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Messages - Ruisuki

#976
How would that work? I've heard a similar thing can be done to hide conduits on the ground; laying paved tiles over them. If you laid down flooring first would you simply be able to remove flooring and then readd it to hide the pipes? Or would you need to delete everything and be sure to lay down pipes then floor?
#977
Releases / Re: [A15/16] Fences And Floors v1.21
March 08, 2017, 08:09:04 PM
The wooden fence seems perfect for an animal pen. Security and chain link fences for a prison yard. Unfortunately latter isnt possible to make, but still very pretty textures.
#978
Quote from: Tammabanana on March 08, 2017, 07:10:24 AM
Quote from: Facepunch on March 08, 2017, 12:02:35 AM
Would it be difficult to modify the age at which children become full colonists? I'm a pretty big fan of realism, but I've only had one colony go on for 14 years.

What happens at the 14-year-old-rollover, anyway? All my 4-13 year-olds have been able to do all the chores; I haven't had a chance to playtest the rollover process yet.
they just do it slower before then?
#979
Playing the game without mods taught me so many things, but not being able to use interesting mods without a new save really hits you after you finally have a decent base.
#980
Quote from: b0rsuk on March 08, 2017, 02:01:31 AM
Are you sure you can't take incapacitated animals to cryosleep caskets ? I know you can even take downed scythers ! But overall I agree.
this was my first thought as well. anyone confirm?
#981
Outdated / Re: [A16] RimFridge
March 08, 2017, 07:07:18 AM
Im comparing different storing mods atm, but I like rimfridge in that it adds more of a homely feel with fridges, whereas others dont. Ill still probably run rimfridge for that alone.

@icefrenzy If youre looking for other storage mods also check out extended storage and storage crates. All seem to involve food preservation(unsure if crates dont spoil but they food can be 'canned' too). However, it seems Rimfridge has the +5 cold one mood bonus over them. Also the 2 tile fridge variant where I believe only ext storage offers a 1 tile AC unit. I think another advantage rimfridge has is you can do quickcooking method similar to how you can with stools/stockpiles.
#982
Ideas / Re: Your Cheapest Ideas
March 08, 2017, 06:47:40 AM
2 Tile Wide Doors.
#983
Ideas / Re: Just make raiders open doors.
March 08, 2017, 06:47:05 AM
Im for whatever decision paves the way for 2 tile wide doors to become a thing. The time for the rights of doors has come, our oppressors may be the ones who knock, but we are the ones who open!
#984
Mods / Re: [Mod Request] Windows!
March 08, 2017, 06:31:20 AM
Quote from: [FSM]Chefkoch on March 07, 2017, 02:17:59 AM
Thx for the Info but i donĀ“t want that other stuff, is there no "pure" Window mod around?  :-[
Not that i am aware of. There were some glitches with clutter structures last i heard related to saving and quitting while not finishing construction of certain buildings which corrupted saves as i recall. Glass+lights also adds windows but its not stand alone either.
#985
Mods / Re: [Mod Request] Haircut/Barbershop Mod
March 08, 2017, 03:48:34 AM
I believe fashionrimsta adds a barber object? Unless im misremembering
#986
Quote from: Canute on March 08, 2017, 03:01:52 AM
Since the mod name don't change Rimworld don't notice it.
You should allways delete the old folder before you copy/unzip the new one, this is for all mod's not just this one.

BUT when you update a mod which add/change something there is allways a chance to break the colony. If you want be at the safe side, just rename/copy the old folder and when you encounter a problem you can restore it.
Ah so you can always redownload and reinstall an archived version if deleting a mod proved a problem. I'll be sure to do that with the newest version of glass/lights the OP just uploaded thanks.
#987
Mods / Re: [Mod Request] 2 Tile Wide Doors
March 08, 2017, 12:40:18 AM
Dude you're awesome, im looking forward to it.
#988
Quote from: Trigon on March 07, 2017, 11:47:23 PM
Quote from: Ruisuki on March 07, 2017, 10:10:37 PM
Quote from: jacob814 on March 07, 2017, 10:13:29 AM
Update to 16a.2
-Re-added the glass table
-Bunch of small tweaks.

Up to date with the steam version as of now.
Safe to just overwrite the folder under mods? (new to this)
You're usually better off deleting the old folder. Overwriting mods with the new version can lead to madness.
Doesnt deleting mods mid game corrupt saves or is that only specific mods? Do I need to deactivate before deleting?
#989
Mods / Re: [Mod Request] 2 Tile Wide Doors
March 07, 2017, 10:29:04 PM
Quote from: Vetrogor on March 07, 2017, 12:40:51 PM
I build 2 doors neer and found that colonists are stupid. If someone in front they don't go to other door. They wait other guy to move. This should be fixed too.
Yeah i figured I could add two doors but im mostly wanting a 2 tile door for aesthetic purposes. And maybe a slightly higher durability to go along with it, but mostly I just want it to take up 2 tiles so I can keep symmetry. When theres a 5 tile wall I usually add a door in the middle, leaving 2 tile walls on each side. But when theres a 4 tile wall, or 2 tile wall, it just bugs me and doesnt look right to me.
#990
Few questions I hope you guys can answer for me

1. Just had an event where a characters dad wanted to join "for a while" I accepted him, but is he gonna be here forever? Or eventually leave as the text suggested? Im pretty sure its from Hospitality as Ive never gotten this event before adding it.

2. I've read that vanilla A16 added the chance of a colonist being recruited via rescue. Does this mod improve that chance, or were the people saying this possibly attributing such feature to this mod, unknowingly?

3. On the items I put on guest rooms to sell...can they still be bought if I forbid them? I constantly do that with meals. High priority colonist consume them, then immediately forbid so others dont pile on the now unforbidden meal. I do this because I often have a stockpile at critical somewhere I forgot about on the map and now cant find and dont want colonists taking the things Im trying to sell to guests, back to storage.

4. If I dont try to recruit or entertain these guests I should be safe from the relation penalty yeah? Can I just tell them to leave?

5. What are some tips y'all suggest for recruiting people? Will joy items and right click-recruit suffice? Or is there more I can do?