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#16
Bugs / [A13] How to "turn off" a colonist :)
April 27, 2016, 02:52:37 PM
Hi! Today I found out how to turn off my colonists for a few moments. :P
Ho to do that:
1. Build some room with a door and make home area there
2. start a fire inside it and forbid the door ("F")
3. watch all your colonists (which are able to beat a fire) standing in one place and waiting untill the fire is gone.

If you pause the game, draft and undraft a colonist, there is a "beating fire out" state, but when you resume, there is "standing" once again, he becomes a living statue ;)

[attachment deleted by admin - too old]
#17
Bugs / Re: Big fires
April 24, 2016, 07:49:42 AM
Isn't it how it is supposed to be? :) I think it is one of disadvantages of living in a woody area, every biome has it's own cons. And the forest fires are also very dangerous in real life too.
#18
Mods / Re: [Mod request] Moveable everything
April 22, 2016, 04:32:02 PM
Works great, thank you a lot!!! :) I haven't noticed any bugs (but also didn't have much time to test), if I find any, I'll let you know!
#19
Mods / Re: [Mod request] Moveable everything
April 21, 2016, 10:35:02 AM
Yeah, I guess that would be easy, but I have only about 1 hour every day to play (or do something else). I know some programming, but I know nothing about modding rimworld and have no time right now to learn. :/ It's just an idea, because I know it would be useful not only for me, but if no one will be fancy making that mod, I would do it anyway, but no sooner than in June. ;)
#20
Mods / [Mod request] Moveable everything
April 21, 2016, 08:36:51 AM
Hi. :) I would love to see a small mod allowing me to move ("unistall" option, just like in beds, batteries etc) every furniture without deconstructing it. Am I the only one who thinks that this really doesn't make sense to deconstruct a whole working bench (and loosing some % of materials) just to construct it again in another room?
I was planning to write something like this myself, but I have some important exams in a few weeks in my school and I don't have time to this right now. So if you wrote something like this, I would be really thankfull :)
#21
Ideas / Re: We need multistacking storage
April 21, 2016, 03:54:02 AM
Noo, I think it would be way too easy to have 500+ stacks. One, small refigerator would be enought to freeze couple tons of rice :P But I think something like shelves which would allow to have 2 or 3 items per square would be really nice.
#22
Ideas / Re: UI Scaling
April 20, 2016, 10:21:46 AM
I know that it's not a solution, but for now try to go fullscreen and then change resolution to something like 1920x1080, it should work well. :)
#23
Hi! :) Yesterday I started to play on "Challenge" difficulty for the first time (on Randy). So far I used to play only on "Rought". And I'm really amazed what a fantastic stories AI can make and how much thinking strategy this requires!
This is what happened to me a while ago: (look at screenshot, it will be easier to imagine)
http://i.imgur.com/53S4lCc.jpg

It was an usual day, I was planning my base, calculating what should I do next to survive through winter when I got THAT red message. A raid. None of them are easy for me because all I have to defend myself is a survival rifle, a pistol and a poor bow + one turret  on which I barely found components. So I drafted my colonists, placed them on spots and waited for THEM to come. Surprisingly it was an easy battle, no one got hurt, except that destroyed turret. Again...
Just in that moment when I killed the last raider I saw another message. A siege. Well, I no longer have that mountain base just like in previous saves so I couldn't just wait untill they are bored and leave. So I made a decission, I have to attack them. But!! What I see?! A dead raider left a GOOD sniper rifle for me. So I took my three best shooters (the rest two colonists - doctors - stayed in the base), took that rifle and sent them versus five well-armed guys. Fortunately there were ruins near the siege so I had a perfect sniping spot. But nothing goes easy in rimworld... Nothing... Just when they reached the enemy camp (I am playing on 350x350 map so it took a while...) I got message that a nearbly camel gone mad. I was thinking "shit.. I dont have my turret and my two people in camp are really bad fighters. But I have to try, that camel can't attack my snipers from back... So I let that mad animal go to my camp, and I managed to shoot 2-3 times when I got another message. Muffalo manhunter pack. GREAT... -.-
I was lucky because both camel and muffalos were going from south, my base was in the center of map, and an enemy camp was in the north. So I had to make a decission: come back to my base, defent it (all animals were heading to my base) and let siege kill me, or kill raiders, and let muffalos go into my base and make impossible for me to come back without losing any colonists. But!! I had an idea! I took one of my doctors left in base and forced him to barricade the main enterance to base. Then took second one, and told him to make a hole in my camp's wall, and told my snipers to come back through that hole. It was just in time when I managed to rebuild that hole and make muffalos and a camel to attack enemy camp. I was really proud of myself, I thought that I won. But what is that?!?! Enemy killed almost all hostile animals and there was only one of them downed. Only one muffalo left (it was really slooow) and the raiders continued prepairing mortars. I was really lucky, because that last muffalo killed one of them just before it's own death and right after they ended building things. When that guy died they rushed on my base. But it was all baricaded, there were no enterance. So they picked a wall to destroy. A wall where I had a very little chance to survive because of lack of cover. So I picked my fastest builder and told him to decostruct that wall (barricade) in main enterance so maybe those raiders will change their minds and attack me from that "proper side" :P And they did. I managed to kill one or two of them so they fled.

I am just amazed that this game can make such an interesting scenarios, which requires tons of thinking, planning and making good decisions. That making a killbox isn't the only way to deal with problems, and you can also fight ina "creative way" :P If you have read all of this, I really admire you.. :P 
#24
Bugs / Re: [A13] Grenades thrown through mountain
April 19, 2016, 11:43:41 AM
Yeah, there was a "thin roof" in that place. I've run some tests and it's really hard to tell if grenadiers are able to throw over "mountain roof" too, because when using "destroy" in dev mode, it destroys also mountain, and makes "thin roof". But anyway my colonist are not able to throw it over, so I don't think that's an intended feature.
http://i.imgur.com/i6SNlvP.jpg
#25
Bugs / [A13] Grenades thrown through mountain
April 19, 2016, 10:32:36 AM
I'm not sure if that's a bug, but grenades flying through a high mountain seems a little bit unnatural. :P I think screenshot will show everything needed.
http://i.imgur.com/wnioXH5.jpg
(See that little yellow dot in the center of image, that's our flying nade)

By the way in the same battle I found out that bow doesn't really require both hands to use. My brave Lumi without left arm and right thumb, shooted with a bow quite well. :P
#26
Ideas / Re: Disarm Traps
April 10, 2016, 08:45:51 AM
Quote from: Mathenaut on April 10, 2016, 08:41:51 AM
I didn't know colonists can set off their own traps like that. Why is that a thing?

Unfortunately there's a small chance that you trigger your own trap :/ When you have a lot of them, chances of getting hurt are considerable
#27
General Discussion / Re: Insect Colony Farm!
April 10, 2016, 06:48:23 AM
Quote from: Pickle on April 10, 2016, 05:55:04 AM
@CheeseGromit

I know they eat rocks but what about the steel, there is lot of it on the floor, do they drop it ? And what happens when you have a mechanoid attack ? I'm curious, that could be useful :o

Yeah, mechanoid and bugs don't like eachother, it could be a good strategy. The problem is that mechs shot only bugs, and not their nests. :/
#28
Ideas / Re: Thrumbos should break walls
April 10, 2016, 05:43:48 AM
Quote from: Mihsan on April 10, 2016, 05:26:37 AM
Might require much more work than it seems. If thrumbo will use raider's logic (smash all the doors between him and your colonist), then it will be super OP (instarape of your colony w/o anything to save you). So thrumbo must smash some walls/doors.

It won't be, because it's your choice whether you hunt it or not. If you want his precious meat and leather then it should be risky. Another thing is if he would get hit accidentally in a crossfire. Then sure, it would be a real problem. But.. this problem already exists with visitors and people are living with it. :P
I think it's a really great idea! Now thrumbos are easy to "exploit", you may hit him a litte and just wait untill either infection or raiders kill it.
#29
General Discussion / Re: R.I.P Xerigium
April 07, 2016, 10:22:09 AM
Quote from: Limdood on April 07, 2016, 10:15:59 AM
Quote from: Coenmcj on April 07, 2016, 07:48:49 AM
Or vice versa
Xerigium "a plant used in herbal medicines."

the problem is you can't inspect the info on a plant until its planted

You can. Just pause the game, select "xergium" as a plant to farm and then click "i" in your farmland/pot.
#30
General Discussion / Re: A new material?
April 07, 2016, 08:35:59 AM
Oh, I must have missed that. Thanks :)