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Messages - 14m1337

#136
Releases / Re: [A15] Recycle
October 22, 2016, 04:07:22 PM
I had it on first position, and I had it on last position. The problem remained the same.
Seems I'll have to invest some time here ...
#137
Releases / Re: [A15] Recycle
October 22, 2016, 10:17:15 AM
anyone else having problems with this mod ? when I activate it, the "Bills" button of my tailoring bench doesn't pop up the menu as usual.
#138
Off-Topic / Re: The Music thread
October 21, 2016, 08:38:24 PM
Let's add some German middle-age rock here: Saltatio Mortis - Früher war alles besser

Then a piece where very much metal was used.

And last but not least something that I think needs very much skill of the main musician: Mnozil Brass - Lonely Boy (live). Watch it completely, you won't regret it!
#139
Help / Re: Artist with Stuff, any Coders Interested?
October 21, 2016, 08:25:27 PM
maybe they would fit perfectly to hendrikpfaff's Rim Magic Mod ... I'd suggest talking to him
#140
 :o legendary. gotta give it a try in my next colony.
#141
Bugs / Re: Very stupid hauling behavior
October 21, 2016, 04:13:45 PM
Quote from: Alenerel on October 21, 2016, 03:46:32 PM
The problem with this is that if their job is to cook 50 meals, going 10 by 10 when they could get a pile of 75 is not doing the job correctly.

then you are not undestanding this as the game does. one job is cooking one meal. if you want 50 meal, then you gotta do the job 50 times. (basically, without taking mods like "feed the colonists" into account)
#142
Ideas / Re: Customizing starting characters
October 21, 2016, 04:10:14 PM
did you already have a look at "EdB Prepare Carefully" ?
#143
sry to say that, but i think this will be impossible. afaik there's no difference between a pet and a wild animal, at least regarding hp and vulnerability. imagine you want to tame a muffalo, it gets angry and you can't kill it.
#144
Bugs / Re: Very stupid hauling behavior
October 21, 2016, 03:24:20 PM
@Jimyoda: 't wasn't me :) It's Wes who described how to make the pawns do what OP wants 'em to do.
#145
Ideas / Re: Anti cave trait/backstory
October 20, 2016, 08:27:26 AM
this is a great idea !
#146
Bugs / Re: Very stupid hauling behavior
October 20, 2016, 08:23:27 AM
I tend to say that this behavior is working as intended and not a bug. maybe it's stupid behavior, but not a bug.

the "hauling" you describe is part of the "cooking" job: "get as much of the material as you need for your recipe, then cook it"
#147
I'm not using the map reroll mod, but I'd really like to know what the secret bonus feature is. can someone PM me about it ?
#148
sry to say that, but your screenshot ist not of much help, because the text is not readable.

try this to make the game at least playable:
- uncheck the fullscreen option => this makes rimworld run in windowed mode
- as with all windows programs, doubleclick the window to maximize it
#149
General Discussion / Re: Tips For Cave Bases?
October 17, 2016, 04:29:49 AM
Quote from: APBRainbowcar on October 16, 2016, 07:31:19 PM
There's only 1 thing wrong with that. Everything else! Thank you, Keeping Growing Zones inside caves isn't the best idea, Cause if you put it on soil it grows faster, Add that with light then you have it growing 2x faster! But thank you!

As you can't plant on plane cave floor, GroeneAppel must have meant to use hydroponics in his tip#13. These grant a growth bonus of up to 230% (for rice), while fertile soil only offers 140%. So indoor farms are a very viable option.
#150
Ideas / Re: NUDISTS
October 15, 2016, 05:00:19 AM
@OP: your caps is locked. better check your keyboard. repairing it, or in case it's not repairable, replacing it are the ways to go.
@topic: the may have been forced to wear clothes by the circumstances.