//Edit : Après vérification, "Débauché" n'apparaît pas dans la liste de traits du jeu vanilla. Sa traduction me paraît d'ailleurs très approximative. Ce ne serait pas un trait provenant d'un mod ?
//Edit : Après vérification, "Débauché" n'apparaît pas dans la liste de traits du jeu vanilla. Sa traduction me paraît d'ailleurs très approximative. Ce ne serait pas un trait provenant d'un mod ?
#59
Bugs / Re: 1.0 Burning passion skills different in bio vs work tab
October 21, 2018, 07:21:37 PM
It is not a bug. Hunting passion depends of both the shooting and the animal skills of your colonist.
The animal one is used by the colonist to not be detected and reduced the chance of the hunted animal to take revenge.
The animal one is used by the colonist to not be detected and reduced the chance of the hunted animal to take revenge.
#60
Off-Topic / Re: Count to 9000 before Tynan posts!
October 18, 2018, 01:21:31 PM
8620
9000 is so close and so far at the same time.
9000 is so close and so far at the same time.