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Messages - christhekiller

#151
General Discussion / Re: RimWorld change log
July 11, 2015, 10:45:09 PM
QuoteNewly tamed animals get numerical designations so you can tell them apart ("Muffalo 1", "Muffalo 2", etc.)

So, will we be able to rename tamed animals? Cause I gotta say I will be most disappointed if I can't get a Muffalo named Bessy
#152
Prison Architect is kinda similar. Mostly just the look, but it's also another top down building simulator that's in early access, and the developers (Mark and Chris) release an update on a monthly basis and always release a video detailing the changes/ additions which are pretty funny.
#153
I'd wager it's only to do with animal breeding right now. But it might go over to colonists later on
#154
General Discussion / Re: Mods
July 08, 2015, 05:35:01 AM
I only use EdBs mods really. Nexus and Steam Workshop have spoiled me to the point that fiddling around in folders is just too much of a chore
#155
I still use basic kill boxes. They're not as heavy as some of the more complicated ones, it's just a line of turrets behind sandboxes and colonists shooting from behind walls, with walls keeping raiders from attacking from behind. And I'll have two or three of those with my colony more-or-less building into a the mountains. Any walls or weaknesses in my base are thick, like, two, three, four, five layers of stone brick walls thick, so any sappers who wish to bust or mine through have a fair bit of work ahead of them, time enough for a counter-attack. And the stuff on the perimeter isn't important stuff like stockpiles or the infirmary, it's mostly production stuff like the tailors workbench and such that I can live without or easily recover from, the stockpile is in the center, heavily defended.

So basically
-Thicken perimeter walls
-Don't put important stuff like your stockpiles on the edges
-Hope you don't get hit with 6 raids again
#156
I usually don't have too big of a problem. Typically I'll have it surrounded by all my colonists. The only time I've ever had problems is when it spawned when my colonists were still stuck with pistols and a survival rifle
#157
I've also noticed colonists "Wandering" out of restricted areas (and into packs of wargs)
#158
When my colonists die I hold them a funeral complete with 21+/- gun salute
#159
General Discussion / Re: Sunset
June 27, 2015, 03:25:11 AM
Depends on the tilt of the axis
#160
We got another rat. Take him out
#161
Bugs / 11.834 Item rack % Slider going to 100%
June 24, 2015, 05:03:05 PM
So I was building an armory. And I was customizing what weapons would be on each rack and I noticed several of my racks were set to only allow weapons at 100% condition (the lower part of the slider was slid to 100) despite me not setting it that way.

Steps to reproduce:
1. Build a several weapon/ apparel racks (I built mine from wood)
2. On the inventory screen, press the % slider or fiddle with it a little bit (You may not have to do this)
3. Click on a different weapon rack without exiting another weapon racks inventory screen

I noticed that the slider would jump when I clicked on the second weapon rack so watch out for that.
#162
Had a colonist with brain damage (which was a cut from a spear) and after a few days of letting her rest in bed I elected to euthanize her rather than make her suffer. And so I did. And we had a funeral and soon after I noticed my prisoners had the "Executed Prisoner" debuff. I haven't executed any prisoners in this game, the closest I get is finishing off grounded enemies. So this is the only reason I can figure that they would get the "Executed prisoner" debuff.


How to reproduce:
-Have a few prisoners
-Euthanize a colonist
-Check the needs of the prisoners
#163
You could just get them killed off...? I mean, having the old bastards run off naked into the middle of a battle would be an easy way to get them killed off/ taken away
#164
Depends

Well. If their faction can be made friendly I'll release them
If not then I'll either:
1. Harvest any organs I made need for my colonists. And once for roleplaying purposes I harvest hearts for sacrifice.
2. Just euthanize them.
3. Release them one at a time and have hunting parties go wipe them out. In the case of sir Legolas there I definitely would do this
#165
Two things

Released a prisoner and had a hunting party chase them down and kill them for teh lols
Removed hearts from prisoners, put them in a 4x4 room, and set that room on fire as a sacrifice to my colonies guards