Don't they miss out on a bonus if they do that?
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#17
Ideas / Re: Trade Overhaul
May 06, 2015, 06:19:00 PM
Good to know. In my current world I didn't want to use the indoor beacon since I thought it was a bug.
#18
General Discussion / Re: Colonist injuries.
May 06, 2015, 06:04:08 PM
That's what slave traders are for
You could always harvest body parts for sale/preservation...
You could always harvest body parts for sale/preservation...
#19
Support / Re: Problem: Equipment Rack
May 06, 2015, 04:40:15 PM
Probably should be in the bug forum, but did you check your filters on the racks? It could be you are filtering weapon type or quality...
Also, the racks only store one item in each slot (2 total items) so if they are full, that is the message you will get.
Also, the racks only store one item in each slot (2 total items) so if they are full, that is the message you will get.
#21
Ideas / Re: Equipment Rack - wtf?
May 06, 2015, 02:40:35 PM
I've seen people using them to keep high quality weapons and armor in a central location for use by new colonists. On the ground it would also take the same space.
#22
Ideas / Re: Write an event!
May 06, 2015, 12:32:47 PM
Lethargy / Depression (contagious)
- Everyone moves and works much more slowly
- Severe joy deprivation
- Need to force tons of joy to remove
- Chance of suicide if not addressed
Holiday
- Boosts joy bonus
- Penalty for working
Animal Population Boom
- Massive influx of a particular animal type
- Boom animals force other animals to starve (by eating food)
- Need to curb population or animals go insane and start attacking everyone and everything
Nudist Colony
- A nudist colony passes through taking any of your nudist colonists with them
The Big One
- A massive mufallo walks through map
- Anyone above a certain hunting level will be excited and more effective while it's on the map
- If they kill it, they get a permanent skill + joy boost (I killed "The Big One")
- If they don't they get a permanent abrasive trait (stories about the one that got away)
- Everyone moves and works much more slowly
- Severe joy deprivation
- Need to force tons of joy to remove
- Chance of suicide if not addressed
Holiday
- Boosts joy bonus
- Penalty for working
Animal Population Boom
- Massive influx of a particular animal type
- Boom animals force other animals to starve (by eating food)
- Need to curb population or animals go insane and start attacking everyone and everything
Nudist Colony
- A nudist colony passes through taking any of your nudist colonists with them
The Big One
- A massive mufallo walks through map
- Anyone above a certain hunting level will be excited and more effective while it's on the map
- If they kill it, they get a permanent skill + joy boost (I killed "The Big One")
- If they don't they get a permanent abrasive trait (stories about the one that got away)
#23
Ideas / Re: Medical Trader
May 06, 2015, 11:54:23 AM
Why would it be any more OP than buying it from other traders? They are expensive and can be just as rare as the high end weapons.
#24
Ideas / Re: Personal Space
May 06, 2015, 11:53:21 AM
You can engineer this yourself in the current game.
1) Make a multi-room area away from main area (bedroom, joy room, work room and mini fridge).
2) Assign your artist a single priority to create art
3) Have haulers keep the attached storage area(s) stocked (critical storage)
1) Make a multi-room area away from main area (bedroom, joy room, work room and mini fridge).
2) Assign your artist a single priority to create art
3) Have haulers keep the attached storage area(s) stocked (critical storage)
#25
Ideas / Medical Trader
May 06, 2015, 11:47:09 AM
I would love it if there was a trader that just carries medical supplies. While you might be able to find parts and kits from the other traders, this one will buy and sell all sorts of limbs and parts.
#26
General Discussion / Re: Rimworld Tips
May 06, 2015, 10:16:05 AM
The problem is that it was happening early game and they kept on killing each other. I missed so many recruiting opportunities.
#28
General Discussion / Re: Rimworld Tips
May 06, 2015, 10:11:20 AMQuote from: TLHeart on May 06, 2015, 10:07:37 AM
don't need a large prison, a 6x10 room with 5 beds and a table makes it possible to recruit any prisoner.
I used to do this until I realized that my prisoners kept beating each other up. Now I separate them into small rooms. I think small room penalty = sharing room penalty, so it's the same for me with minimal additional resources required to house. You can always throw a sleeping spot in one of the existing rooms if you are full.
#29
General Discussion / Re: RimWorld change log
May 06, 2015, 10:06:48 AMQuote from: skullywag on May 06, 2015, 03:40:17 AM
RimWolves, accustomed to human meat so much they ignore animals in favour of finding a tasty human....me likes.
As long as they "finish" the job. Berserk animals maim till unconscious and then move on to next prey. Wolves should devour.
#30
General Discussion / Re: Overanalyzing the slave trade
May 06, 2015, 10:04:13 AM
I am assuming that there is also a random component to this. I once had two slave traders come at the same time and my prisoners were different prices (10%) between the two traders.