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Messages - christhekiller

#271
Ideas / Re: Your Cheapest Ideas
November 17, 2014, 04:03:52 AM
1. A priority list for hauling and other tasks. For instance you can manually prioritize hauling weapons over corpses, or rock chunks over metal.
2. An option to allow certain things to be unforbidden when they come into the map. For instance, instead of corpses being automatically forbidden when something is killed it's automatically allowed, this makes post-battles less of a hassle and in deserts with animals starving to death all over the place it puts them to good use instead of them just rotting because a player doesn't notice it.
3. On the weapon rack allow us to deselect/ select all the weapons! Sometimes I just want a weapon rack to store a single weapon, and frequently I'll set up one rack per weapon. You can imagine the hassle this causes.
#272
General Discussion / Re: Rimworld City Colony
November 16, 2014, 01:11:23 AM
Like this? I usually go for individual housing for non-prisoners and typically keep everything in segregated-ish areas. Although I've never done any shops, what since there's nothing to sell among colonists

#273
Also make sure they're not forbidden
#274
General Discussion / Re: Floor Speed
November 14, 2014, 04:34:24 AM
No floor gives over 100% walk speed to my knowledge. But most of the stuff you build will give that, but dirt, mud, and stuff like that will slow ya down
#275
General Discussion / Re: RimWorld change log
November 13, 2014, 07:24:16 PM
Ooo we got some bugfixes. Looks like we're on the tail end to Alpha 8
#276
General Discussion / Re: To fluff or not to fluff?
November 11, 2014, 11:24:29 PM
Meh. Fluff is for mostly for Beta
#277
If you double clicked the turrets you could of switched the power off on all of them. Then you could of recruited your colonists and either have all them massacre the animals or get them all to safety and turn the turrets back on <3
#278
Quote from: Tynan on November 10, 2014, 01:09:24 AM
Quote from: christhekiller on November 09, 2014, 04:52:53 PM
You can only build peg legs in the game. Bionics you have to buy

You don't even have to build the peg legs. Just use a piece of wood :)

In fact, wood is the most versatile object in the game! You can build stuff with it, use it as a limb, or use it as a weapon.

Weeeell yeah. That's what I meant lol
#279
You can only build peg legs in the game. Bionics you have to buy
#280
General Discussion / Re: Cannot recruit prisoners
November 09, 2014, 04:52:04 PM
No there isn't a way to lower the recruitment difficulty. You just need a highly skilled warden
#281
Yeah I first saw this on Youtube. Watched it for a bit then said "f**k it" and went and bought it
#282
I dunno. If colonies get big it might start getting to be a pain-in-the-arse if it's not automatic
#283
General Discussion / Re: Berries or Potatoes?
November 07, 2014, 06:55:12 PM
I usually grow both? I'll have colonists focus on making meals out of potatoes (and nutrient paste) and I'll usually have berries just waiting around for eating if my meals don't out last power outtages or for meal making if my potatoes run out.
#284
General Discussion / Re: Cataracts
November 07, 2014, 01:57:18 PM
I usually only have 1 or 2 people with cataracts by my 10th colonist
#285
General Discussion / Re: Having trouble with Mortars
November 04, 2014, 10:07:15 PM
Quote from: Cimanyd on November 04, 2014, 09:24:54 PM
Quote from: christhekiller on November 04, 2014, 08:59:30 PM
Ive had good fortune with incendiary.

If you use it to support an assault on the siegers then it's great. Because a large portion of the siegers won't engage and will instead go to beat out fires. What I'll usually do is send in my best fighters (armed with high-end weapons) and I'll have my lesser skilled fighters support with incendiary.

It'll also lure a few of them away from the camp so you could pick off non-M24 wielding raiders with your M24 guys to reduce their numbers.
Yeah, I can see how incendiaries could be useful. I just think that an equal number of explosive mortars would always or almost always be better.

The trouble with the purely explosive mortars is that they need to actually hit the targets. And 99% of the time they miss completely. But incendiary only needs to start fires nearby and they'll break off people to beat them out. As long as it's near their camp they'll leave it to fight the fires which is all I need