Peg leg?
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#32
General Discussion / Re: Setting artillery shells on fire
May 06, 2015, 09:50:32 AM
When a colonist is doing a haul task and then they are told to switch tasks, they drop what they are hauling.
#33
General Discussion / Re: No more fertilizer pumps
May 06, 2015, 09:41:12 AM
Maybe add top soil as a resource. That way you can make a floor of top soil to create a growing area.
The balance would come from how you get/make top soil.
The balance would come from how you get/make top soil.
#34
General Discussion / Re: Rimworld Tips
May 06, 2015, 09:38:37 AMQuote from: skullywag on May 06, 2015, 04:20:17 AM
Be afraid of squirrels and boomrats. Never let them live near your base. Kill. Them. All.
On that note, make sure you store your food away from animals. They will eat your food.
#35
General Discussion / Re: Heat: Does it flow through walls?
May 05, 2015, 11:56:20 PM
I had a similar issue until I added a second door and another a/c unit in the mini hall between the two doors. Unless it's a heatwave, the hall unit sits slightly above freezing (during summer) and the inner one sits slightly below. The freezer never goes above freezing without a heatwave.
Also, make sure your units have a space behind them to vent the heat.
Also, make sure your units have a space behind them to vent the heat.
#36
General Discussion / Re: What's there to watch on a Rimworld?
May 05, 2015, 06:59:41 PM
It would be great if addictive personalities could binge on TV like they binge on beer.
#37
Bugs / Buying slider bug
May 05, 2015, 06:56:14 PM
I am encountering a bug when I am in the merchant UI. When I scroll down the list and then click + drag to buy/sell an item, the slider moves on the wrong item. This seems to happen only the first time I click+ drag after scrolling, but if I scroll again, it will happen again.
#38
General Discussion / Re: Setting artillery shells on fire
May 05, 2015, 06:34:18 PM
I've been using turrets for this, but this is much cheaper (but quite a bit more tedious).
#39
General Discussion / Re: A11: Inventory & meals
May 05, 2015, 06:28:30 PM
I love the idea. The biggest problem I have on the map sizes I play is when I send a hunting party to the other end of the map and everyone ends up in terrible moods from exhaustion and hunger. You could add a sleeping bag to this to minimize the slept on the floor penalty.
Another inventory item could be travel joy items (dice and the like) to allow for item based joy when far from home.
And while you're at it, you could also have colonists carry med kits for those rare (ahem) hunting accidents.
Another inventory item could be travel joy items (dice and the like) to allow for item based joy when far from home.
And while you're at it, you could also have colonists carry med kits for those rare (ahem) hunting accidents.
#40
General Discussion / Re: Rimworld Tips
May 05, 2015, 06:21:19 PM
Best tip I can give you is start with the easier story tellers in a Temperate Forest.
Other tips:
- Stock up on a lot of food. You'd be surprised how quickly you go through it.
- Conserve metal by building with wood.
- Cover as much of your base as possible with a roof (or build into a mountain).
- A well placed turret or 3 can protect your base from most raids for a long time.
- Recruit, recruit, recruit
Other tips:
- Stock up on a lot of food. You'd be surprised how quickly you go through it.
- Conserve metal by building with wood.
- Cover as much of your base as possible with a roof (or build into a mountain).
- A well placed turret or 3 can protect your base from most raids for a long time.
- Recruit, recruit, recruit
#41
General Discussion / Re: Call for Alpha 4 testers
May 30, 2014, 11:50:19 AM
1. Win7 x64
2. I have both developed and tested software before.
2. I have both developed and tested software before.
#42
Ideas / Re: Your Cheapest Ideas
May 20, 2014, 11:50:31 AM
Just remembered a couple more:
- Colonist/Prisoner counters (display could be in resource area)
- Harvest zones. Set a zone where wild crops (berries and such) get harvested when grown instead of a regular manual process.
- Hunting zones. Same theory as above, but maybe with a max/min threshold (when there are more than y animals, kill until x animals remain). Would work well with animal breeding/ranches.
- Colonist/Prisoner counters (display could be in resource area)
- Harvest zones. Set a zone where wild crops (berries and such) get harvested when grown instead of a regular manual process.
- Hunting zones. Same theory as above, but maybe with a max/min threshold (when there are more than y animals, kill until x animals remain). Would work well with animal breeding/ranches.
#43
General Discussion / Re: Call for wiki administrators
May 19, 2014, 11:16:16 AM
Developer/Techie here and would love to help any way I can. Never helped maintain a wiki though (outside of an internal wiki, content only).
#44
Ideas / Re: Your Cheapest Ideas
May 16, 2014, 01:17:14 PM
First off, love the game. Looking forward to Alpha 4.
Not sure if this has been said already, but it would be great if you could select "Shoot Target" from the right-click menu even when the target is out of range and have them move within shooting range (or around obstacles) instead of first having to manually move within range.
Some other ideas (I'm sure most, if not all have been mentioned):
- Animal breeding (both wild - slow, and captive - fast)
- Basic stone tech (walls, furniture, weapons) that can be made with raw stone
- Research to protect electrical systems from flares
- Defensive research to hide colony from raiders (less frequent attacks, more time to prepare)
- Radar that provides a mini-map, or just a mini-map
- Animals feast on corpses - will help get rid of ones in the open.
- Small animals should only take 1 or 2 hits to kill, but they should be very difficult to melee
- Armor for colonists
- Lightning rod - component that will draw lightning and protect colony from lightning strikes within the radius.
- More details on the comm screen. See what type of trader they are and/or your relationship with them without first opening the trade screen.
- Trading with visitors at beacon. Visitors go to beacon and then you can click on them to open trade screen.
- Bartering - don't just trade with/for silver. Trade with other resources as well.
- List orders when a colonist is selected so you can easily order the colonist to gather something.
Not sure if this has been said already, but it would be great if you could select "Shoot Target" from the right-click menu even when the target is out of range and have them move within shooting range (or around obstacles) instead of first having to manually move within range.
Some other ideas (I'm sure most, if not all have been mentioned):
- Animal breeding (both wild - slow, and captive - fast)
- Basic stone tech (walls, furniture, weapons) that can be made with raw stone
- Research to protect electrical systems from flares
- Defensive research to hide colony from raiders (less frequent attacks, more time to prepare)
- Radar that provides a mini-map, or just a mini-map
- Animals feast on corpses - will help get rid of ones in the open.
- Small animals should only take 1 or 2 hits to kill, but they should be very difficult to melee
- Armor for colonists
- Lightning rod - component that will draw lightning and protect colony from lightning strikes within the radius.
- More details on the comm screen. See what type of trader they are and/or your relationship with them without first opening the trade screen.
- Trading with visitors at beacon. Visitors go to beacon and then you can click on them to open trade screen.
- Bartering - don't just trade with/for silver. Trade with other resources as well.
- List orders when a colonist is selected so you can easily order the colonist to gather something.