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Messages - The Man with No Name

#76
Quote from: Wanderer_joins on May 01, 2017, 03:05:12 PM
You can forbid the door while your colonist is repairing it, he'll keep working on it until completion but not open it.

Thanks, that's a great workaround!
#77
How much attention do you pay to the "quality" of the pawns that you capture and try and recruit?

In my current game, I've tried to recruit almost everybody - perhaps 9 out of 10 opportunities that arise. Sometimes I won't bother if they have 99% recruitment difficulty or major issues, such as luciferium addiction. Everybody that joins the base finds a role and something to do.

This does lead to some disadvantages. My three best constructionalists, for example, all have the "Lazy" trait and complete things 35% slower. The biggest "annoyance", though, is that only about a third of my colonists are any good with a gun. The rest all have so much better melee stats than shooting, supplemented with orange flame bonuses, that it seems imprudent to use them as shooters rather than fighters.

How different would my game have been if I'd taken the opposite approach and been very selective in who I'd tried to recruit? Only those with good and useful stats and lacking in negative ones. Would it have been easier or harder?
#78
Yeah, that's a long-winded way of doing it - setting up and painting a new zone for every door that needs repairing in such circumstances - but my colonist would probably still be alive if I had. It was raiders that did for my colonist.
#79
You've got to be really careful when repairing doors, as colonists will only do it when under automatic control and not when drafted. One of the original three colonists in my game died when someone was repairing a door and, upon completion, immediately opened it, letting hostiles in. So keep a very close eye on the repair completion percentage rate and be ready to stop the repairer at or before it reaches 100%.
#80
Ideas / Rename animals/pets
May 01, 2017, 10:38:18 AM
It's a bit odd that I can rename - or give a nickname to - human colonists, but not animals and pets. I don't want my labrador to have a terrible name like "Jagged" - I want her to have an excellent name, like "Ludo".

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EDIT: Also, I'd like to use honorific titles for my cats. So "Mr Wilson", rather than "Wilson".

Moderator's edit (Calahan) - I have merged this with an existing thread for the same suggestion.
#81
Bugs / Not sharing Medicine from same stack?
May 01, 2017, 12:59:44 AM
I ordered two colonists to treat two injured people with Medicine packs, of which there was a single stack nearby with enough for both of them. Instead of both retrieving Medicine from the same stack, one retrieved from the stack and the other went to retrieve some Medicine that somebody had dropped some distance away.

So it may be that if a colonist is retrieving Medicine from a one-square stack, it is "reserved" and cannot be used by another colonist with the same task (unlike, say, meals, which lots of colonists can take from a stack at the same time).

I could only get the colonist to take the Medicine from the nearby pile by drafting him and making him wait until the other colonist had taken some Medicine from it.

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EDIT: I just noticed a similar issue in food preparation. Two cooks were cooking fine meals. I was down to one final stack of vegetables. Instead of getting vegetables from this stack, one of the cooks left the base and went all the way into the woods to pick up some berries as the fine meal's vegetable source.

So maybe this is a known issue, or even designed that way, although it doesn't make much sense.
#82
I've already mentioned this issue on this page in another thread. Since it's happened again, I'm posting it in this sub-forum.

Issue: Colonists continue to fire after the "Allow Firing" toggle has been turned off, as in this screenshot.



I haven't been able to pin down exactly what causes it. My latest guess is that perhaps it happens in instances where a target has been manually selected while a pawn is drafted. Subsequent turning off of the "Allow Firing" toggle does not stop them firing. As I say, that's just an untested hypothesis.
#83
Quote from: grrizo on April 30, 2017, 12:14:07 PM
The Thread with No Content
You made a post, not a thread, but thanks for trying!  ;)
#84
General Discussion / Re: Parkas
April 30, 2017, 11:47:34 AM
Depending on which biome you're in, you may not need parkas. (Wool) tuques may be enough. Have a look in this thread for some info about clothes and temperature.
#85
General Discussion / Re: I need a fix
April 30, 2017, 11:43:10 AM
It seemed helpful enough to me.
#86
RimWorld for the prisoner recruitment scenes.

They still amuse me, even after hundreds of viewings...  ;D
#87
QuoteMost of Maslow's needs are simulated, except for self-satisfaction

I thought this thread was going to be about something else...
#88
Ideas / Re: Ludeon deserves money!
April 30, 2017, 10:54:41 AM
There are already ways to donate with the existing DLCs:

RimWorld Name in Game Access: £7.00
RimWorld Backstory in Game Access: £127.00
RimWorld Pirate King Access: £277.00
#89
I gave up and my warden let her slip into the night. I have recruited 99%-ers before, even after just a few attempts, but this lady was not for turning.
#90
Ideas / Re: Ludeon deserves money!
April 30, 2017, 10:26:27 AM
I would like to see an official Rimworld formicarium.