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Messages - British

#31
The "red zones" have been touched on this thread, which is about traps, and those "danger zones" would prevent the colonists for going there and possibily blowing themselves up, for instance (even though the actual "mines" are triggered by the player).

I do like the idea of having the colonists repair walls from inside, though.
#32
Ideas / Re: Disable the colonist creation
November 01, 2013, 09:18:57 PM
Yes, I'm not trying to reroute you, but merely proposing a possible branching on the "balance" part you mentionned, as it seemed to be related to my thread.

Apologies if it was not.


Edit: Damn typos...
#33
Ideas / Re: Transport
November 01, 2013, 09:15:29 PM
I don't know, maybe you can tell me.
Do you always ignore all the rules in place when you register to a new forum, not caring about doing some research of your own, instead of barging in and ignoring it all ?

It's just about the same of forums out there: there are rules, they are either here to facilitate the work of the people that manage the forums, or to make it easier to find information for people that visit those forums.
Even better, they can have both, just like here.

So, like in those forums, you can either follow the (simple) rules, or go make your own forums somewhere else where you could wreak havoc to your heart content.

But, yes, you're probably just in a sour mood.
#34
General Discussion / Re: The Prototype Pack
November 01, 2013, 09:00:55 PM
I hope there is cute flowers on the package...
And kitten too !
#35
General Discussion / Re: The Prototype Pack
November 01, 2013, 08:54:07 PM
That's actually a good question.

The distribution of RimWorld will most likely have to be handled separately, since the prototypes are not included in every single tier...
#36
Ideas / Re: Disable the colonist creation
November 01, 2013, 08:51:31 PM
I've touched the subject of starting colonists' skills on another thread, if you want to have a look at it :P
#37
Support / Re: Newbie questions!
November 01, 2013, 08:44:24 PM
The wiki is being worked on to provide a number of hints related to the gameplay (among other things).

Also, there's not point in having all sorts of issues being stacked in a thread when we have a forum for it.
Ideally do your search prior to creating a new thread about your problem.

Regarding jahrein's problem, batteries are indeed *not* generators, they only stock power.
To fill up your batteries, you need to add generator(s) to your power circuit: it can be solar or geyser.
#38
The page with the Paypal "orders" has it clear that it's a pre-order, and the Influencer Tier states that you'll get the pre-alpha in mid-november.

The wording may have changed as time went by, but Paypal was always a way for people to pledge for RimWorld when they couldn't on KickStarter.
Different methods, same effect.
#39
It has been answered on numerous occasions, and there's not much to discuss since there's nothing Tynan can do about it (I doubt KS will be much flexible about it, or they'll have to do it for every single project they host).
#40
Support / Re: Newbie questions!
November 01, 2013, 08:14:54 PM
Please be smart and direct your questions about issues with the game to the Support forum.
#41
Ideas / Re: My thoughts :)
November 01, 2013, 08:06:05 PM
Please try to make an effort of searching your topics before posting them...

Ergo:
#42
Ideas / Re: Transport
November 01, 2013, 08:02:40 PM
Hello,

A list of what you missed/overlooked (in that specific order):
#43
Ideas / Re: Multiple maps
November 01, 2013, 07:56:25 PM
Might as well start a new game: you have a gun, and there's always resources around.
#44
Support / Re: When is a room roofed?
November 01, 2013, 07:53:01 PM
It's all lies, have your room take roofies and you're done !
#45
Ideas / Re: Raider Campaigns
October 31, 2013, 07:17:40 PM
I think people should really search a bit *before* they create new threads on subjects that are already discussed.