Menu

Show posts

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.

Show posts Menu

Messages - Damien Hart

#226
General Discussion / Re: Traits! Finally! (Alpha 6)
August 13, 2014, 11:35:23 PM
I have it separated according to the groups on traits_spectrum.xml, seemed the simplest way to do that.

Plus it should make it easier to add future content straight out of the files.
#227
General Discussion / Re: Help: Leg cut off
August 13, 2014, 11:33:18 PM
The issue I ran into was that with so many colonists/prisoners, the slave trader never showed up once in 150 days. I ended up having no less than 7 legless prisoners, plus around 4-6 healthy ones, and couldn't manage to feed them plus my 11 colonists. I noticed too late, and everyone went crazy from starvation.

Then there were more legless colonists.
#228
General Discussion / Re: Traits! Finally! (Alpha 6)
August 13, 2014, 11:28:48 PM
Strangers only. I must say, Delta V did well, out of all the traits, only 2 weren't already on the list.
#229
Bugs / Re: Roof forms over trees
August 13, 2014, 11:26:10 PM
This is a known bug. Anything that blocks pathing can generate a roof,  so make sure to check your solar generators if you build them near a wall.  ;D
#230
No worries, we were all there once.
#231
General Discussion / Re: Help: Leg cut off
August 13, 2014, 10:39:50 PM
On the plus side, improvised melee weapons, anyone?
#232
Ideas / Re: More Mechanoids?
August 13, 2014, 10:34:45 PM
Quote from: Bog on August 13, 2014, 10:20:06 PM
Quote from: Damien Hart on August 13, 2014, 09:39:53 PM
It's a thread about killer robots - who wouldn't check it out!  :P
Technophobes. ;D

They wouldn't be on the forum in the first place :P
#233
General Discussion / Re: Traits! Finally! (Alpha 6)
August 13, 2014, 10:25:27 PM
Lol I was halfway through editing.

Good thing we have copy paste!  :P

But cheers lonbyte1.  ;D

I was planning on breaking it up according to trait types, to make it easier to read/edit; I just need to copy the class + headings and enclose with {} right?
#234
General Discussion / Re: Help: Leg cut off
August 13, 2014, 09:53:21 PM
Deconstruct the bed, arrest her, execute her.
#235
General Discussion / Re: Traits! Finally! (Alpha 6)
August 13, 2014, 09:46:05 PM
I'll finish up the traits page.
#236
General Discussion / Re: Help: Leg cut off
August 13, 2014, 09:45:12 PM
Well, I had a colonist-come-prisoner who was bed ridden from about 20 days until 130 days (I was planning to sell him off as a slave, but the slavers never came), so I'm thinking euthanasia.
#237
Ideas / Re: More Mechanoids?
August 13, 2014, 09:39:53 PM
Quote from: Zeta Omega on August 11, 2014, 07:10:42 PM
Im going to be honest I didn't think this many peoples would respond let alone View this pole...Im happy for it  :)

It's a thread about killer robots - who wouldn't check it out!  :P
#238
Ideas / Re: Cremating animal corpses?
August 13, 2014, 09:37:44 PM
You can, you just need go to the bill's config settings, and allow animal corpses.
#239
When you select the butcher table, in the left corner of the screen, there will be a button labeled "Bills."

Select that, add bill, and then set your bill according to your colony's needs.
#240
General Discussion / Re: RimWorld change log
August 13, 2014, 01:47:40 PM
Quote from: jjgoldman on August 13, 2014, 01:29:09 PM
Quote from: Tynan on August 13, 2014, 01:22:52 PM
Quote from: Dr. Z on August 13, 2014, 01:16:42 PM
QuoteStarted reworking trade interface to support trading arbitrary items made of arbitrary defs, all on one screen.

Is this implemented in Alpha 6?

No, we branched Alpha 7 like two weeks ago, so new features since then are not in A6.

So then which build in the Changelog is A6?

Up to July 30, plus bug fixes I'm pretty sure.