Its either indoors or outdoors. Certain things deteriorate outside but not inside. Some things never deteriorate . Food and herbal medicine will spoil even if kept inside if not frozen
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#181
General Discussion / Re: Difference between storing inside vs outside
May 05, 2016, 08:27:57 PM #182
General Discussion / Re: How to deal with Toxic Fallout (Quill18 did it waaaaay wrong!)
May 05, 2016, 02:14:23 PM
Many lets players really aren't that good at the games they play. But it doesn't matter much if they are very entertaining as I thing Quill18 is .
That doesn't mean though that I didn't double face palm at some of the things he did in his playthroughs and say out loud to no one in particular "Did you do ANY research at all for this new alpha???"
That doesn't mean though that I didn't double face palm at some of the things he did in his playthroughs and say out loud to no one in particular "Did you do ANY research at all for this new alpha???"
#183
General Discussion / Re: Colonist room suggestions - size, lighting, etc, tips and tips?
May 05, 2016, 12:46:18 PM
Room size and beauty doesn't matter really unless the colonists has one of those traits where it does matter. Like when they are jealous if someone else has a fancier room or there room isn't good enough. Those bad thoughts last outside sleep time . During sleep the mood bar is locked . Make sure your bedrooms are in the temperature zone to not get the slept in hot/cold debuffs and you should be good.
#184
Outdated / Re: [A13] Mod MEGA PACK
May 04, 2016, 07:08:32 AM
I really don't see the point of mod packs ,at least in a single player game. It would be different if you were wanting to play something like Minecraft and all mods need to match for server and clients.
Here they tend to be just almost every single available mod and smack it together . They end up being a mess.
If that's what people want though , and somehow all these mods get blended into a fully functional , no conflicts, but still mess .Oh well
Here they tend to be just almost every single available mod and smack it together . They end up being a mess.
If that's what people want though , and somehow all these mods get blended into a fully functional , no conflicts, but still mess .Oh well

#186
General Discussion / Re: change colonist limit?
May 01, 2016, 10:07:07 PM
this would be an easy mod.
First download a program called notepad++ and install it' this is an xml friendly version of notepad which colors things and makes it easier to read.
Second make a folder , name it what you want the mod to be named
Third make 2 folders in that one named about and defs to keep things organized.
fourth open your rimworld folder , open mods, open core, open about and copy that to your about folder
fifth open core/defs/storytellerdefs then copy storyteller.xml to your defs folder
sixth right click on the about xml file in your folder and open with notepad++
change the mod name to your mods name, delete the url line, and change the author to you ...save
seventh open the storyteller.xml file in notepad++
now you can either change those storytellers to suit your needs by changing <desiredPopulationMin> <desiredPopulationMax> <desiredPopulationCritical>, which might conflict with other mods that do the same ,
or you can make a new storyteller by changing the <defname> <label> <description> <quote> <listorder> <desiredPopulationMin> <desiredPopulationMax> <desiredPopulationCritical>
either way save that file , I would change the name of the file but I don't think you need to.
then copy your mod folder into the games mod folder start the game and click the mod
First download a program called notepad++ and install it' this is an xml friendly version of notepad which colors things and makes it easier to read.
Second make a folder , name it what you want the mod to be named
Third make 2 folders in that one named about and defs to keep things organized.
fourth open your rimworld folder , open mods, open core, open about and copy that to your about folder
fifth open core/defs/storytellerdefs then copy storyteller.xml to your defs folder
sixth right click on the about xml file in your folder and open with notepad++
change the mod name to your mods name, delete the url line, and change the author to you ...save
seventh open the storyteller.xml file in notepad++
now you can either change those storytellers to suit your needs by changing <desiredPopulationMin> <desiredPopulationMax> <desiredPopulationCritical>, which might conflict with other mods that do the same ,
or you can make a new storyteller by changing the <defname> <label> <description> <quote> <listorder> <desiredPopulationMin> <desiredPopulationMax> <desiredPopulationCritical>
either way save that file , I would change the name of the file but I don't think you need to.
then copy your mod folder into the games mod folder start the game and click the mod
#187
General Discussion / Re: change colonist limit?
May 01, 2016, 09:41:35 PM
yes you can mod it. how many do you want minimum, Desired, and maximum, and for which storyteller?
#188
General Discussion / Re: Upcomming features
May 01, 2016, 08:49:53 PM
As I understand it , one new feature will be neck bombs like from The Running man as well as barely functioning red/green fences.
Also there will be a few more diseases. Scavies, scurvey, hot dog fingers, greyscale, lycanthropy, vampirism, and typhus.
Also there will be a few more diseases. Scavies, scurvey, hot dog fingers, greyscale, lycanthropy, vampirism, and typhus.
#189
General Discussion / Re: Is it possible to create a roof?
May 01, 2016, 06:05:05 PM
so you want something like awnings? sounds like a neat idear !
#190
General Discussion / Re: What would be the most interesting challenges to try ?
April 29, 2016, 07:35:12 PM
Things I've wanted to try
All Melee
First 3 colonists all old, frail, bad back and 2 cataracts 90+ years old
First 3 all non violent
All Melee
First 3 colonists all old, frail, bad back and 2 cataracts 90+ years old
First 3 all non violent
#191
Ideas / Re: Feces and urine? Thirst?
April 28, 2016, 07:53:14 AM
OH you thought what you were cleaning up in the bedroom was dirt? haha
A mod where you take animal poop and make better soil would be cool . Making animals more useful is always good
A mod where you take animal poop and make better soil would be cool . Making animals more useful is always good
#192
Ideas / Re: Deadfall traps and visitor animals
April 27, 2016, 07:38:27 AM
Visitors will bypass a tunnel of traps if you have a bypass available .
#193
General Discussion / Re: Hey all.
April 27, 2016, 07:05:31 AM
I want to try Stone Hearth , but it seems like its much farther behind in development than Rimworld . So I will wait a while
#194
General Discussion / Re: Haven't played in a while, a few questions!
April 26, 2016, 05:34:42 PM
bug hive will pop anywhere there is an overhead mountain
#195
General Discussion / Re: General base layout
April 26, 2016, 05:20:43 PM
You can also overlap wind turbines input output zones . So you can have 2 facing each other .
I like to make say 2 side by side but with a 1 space gap facing west , then 3 side by side facing south then 2 east and 3 north . then I plant devil strand in any area needed to stop trees. but you could easily just fill that with solar panels too
I like to make say 2 side by side but with a 1 space gap facing west , then 3 side by side facing south then 2 east and 3 north . then I plant devil strand in any area needed to stop trees. but you could easily just fill that with solar panels too