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Messages - ChimpX

#46
General Discussion / Re: Them Mechanites!
April 15, 2016, 03:53:34 PM
Quote from: Mechanoid Hivemind on April 15, 2016, 10:44:52 AM
Wait does it change their body part type? I had my starting people, and maya didnt have a bionic limb before the crash. but now she does

Yes, the mechanites effectively turn the body part in question bionic, and it displays as such on the character sheet.
#47
The way I've done this is to create a new Zone and select all of your trapped  squares. Then click "Invert" so that the zone then becomes everything *except* the trapped squares.
Then restrict your colonists to use only that zone, and they will never step on a trapped square.

Of course, on order to reset a trap, they need to be able to access it. I always designated a single colonist for this task, and manually switched him/her back to the "everything" zone when it needed doing.
#48
General Discussion / Re: Minable components?
April 15, 2016, 08:45:33 AM
It makes sense, actually: scavenging Fallout-style.

It just seems weird because mining is the mechanic Tynan decided to use to do it.
#49
General Discussion / Re: Scum thieving visitors
April 14, 2016, 05:44:48 PM
It's one of the oddities of an otherwise extremely smart game that visitors can't detect that the player has trapped them.

Their AI needs to be able to detect that, and they need to respond appropriately. Break/fight their way out (f'ing prisoners can do it) and then it's no different than if you'd attacked them straight up.

Also, caravans/visitors already clearly have radios - how else do you explain their Faction instantly knowing when you attack them? They should be able to call for help and/or inform home base if you trap them.

The issue for me is the internal consistency of the situation. It is so obvious and logical how things *ought* to work that it's annoying that they don't.

Plus I'll keep dropping roofs on you if you keep invading my base, you Muffalo shaggers
#50
General Discussion / Re: Refrigeration Question
April 14, 2016, 06:47:03 AM
Yup, build the dispenser so the hopper's in the freezer and the goo dispenser's in the mess hall.
#51
General Discussion / Re: Scum thieving visitors
April 14, 2016, 06:44:23 AM
It's been mentioned before by myself and others that we need a new Zone type for visitors to restrict their movement. They shouldn't be able to wander into bedrooms and disturb sleepers or eat my precious tynanberries.

If they want to buy food or meals, great. And why not make another option to designate beds for visitor use? They can pay to use my guest house after their long, wearying travels.

But if they insist on being rude guests I will totally keep dropping roofs on them or walling them in.



#52
Imho rescue animals aren't useful. I still train it, but only in order to get their handler's skill up.
#53
General Discussion / Re: Benefits of Rich Soil?
April 14, 2016, 06:28:22 AM
It never ceases to amaze me just how much depth Rimworld has. On the surface it seems relatively simple, but there's so much going on behind the scenes.

Brilliant work Tynan @ team!
#54
A somewhat related question:

Is there a relationship between your Favour score with a faction and the frequency/quality of their trade caravans?

If not, perhaps there should be; that would be a way to ensure a steady flow of quality goods: increase your Favour score with a few 'allies'.
#55
Build a roofed stockpile beside the beacon and pile everything in there. When the trade ship shows up, put everybody on Haul duty briefly and move the goods to the beacon.
#56
Land caravans definitely carry gold from time to time.... I remember because I cancelled the trade interface when I saw it, drilled out a couple of pillars and collapsed a roof on them  ::)

... I wonder if future psychologists will use Rimworld as a test for psychopathy
#57
General Discussion / Re: How to make dry food?
April 13, 2016, 08:23:10 PM
Interesting comments everyone; thank you.

I will keep my eyes open for a crazy-eyed cook.
#58
I am with Mihsan - the pacing of major events is good, but more soft/filler events are needed to fill the gaps and keep the tension up.
#59
General Discussion / Re: How to make dry food?
April 13, 2016, 04:11:15 PM
What's the advantage of feeding your four-legged colonists kibble? I've heard it doesn't spoil, but are there other advantages?

I haven't worried about it thus far; I've just been letting my critters eat straight out of my growing zones without issue.
#60
General Discussion / Re: Void gods?
April 13, 2016, 12:51:44 PM
So this thread has got me interested in reading more the backstory & lore of Tynan's Rimworld universe.

I've been through the links on the main Ludeon.com page and the wiki, but don't see much in the way of that kind of content. That fiction primer was interesting, but only an overview.

Is it all just scattered around the forums in various places?