She must have been an amazing sheriff!
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#32
General Discussion / Disabling harvesting not sowing?
May 20, 2016, 03:07:23 AM
I tried searching but couldn't find anything.
I know I can select a growing zone and disable sowing which is nice however is there any way to disable harvesting? Or at least a way to force someone to sow as opposed to harvest?
I constantly have growers harvesting 2 plants in a zone that's ready for harvest and then they walk over to a zone that needs to be sowed and sow 2 plants.... It's annoying.
So let me know if i'm overlooking something or if there's a mod.
If this isn't in the game it should be.
Thanks for any info... it's greatly appreciated
I know I can select a growing zone and disable sowing which is nice however is there any way to disable harvesting? Or at least a way to force someone to sow as opposed to harvest?
I constantly have growers harvesting 2 plants in a zone that's ready for harvest and then they walk over to a zone that needs to be sowed and sow 2 plants.... It's annoying.
So let me know if i'm overlooking something or if there's a mod.
If this isn't in the game it should be.
Thanks for any info... it's greatly appreciated
#33
General Discussion / Re: New colony. Basically no traders.
May 19, 2016, 10:42:24 PMQuote from: Shurp on May 19, 2016, 07:29:18 AM
It's a mod, but only a few lines. And what you describe is typical on Cassandra; your base got big enough, so she decided you don't need traders anymore.
more like cassandra said oh you dont need the tutorial anymore so you don't need traders either.
#34
General Discussion / Re: Bionic eyes
May 19, 2016, 04:03:55 AM
If you select a character and hit the i that gives more in depth information there is a break down of each type of job and shooting and all kinds of stuff. if you select one... say medical it will show exactly what contributes to it... I'm pretty sure sight does but i dont know by how much. but that screen will tell you.
#35
General Discussion / Re: TIP: Bed quality matters.
May 19, 2016, 03:58:58 AM
I always like the massive tip threads when I'm new or looking for new info. If I'm new its a nice collection of things you wouldnt even think to ask and if your looking for specific information well thats what the forum search and ctrl+f are for...
But if everyone posted their own thread for each tip at least it will help out their post counts... lol
But if everyone posted their own thread for each tip at least it will help out their post counts... lol
#36
General Discussion / Re: New colony. Basically no traders.
May 19, 2016, 03:54:21 AM
Is that just an ini tweak or a mod? I'm just surprised at how often I got caravans the first two games and none in the third... still none. been about 1 1/2 years. have 400 silver lol... last game i had like 5k silver from trading before winter.
and I got the game during the current build so thats not what happened... I think I need random randy for some mroe consistency from what i read on the forums.
and I got the game during the current build so thats not what happened... I think I need random randy for some mroe consistency from what i read on the forums.
#37
General Discussion / Re: Murphy's Law
May 18, 2016, 10:38:13 PM
Actually I would argue that Rimworld seems to run on Smith's law "Murphy was an optimist"
#38
General Discussion / Re: New colony. Basically no traders.
May 18, 2016, 08:43:59 PMQuote from: GarettZriwin on May 18, 2016, 06:30:42 AM
They do not incease frequency but should(according to game) affect prices.
Thanks for the info... that sucks must have just been real bad luck.
I understand not getting tons of traders as it sounded like before but my first two tries I at least got some which was fine... I will try to keep at it in hopes traders start coming but might try a new colony.
#39
General Discussion / Re: New colony. Basically no traders.
May 18, 2016, 03:01:34 AM
Ok well im impatient so I went ahead and spent the bit of silver I had to raise the good will of one of the factions to a +10. I will see if caravans start appearing or anything and post back.
Again if anyone actually knows the answer I would appreciate any info.
Again if anyone actually knows the answer I would appreciate any info.
#40
General Discussion / New colony. Basically no traders.
May 17, 2016, 11:14:17 PM
Ok so I know everyone is complaining about the lack of orbital traders but im a noob(bought the game like 1 1/2 weeks ago and have about 60 hours in lol) so I don't really know what that even means yet lol...
Anyway I first started a colony that I did horrible with as I was learning. It only lasted until winter before I started a second one however I would guess it got 5 or so passing by traders and a few caravans.
The second colony I started lasted for one year before I realized I made a lot of mistakes and made a third colony. This second colony had tons of passing by traders and probably a dozen or so caravans. I didnt know what I was doing to make money but still had like 5k silver before quitting that game.
My third and current colony is just over a year so around the same length of time as colony 2. It is going quite well as I learned a lot from the first two attempts. However I have had maybe 3 passing by traders and no caravans so only have about 700 silver.
All colonies were with cassandra on base building. the only thing I noticed was the first two times the two non enemy factions were in the green for their view towards me. But this last colony started with the two non enemy factions being in the low reds. still not enemies but not green.
TL:DR
So short story long do trades happen more frequently once the factions like me more? like if I use the comm console to bribe a faction with -10 goodwill to get it to +10 so its in the green will i start seeing caravans or is it just that random?
Thanks for any info and sorry for rambling.
Anyway I first started a colony that I did horrible with as I was learning. It only lasted until winter before I started a second one however I would guess it got 5 or so passing by traders and a few caravans.
The second colony I started lasted for one year before I realized I made a lot of mistakes and made a third colony. This second colony had tons of passing by traders and probably a dozen or so caravans. I didnt know what I was doing to make money but still had like 5k silver before quitting that game.
My third and current colony is just over a year so around the same length of time as colony 2. It is going quite well as I learned a lot from the first two attempts. However I have had maybe 3 passing by traders and no caravans so only have about 700 silver.
All colonies were with cassandra on base building. the only thing I noticed was the first two times the two non enemy factions were in the green for their view towards me. But this last colony started with the two non enemy factions being in the low reds. still not enemies but not green.
TL:DR
So short story long do trades happen more frequently once the factions like me more? like if I use the comm console to bribe a faction with -10 goodwill to get it to +10 so its in the green will i start seeing caravans or is it just that random?
Thanks for any info and sorry for rambling.
#41
General Discussion / Re: Is rimworld = earth ?
May 17, 2016, 11:05:30 PM
I would assume either it meant "earth" as in dirt like others have said...
Another possibility would be the artist was making a sculptor of the day he returns to earth even though it may be impossible... I know if I was stranded on an alien world I would paint/sculpt my dreams of returning.
Another possibility would be the artist was making a sculptor of the day he returns to earth even though it may be impossible... I know if I was stranded on an alien world I would paint/sculpt my dreams of returning.