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Messages - hwfanatic

#121
They'll just want more. :)
#122
General Discussion / Re: Jackets are too niche.
July 22, 2016, 04:37:03 AM
Good to know, thanks. I never really appreciated dusters before.
#123
General Discussion / Re: clearance/cramped changed?
July 22, 2016, 04:06:44 AM
Yeah, they do other stuff in their bedroom as well, like b0rsuk said. And they can also rest there if the hospital is overcrowded (or non-existent).
#124
General Discussion / Re: Jackets are too niche.
July 22, 2016, 04:02:59 AM
Quote from: SpaceDorf on July 21, 2016, 08:16:01 PM
I don't know.
But I looked it up ingame. The Info of the Dusters state that it covers the Left and Right Leg.
Does this mean that legs are protected by both duster and pants?
#125
Ideas / Re: Rethinking pyromania
July 22, 2016, 03:42:08 AM
I thought Tynan said they could start fires IF they go berserk, not that they will go berserk for no reason and start lighting everything up. My friend also reports this issue and I believe it's an unintended bug.
#126
Ideas / Re: Your Cheapest Ideas
July 21, 2016, 05:41:46 PM
Add a tiny % for pawns to get injured while butchering, inversely proportional to their skill.
#127
Releases / Re: [A14] Miniaturisation
July 21, 2016, 07:39:21 AM
@jayerbayer I'm currently testing coolers and if no major issues arise, I will add it tonight or tomorrow.

@123nick I'm learning how CCL works and whether it would enable me to apply minifieddef to all buildings of x type at runtime (or similar). I'll keep you posted.
#128
Yeah, I mean, you have to go out of your way to do that, and make all the necessary installations, cover them in darkness, and all that, and in the meantime if a raid just so happens at the exact moment, you will be vulnerable.
#129
Bugs / Re: [A14] roof bug
July 20, 2016, 12:25:03 PM
I did a couple of tests on highest speed: the first few times I loaded up your save, set everyone's priority for construction to 1 and watched them construct the roof completely. Then I loaded up a couple of times without changing anything and it seems to me your pawns are just busy doing other stuff. It's possible I'm missing something, but maybe you're just overworking your pawns? Maybe?
#130
I wasn't laughing when a shell hit my hospital and killed half of my pawns. Never really got that joke. It shaped my RimWorld strategy forever.

I like the idea of making them less susceptible to sniper fire, but I believe this could be accomplished by "simply" making them more situationally aware.
#131
Releases / Re: [A14] Miniaturisation
July 20, 2016, 05:01:27 AM
It should be possible (basically for all buildings) but I will have to test it thoroughly to make sure it doesn't interact with walls in a weird way.
#132
Mods / Re: A14 best mods?
July 20, 2016, 04:56:12 AM
I'm forever spoiled by koisama's Numbers and Fluffy's plethora of mods that I "can't" really play without them. :) They don't change the core experience significantly, but make your life so much easier (and thus the life of your pawns - think of the pawns!).
#133
Bugs / Re: [A14] roof bug
July 20, 2016, 04:42:38 AM
Since there is no savegame attached, I have a question: are the rooms to the right also roofed?

Trees do not affect roofs as far as my experience in A14 goes.
#134
Bugs / Re: Standing Lamp Power Use
July 20, 2016, 04:33:57 AM
Standing lamps use 150W by default, I'm afraid. :(
#135
General Discussion / Re: A few beginner's questions
July 19, 2016, 01:09:48 PM
Hi and welcome.

1) There are a couple of ways to get components, but your main supply will always be traders. You should basically always buy components until you have some 30+ in reserve. In the beginning, though, you can deconstruct fallen ship parts and mine compacted machinery to get you going.

2) Alpha 14 is still smoking hot, so the guys and girls who contribute to the Wiki didn't have time to update. Turrets used to be available form the start, but now they are unlocked after researching micro-electronics and gun turrets.

3) No, there is no hard limit, but each storyteller has a soft limit that it will try to maintain. So, for example, if your colony is only three people, it will throw events that bring more people in, and if you approach the soft limit, it will throw challenges that will most often than not leave some people dead. Long story short, if you can defend your colony, there is no limit.