Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - British

#1
Support / Re: Turrets
November 26, 2013, 07:36:31 AM
You can also draft a colonist behind the turret.
That way, when the turret gets damaged, you'll have to un-draft the colonist, priorize repairing the turret (you'll most likely have to do that multiple time, as he'll want to do something else), and re-draft him when he's done, so he can stay around for the next round.

That's quite tedious, but there's no other way to have your turret repaired when it needs it.

You also need to put your turret after some corner, so the raiders can't use their longer range to best the turret.
#2
General Discussion / Re: Floors
November 26, 2013, 04:18:16 AM
Quote from: ShadowDragon8685 on November 25, 2013, 05:35:47 PM
[...] (which get smoothed, then carpeted blue) [...]
Does it give any benefit I'm not aware of, over using carpet from the get-go ? ???
#3
Quote from: Thracian on November 25, 2013, 03:10:53 PM
i cant find the savegame... lol help me how to change it pls
Make sure your Windows Explorer is configured to show hidden files, and then go to %USERPROFILE%\AppData\LocalLow\Ludeon Studios\RimWorld
#4
General Discussion / Re: Art is gonna change?
November 26, 2013, 03:49:24 AM
In any case, you can expect Tynan to make a proper announcement when significant changes like this are implemented, be it on his blog, the forums, the KS page, Twitter...
#5
Support / Re: World Generation
November 11, 2013, 05:57:32 AM
Damn pre-alphas, how dare they be so limited, heh ?!

Tynan mentionned it on RimWorld KS' page: biomes are one of the first proposed modules.
It has also been discussed on the forums, somewhere, but to cut the suspense: they will happen.

It's pre-alpha, getting the engine and inner mechanics ironed out is higher on the priority than new landscapes.
#6
Support / Re: Sad Colonists :c
November 08, 2013, 05:41:17 AM
It works for me, at least.
Been using 6x6 prior.
#7
Bugs / Re: [W|0.0.250Ver] No Tradeships
November 08, 2013, 04:53:11 AM
What AI are you using ?
Can you post a savegame and possibly even the output_log.txt file ?
#8
Bugs / Re: [M 0.0.250] Pathing Over Rocks
November 08, 2013, 04:43:53 AM
Ah yes, sorry about that, I guess it was mostly directed at Tynan.

The gist of that thread is that the pathfinding doesn't take into account the type of terrain.
For instance, even if you have a straight path made of concrete (100% speed), a colonist going from one end of that path to the other end will take diagonals through slower terrain around the concrete (60% speed or so).
#9
Bugs / Re: tried to drag on trade
November 08, 2013, 04:39:54 AM
Quote from: spynet on November 08, 2013, 12:07:04 AM
v250 save (said it will have bugs  or crash in  254) so am i doing some thing wrong
If you are indeed playing a 250 save on 254, you might be fishing for troubles...

Always create a new game when a new version comes up (unless you keep different concurrent versions, but then you might mix up the autosaves inadvertently).
#10
Bugs / Re: goods landing on the drop beacon
November 08, 2013, 04:36:10 AM
You can also put your stockpile indoors to prevent that.
#11
Bugs / Re: [M 0.0.250] Pathing Over Rocks
November 08, 2013, 04:32:14 AM
It's probably the global pathfinding that is the problem, it's not just about rocks...
#12
Bugs / Re: Bed bug
November 08, 2013, 04:05:55 AM
Also, please be careful: when you have a bed bug, don't let it bite you.
#13
Quote from: Hyfrydle on November 07, 2013, 08:17:31 AM
How does the game update? Do we need to download again?

The number of downloads on the link sent was set to 3 so re-downloading is not really ideal.
Yes, you have to download again, as each new build is a full version of the game.
The number of downloads resets for each new version.
#14
Ideas / Re: Haul Away Order
November 06, 2013, 08:07:56 AM
As much as it may produce a bit more micro-management, I'd love to have a way to priorize what colonists are hauling.
That way I could have, for instance, a colonist that would haul bodies first, then metal, then food, then weapons, another one metal -> weapons -> food -> bodies, and so on...
#15
Support / Re: Sad Colonists :c
November 06, 2013, 07:34:23 AM
I'm using 5x5 individual rooms, with two lights and usually one flower pot (and carpet, of course).