Do yourself a favor get familiar with all the parameters for stockpile zones and areas. It's kind of a core part of the game to make things run smoothly IMO.
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#361
General Discussion / Re: Any way to make hunters NOT carry their kills?
August 22, 2017, 08:23:32 PM #362
General Discussion / Re: Any way to make hunters NOT carry their kills?
August 22, 2017, 06:43:24 PM
Not that I know of without micro. That's the reason why I draft them and shoot down animals.
#363
Releases / Re: [A17] Animals Logic 🐾
August 22, 2017, 06:06:15 PM
my little planet... I've been wanting this for a while now. Thank you so much!
#364
Help / Re: [Tutorial] How to Make a RimWorld Mod, Step by Step
August 22, 2017, 06:05:08 AM
New to visual studios..and it's late. Just don't hate me for asking. I sort of get stuck at step 18 and I want to make sure I'm doing this right.
He mentions going into the application tab. Is "project options" the same thing?
http://i.imgur.com/dmwUfrw.png
This window is the only place I see where I can change stuff like the namespace, framework etc.
This is what makes me think I'm in the wrong place. I don't see an advanced button, or overlooking where I can change the debug information to none.
He mentions going into the application tab. Is "project options" the same thing?
http://i.imgur.com/dmwUfrw.png
This window is the only place I see where I can change stuff like the namespace, framework etc.
Quote20) Go to the Build tab in the project properties.
21) Change the output path to be RimWorld\Mods\PlagueGun\Assemblies
- All .dll files will go into this directory when we "build" our code library.
22) In that same window, click the Advanced... button.
23) Change Debugging information to none.
- This prevents a simple error that occurs when RimWorld doesn't know what to do with the debug .pdb files.
This is what makes me think I'm in the wrong place. I don't see an advanced button, or overlooking where I can change the debug information to none.
#365
General Discussion / Re: Drain the Swamp!
August 22, 2017, 12:55:41 AM #366
Outdated / Re: [A17] Jibbles Modlist
August 21, 2017, 03:54:25 PMQuote from: SpaceDorf on August 20, 2017, 09:10:11 AMQuote from: Jibbles on August 19, 2017, 05:08:23 PM
Brittle Pillar
Haha.
Muahahaa ..
MWAHAHAHAHA HAHAAH A.. *coughing fit*
It's the roof support from DF![]()
thosetreehugging elven hippiestribals don't know what they are in for.
Haha. Be careful. This pillar has backfired on me many times fleeing from raiders. But it's worth it when using on tribals and manhunter packs. usually bust it out when Randy wants to play dirty. I need to give DF another chance. Never got into it.
Quote from: Hungry Colonist on August 20, 2017, 01:44:59 AM
Could you make a flashlight mod?
Similar to the flashlights guards use in Prison Architect. Would be really cool to use it with Realistic Darkness.
Do you specifically want flashlights? There are miner helmets and bunch of other lights mods out there. I was contemplating on making lanterns, glowsticks, maybe equipable torches for realistic darkness. It may be some time if I decide to make those items though as I want to make some improvements for the extinguisher.
#367
Outdated / Re: [Modlist] Jibbles [A17]
August 19, 2017, 05:08:23 PM
Stone painting updated:
Ability to combine multiple stone-types to create a new colored stone in the recipe.
Stones are now sellable.
Added Mods:
Fire Extinguisher
Brittle Pillar
Ability to combine multiple stone-types to create a new colored stone in the recipe.
Stones are now sellable.
Added Mods:
Fire Extinguisher
Brittle Pillar
#368
Releases / Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
August 18, 2017, 04:49:53 PM
Good stuff!
Can't wait to try out in my next game.
Can't wait to try out in my next game.
#369
General Discussion / Re: Refugees and ship parts
August 18, 2017, 04:29:11 AMQuote from: Shurp on August 17, 2017, 10:33:42 PM
How many shots does it take to even hit the thing? In my latest siege attack I fired off 12 rounds without a single one landing within 10 squares of the target. (Fortunately I did blow up their components which put a stop to their mortar construction; my killbox finished them off shortly afterwards).
I've used over 50 shells before and didn't destroy the ship. Only one, possibly two hit out of all those shells so I gave up on that idea. Haven't tried any time after that though, this was in A17. Not saying it will always take that many, just be prepared if you plan to go that route.
#370
General Discussion / Re: How do you deal with addicts?
August 17, 2017, 07:34:18 PMQuote from: Vlad0mi3r on August 17, 2017, 07:19:48 PM
If I could workout how to take a screen shot on a MAC I would show you.
Shift+command+3 for full screenshot.
Shift+command+4 and drag mouse for selected portion screenshots
#371
General Discussion / Re: Which MODs are not OP and close to Vanilla?
August 17, 2017, 01:05:49 PMQuote
It can manage hunting, foraging and animal farming. It's... Far from "everything".
I knew I would get called out wording it like that ha.
I guess I considered OP when I saw it since it looked like "set it and forget it" type of mod. Can be easy to slip up cause you forgot to do this and that in the midst of all the chaos you encounter. Shouldn't consider it OP though I suppose.
#372
General Discussion / Re: Which MODs are not OP and close to Vanilla?
August 17, 2017, 12:36:22 PM
Agree, tilled soil highly OP. If you really want to be able to make rich soil then take a look at fertile fields.
Wait.. is colony manager not OP? I never tried since it looks like it does everything for you? I guess that's a gray area.
I like these:
Colonist Bar FK
Notification Archiver
AC-Smart Speed
HelpTab
Blueprints
Wait.. is colony manager not OP? I never tried since it looks like it does everything for you? I guess that's a gray area.
I like these:
Colonist Bar FK
Notification Archiver
AC-Smart Speed
HelpTab
Blueprints
#373
General Discussion / Re: Refugees and ship parts
August 16, 2017, 06:36:18 PM
haha good call! I forgot about batteries. Yes, frag grenades are effective too. I try to have 1-2 emp nades before throwing frags into the mix.
#374
General Discussion / Re: Refugees and ship parts
August 16, 2017, 05:34:22 PM
They wander near the ship, but they can chase several tiles away. They chase towards you if you attack and retreat. They move back to the ship after they stop chasing. When they start moving back to the ship this will give you another opportunity to safely shoot which will make them start chasing again if you land a shot. That's how I lure them anyways. I focus on scythers first.
Some things to consider if you plan to build a mini killbox. It takes time and resources setting those up. You'll use up a lot of steel just for conduits that may just catch fire if the box is far from your base. I suppose you could use a fueled generator or something for power, but those power sources would get destroyed in future raids if you don't protect them. This also takes away resources that could've been used at your base which is top priority IMO.
Some things to consider if you plan to build a mini killbox. It takes time and resources setting those up. You'll use up a lot of steel just for conduits that may just catch fire if the box is far from your base. I suppose you could use a fueled generator or something for power, but those power sources would get destroyed in future raids if you don't protect them. This also takes away resources that could've been used at your base which is top priority IMO.
#375
General Discussion / Re: How to stop pawns from wearing new clothes?
August 16, 2017, 03:51:35 AM
Does this mod interest you? http://steamcommunity.com/sharedfiles/filedetails/?id=738206572