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Messages - O Negative

#181
Probably a balance thing. Would be easy to create an addiction/dependence on prisoners and then release them. When they spawn to raid you again, they bring you free drugs. Not that smokeleaf is all that hard to produce :P
#182
Bugs / Re: Cannot Level crafting
May 28, 2017, 07:40:48 AM
No worries, it's not your fault. It's not exactly intuitive for X job to give Y experience.

Now you know ;)
#183
Yeah, I understand the frustration. Heatwaves only trigger if the map is already above 30C, and increases the temp by 17C. Notice how your temp is 47C? Haha. It used to be worse, I think (20C instead of 17C). For future playthroughs on hotter maps - you're playing on arid shrubland right? - always make sure you're prepared for this event as soon as it happens. Heatstroke is no joke, but it's easily combatted with a single cooling unit. Just by looking at your stockpile, I can tell that you have more than enough steel (and maybe components) to build a cooler, even if you don't have passive cooling researched. That would've saved you.

Hope that helps! :D
#184
Bugs / Re: Cannot Level crafting
May 28, 2017, 07:04:08 AM
Stone blocks now give construction experience instead of crafting. 1 year wasted :P
#185
General Discussion / Re: New Manhunter Packs
May 27, 2017, 11:47:25 PM
Boomrats are probably the most terrifying manhunter pack I've ever experienced. No other animal really compares ._.
#186
General Discussion / Re: Blockmaking in Alpha 17
May 27, 2017, 07:27:43 PM
I'm personally entirely against this newfound A17 philosophy, with respect to crafting jobs giving experience to other categories.
- Having a job's category not give the experience to that same category is entirely unintuitive to any player (new or veteran). In the long run, you're just going to keep ending up with threads like this one due to confusion from newer players. "Why is a(n) X job giving Y experience? This makes no sense."
- Pawns that are capable of crafting, but are incapable of the skill the experience is actually going to become stagnant (with respect to skill). Having a potential experience sink like this in the game is absolutely frustrating. I have never been in a situation where I needed my crafter and constructor to be the same person, and the last thing I need is for my lower-skill crafter to miss out on any potential crafting experience by wasting his time gaining experience in a job he's never going to do.
- There's nothing wrong with allowing workbenches to allow for bills assigned to other jobs. Construction/intellectual jobs at a work bench wouldn't hurt. We already have a workbench for intellectual, actually; the research bench.

That's my two cents on the topic :/
#187
With the help of the modding community (No Image Available, specifically), the source of the bug has been discovered.

The game tries to check the apparel of the animals if shield belts aren't marked as learned in the learning helper.
A null check for this would maybe fix it.
#188
When assaulting an enemy base, one can use the "claim" order to effectively claim the doors of the enemy base. This then allows you to "force open" the doors, if you want, and causes the enemy AI to attack their own doors. Given enough time, I've been able to use this to reveal the contents of each room before I assault the base.

Nothing else that generates on the base can be claimed, including walls, and the same should apply for the doors.
#189
I'd be all for this.
Heck, I'd even opt for psychopaths to use weapons, also :P
#190
Ideas / Re: Culture
May 26, 2017, 02:33:05 AM
I think it's a neat idea. Might work better as a trait, or something. I'm not sure how people feel about something like this being an unchangeable attribute. My own personal culture has changed dramatically over my life :P

Just my two cents :P
#191
According to the license it's under, I guess?

As long as whoever does it uses the same license and what-not.

I would maybe give him some time, though. A17 literally just came out. He might have life stuff going on.
#192
I'm glad they were able to help you fix it :D
#193
Ideas / Re: Add Sheep
May 25, 2017, 07:15:35 PM
Quote from: Ichoreen on May 25, 2017, 10:30:49 AM
Alpaca render Sheep obsolete. Alpaca do not need half the maintained of sheep (who will die without constant butt wiping and butt wool trimming. Sheep wool also is extremely oily and requires heavy washing before it can be spun into useful fibre but Alpaca fleece does not have an oil component in its heat retention adaptation. All in all it is a massively lass labour intensive species.
I see no argument here for cuteness, sir >:(

Sheep would be a great farm addition, imo. Even though pigs are almost useless, in my experience, I keep them around for an aesthetic feel.
#194
.../SteamLibrary/steamapps/common/RimWorld/Mods/Core

That's where they are for me :D
#195
General Discussion / Re: Fire destroyed my base
May 25, 2017, 07:06:28 PM
Firefoam poppers are your friend :D


Also, the fact that wooden floors can catch fire now is great. I love to use wooden floors for their aesthetic, and it's good to know they're not OP for setting up fire barriers anymore.

Edit: Oh, a trick I like to use is keeping doors open to help ventilate the heat. It helps make sure my firefighters don't die of heatstroke while they beat the fires. Most notably, your base has a door to the south of your stockpile which leads to the outside. That door being kept open could've helped you a lot. Doors are also your friend :D