How do I disable the black box? I have researched black box reading. Still can't figure out how to use it. I have a black box that landed right next to my base and I'd rather it not go critical.
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#511
Outdated / Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
July 01, 2014, 02:13:38 PM #512
Mods / Re: Need Help!!!! Black Box reading, how is it done???
July 01, 2014, 01:38:19 PM
Doesn't it still explode?
Isn't there some way to read and disarm it?
Isn't there some way to read and disarm it?
#513
Mods / Need Help!!!! Black Box reading, how is it done???
July 01, 2014, 11:53:30 AM
I have one of those things that falls from space that landed right by my base. Right by it!
Usually I ignore them because I have never figured out how to disarm them, but if I don't it's going to take out my base when it goes critical.
I'm not exactly sure what mod it's from, but I know I've researched black box reading.
How do you read and disarm them? I need help before I start playing again or else it's going to take out my entire base!
Thank you!
Usually I ignore them because I have never figured out how to disarm them, but if I don't it's going to take out my base when it goes critical.
I'm not exactly sure what mod it's from, but I know I've researched black box reading.
How do you read and disarm them? I need help before I start playing again or else it's going to take out my entire base!
Thank you!
#514
Mods / Re: [Request] Variety/Lack of Variety affects happiness
July 01, 2014, 11:51:21 AM
I'm kind of surprised this doesn't interest people. I think it's a great idea.
#515
Mods / Re: Request: Lasers?
June 30, 2014, 01:29:18 PM
I would support this if you changed it slightly.
SHARKS with frickin laser beams.
That is all.
SHARKS with frickin laser beams.
That is all.
#516
Mods / [Request] Hover for quick stats
June 29, 2014, 02:09:48 PM
I'm full of ideas today, so excuse the multiple requests.
It would be super awesome if you could see stats if you hover over the colonists (particularly shooting or whether they are a hauler).
Gracias.
It would be super awesome if you could see stats if you hover over the colonists (particularly shooting or whether they are a hauler).
Gracias.
#517
Mods / [Request] Variety/Lack of Variety affects happiness
June 29, 2014, 02:06:07 PM
Personally, I think this should be in the Vanilla portion of the game and I'm surprised it isn't. Maybe it is, and I just haven't noticed it.
Variety - Affects mood/happiness positively, variety of foods available should have an effect. Even eating a great meal of nothing but potatoes and muffalo each day would become bothersome.
Lack of Variety - eating only one or two types of food could send people insane.
Just an idea.
Variety - Affects mood/happiness positively, variety of foods available should have an effect. Even eating a great meal of nothing but potatoes and muffalo each day would become bothersome.
Lack of Variety - eating only one or two types of food could send people insane.
Just an idea.
#518
General Discussion / Re: OMG! Launchable Ship?
June 12, 2014, 07:38:00 PMQuote from: Tynan on June 12, 2014, 06:03:05 PM
It's the first endgame (besides death): build a ship and get off the planet!
Amazing. Thank you!
#519
General Discussion / Re: Alpha4f difficulty
June 11, 2014, 07:09:51 AMQuote from: frosty840 on June 11, 2014, 02:04:41 AMQuoteThis game at this difficulty level (basic Cassandra) is way too frustrating. I absolutely can't stand that this AI will stop at nothing to kill off your colony. I'm about done with the game.
I don't understand the purpose of the game, I suppose. Day 97 and the game is over because I get hordes of raiders and insane animals? I haven't researched half of the items. I haven't built half the things I want to build. I don't have time to repair yet alone build anything between events. And this is with multiple reloads of my saves.
I hope this gets changed. This is supposed to be a game where you build your colony. Not inevitably die. This game has gone the wrong direction and lost me if that's where we are headed.
As has been said elsewhere in the thread, there's no "end" in the current version of the game, which is why the game inevitably kills you in the current version. Tynan replied a few posts ago that he hopes to get the "end" of the game (putting together a ship to escape the planet) into the next version of the game (or the one after that). After that, I suspect the way the game works will change quite significantly.
At the moment, though, the game kills you after a relatively short period of time to encourage you to begin a new colony so you can try and experiment with new strategies.
Well, I suppose he shouldn't have asked how difficult people are finding it then, now should he?
That IS the point of this thread, correct?
I understand the desire to defend everything about this game, but if he's asking for opinions then let people have their opinons. Geesh.
#520
General Discussion / Re: Alpha4f difficulty
June 11, 2014, 07:06:42 AMQuote from: DeMatt on June 11, 2014, 04:49:40 AMQuote from: nuschler22 on June 11, 2014, 01:22:36 AMJust for shits and giggles, I played a game without messing with my work priorities (everybody had everything, left on "Auto Priorities"), and I was able to finish all my research by day 86.
This game at this difficulty level (basic Cassandra) is way too frustrating. I absolutely can't stand that this AI will stop at nothing to kill off your colony. I'm about done with the game.
I don't understand the purpose of the game, I suppose. Day 97 and the game is over because I get hordes of raiders and insane animals? I haven't researched half of the items. I haven't built half the things I want to build. I don't have time to repair yet alone build anything between events. And this is with multiple reloads of my saves.
I hope this gets changed. This is supposed to be a game where you build your colony. Not inevitably die. This game has gone the wrong direction and lost me if that's where we are headed.
I suspect that you are overreaching yourself. You only need 15 squares of crops per colonist; each colonist wants one 5x6 bedroom; you only need one of each production facility. And your initial three colonists don't even need that for the first week or two.
And if the "get off-planet before the natives eat you" thesis is still too much for you, don't play on Cassandra Classic. That's what Phoebe Friendly is for.
What a waste of message you just wrote.
#521
General Discussion / Re: Alpha4f difficulty
June 11, 2014, 01:22:36 AM
This game at this difficulty level (basic Cassandra) is way too frustrating. I absolutely can't stand that this AI will stop at nothing to kill off your colony. I'm about done with the game.
I don't understand the purpose of the game, I suppose. Day 97 and the game is over because I get hordes of raiders and insane animals? I haven't researched half of the items. I haven't built half the things I want to build. I don't have time to repair yet alone build anything between events. And this is with multiple reloads of my saves.
I hope this gets changed. This is supposed to be a game where you build your colony. Not inevitably die. This game has gone the wrong direction and lost me if that's where we are headed.
I don't understand the purpose of the game, I suppose. Day 97 and the game is over because I get hordes of raiders and insane animals? I haven't researched half of the items. I haven't built half the things I want to build. I don't have time to repair yet alone build anything between events. And this is with multiple reloads of my saves.
I hope this gets changed. This is supposed to be a game where you build your colony. Not inevitably die. This game has gone the wrong direction and lost me if that's where we are headed.
#522
Outdated / Re: [MOD] (Alpha 4) Campfire v0.1
June 10, 2014, 11:25:43 PM
I like the mod. I found that when I make the stove, I can't use it and have to continue using the campfire though.
#523
Video / Re: New RimWorld Alpha 4 Lets Play Out Now!
June 10, 2014, 04:46:45 PM
I'd definitely turn that music down at the beginning. Wow, was that obnoxiously loud.
#524
Outdated / Re: Making older mods work in alpha 4. (Working on a new mod.)
June 10, 2014, 04:30:16 PM
Thank you for all your hard work!
#525
Outdated / Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.3 [STUNGUN + USES WOODPLANKS + FIXES]
June 10, 2014, 01:58:38 AM
Thank you for the response.