The wool is sad, it was really great for Tuques. But I honestly had no issues with temperature in 1.0 since so much leather gives proper insulation now. Reproducing I really don't need. I neutered them anyway (there was a mod for that).
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#272
General Discussion / Re: Unstable build of 1.0 available
July 08, 2018, 02:44:39 PMQuote from: PleaseBro on July 08, 2018, 02:38:34 PMAnd what do we learn? Destroy door/wall. Or unroof a nearby room and then destroy door/wall.
And when finally the steel door fails to the fire, the entire area instantly becomes -4 degrees yet the fire rages on and all my pawns are dead.
There are no backdrafts in Rimworld so abuse that.
#273
General Discussion / Re: Unstable build of 1.0 available
July 08, 2018, 12:57:34 PMQuote from: PleaseBro on July 08, 2018, 12:37:22 PMI agree, maybe add two small buttons above/left of the amount with symbols for this purpose.
Request for 1.0 can you please add some buttons on workshop bills page for drop on ground or take to stockpile. Kinda annoying you need to go into details page which also pauses
Mockup:

If you want the item to go to a specific stockpile you have to use details, but since this functionality is probably rarely used that's fine. Dropping on floor on the other hand is something I use A LOT.
#274
Releases / Re: [1.0] Animals Logic 🐾
July 08, 2018, 12:37:21 PMQuote from: Oblitus on July 08, 2018, 12:08:12 PMThat's what I use all the time. But 1.0...
I prefer Housekeeper Cat.
#275
General Discussion / Re: roof problem in 1.0
July 08, 2018, 10:08:22 AMQuote from: dragonalumni on July 08, 2018, 09:49:47 AMThis means 15x15, even if you cut the corners, there probably still are tiles that are more than 6 range away from support, so even if you have the area marked to be roofed, your colonists won't try to build a roof where it's not supported.
it's exactly the size of a orbital trade beacon zone with 2 doors.
#276
General Discussion / Re: [1.0] RimWorld is being sucked dry of its flavour
July 08, 2018, 04:40:48 AM
I actually think the game gained a lot of flavor by quests being more relevant, faction relations mattering more (ally help yay), legendary items actually being LEGENDARY (and rare), rivers being useful and many other things. It just isn't the same kind of flavor it might have had, but it's not worse.
#277
Bugs / Re: [1.0.1957] rev939 - Aurora doesn't affect mood of caravans
July 08, 2018, 04:38:25 AM
It's actually by playing two colonies that I found out that solar flare and eclipse are global.
#278
Bugs / Re: [1.0.1957] rev939 - Aurora doesn't affect mood of caravans
July 08, 2018, 03:25:27 AM
Of course they are not IRL. In game however I think there is just two types of events: Map-specific (e.g. raid/meteorite/weather) and global (solar flare, eclipse, aurora)
#279
Releases / Re: [1.0] Animals Logic 🐾
July 07, 2018, 07:29:05 PM
Well I observed some of my animals hauling something and then immediately hauling something else, without any real delay in between.
#280
Releases / Re: [1.0] Animals Logic 🐾
July 07, 2018, 07:02:17 PM
Seems to be working fine. I set it to 0.1h and the animals haul nearly all the time. I can't say for sure because I think they were so effective there isn't much to haul anymore and if they have nothing to haul they idle of course =P
#281
Bugs / [1.0.1957] rev939 - Aurora doesn't affect mood of caravans
July 07, 2018, 06:13:36 PM
Not sure if a bug, but since Auroras are global they should affect caravans.
#282
Releases / Re: [1.0] Animals Logic 🐾
July 07, 2018, 06:10:12 PMQuote from: Oblitus on July 07, 2018, 04:49:31 PMThank you so much. I haven't tried yet but hardworking animals is something I really need... so much stuff to haul.
Animals Logic update:
Configurable animal hauling efficiency (can replace Hardworking Animals).
Configurable tameness decay threshold.
Configurable training decay speed.
#283
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
July 07, 2018, 04:19:03 PM
My nitpickyness has been satisfied, thanks.
And maybe it actually improves you mod more than one might think. When I started using your mod a year ago or so I always hated the mending attachment because it was so slow, power hungry and you just couldn't see any effect, only after checking after a few minutes.
With this maybe others will feel that it's actually pretty decent at repairing stuff if you choose fair values (not too high lol).
And maybe it actually improves you mod more than one might think. When I started using your mod a year ago or so I always hated the mending attachment because it was so slow, power hungry and you just couldn't see any effect, only after checking after a few minutes.
With this maybe others will feel that it's actually pretty decent at repairing stuff if you choose fair values (not too high lol).
#284
Releases / Re: [1.0] [KV] Show Hair with Hats (AlienRaces now supported) [ModSync RW]
July 07, 2018, 04:15:36 PM
As I said, it is low priority. I modified the values anyway so my Orassans are normal scale and then there is no bug of course.
#285
General Discussion / Re: Unstable build of 1.0 available
July 07, 2018, 03:15:52 PMQuote from: mlzovozlm on July 07, 2018, 02:51:16 PMWell, most water dries to gravel and that can't support heavy structures. So the pump is really useless. Only marsh dries to dirt.
with bridge being a think, i just out right use bridge instead of pump unless what i need is room with some flooring or heavy stuff or growing ground