making mountain bases require extensive air ventilation\filtering, with vent outlets outside the mountain (so that riders would target em), could help maybe.
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#17
General Discussion / Re: The UNofficial alpha 13 features discussion!
March 24, 2016, 03:56:06 PM
i wonder if the insects only burrow thru soft ground, or they being added to bring doom on cheaty mountain colonies.
#18
General Discussion / Re: What constitutes disturbed sleep? Maybe my room setup is causing it???
March 24, 2016, 03:44:57 PM
i really hope, with the new update we'll be able to stick 2 people in one room w/o mood debuffs.
#19
Releases / Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
March 24, 2016, 03:17:34 PM
simply amazing.
#20
Releases / Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
March 23, 2016, 02:26:14 PMQuote from: Orion on March 22, 2016, 08:29:46 AMdunno, i was using both together for a long time and everything seems fine. cant remember exact load order right now, but can confirm later if u want.
RWAutosell is not actually sending trader groups on the map. That's the Miscellaneous (+/- MAI) mod. And that one is indeed not compatible, as far as I know.
#21
Releases / Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
March 23, 2016, 02:14:25 PMQuote from: Tony2000 on March 22, 2016, 11:23:45 AMthe issue has nothing to do with manipulation. if u want, search in this thread for "Amount of work left".
I have encountered a problem when colonist has exoskeleton, advanced bionic legs and arms and 12 adrenaline ribs. He had very high manipulation boost and at some point when he was crafting bionics, the "Amount of work left" on the crafted item became less than 0 (i.e -14 or -5, etc) and he just kept standing there in front of the bench "working" while doing actually nothing.
in short, to fix this, click on the unfinished item and cancel it, then try again.
#22
General Discussion / Re: What will be the first thing you do when you get A13?
March 22, 2016, 04:30:04 PM
stop playing RimWorld until all mods are updated...
#23
General Discussion / Re: Faction system
March 21, 2016, 02:59:36 PM
when u have guests from different factions, and they're hostile to each other, they actually fight.
regarding other things u describe, as long as there aint any travel system, its all irrelevant.
regarding other things u describe, as long as there aint any travel system, its all irrelevant.
#24
Outdated / Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
March 19, 2016, 04:21:50 PM
might be a bug with new CCL version. need others to confirm.
#25
General Discussion / Re: Am i the only one who doesn't play on mountains?
March 19, 2016, 04:16:14 PM
ppl who utilize combat mods and enjoy combat encounters.
#26
General Discussion / Re: How do you guys make money?
March 19, 2016, 04:12:02 PMQuote from: SwiftShadow on March 19, 2016, 04:00:54 PMwith the fishing mod.
Wait what u can fish in this game?!
#27
General Discussion / Re: What do you do with marsh?
March 19, 2016, 03:59:02 PM
u can also place some spare shells or IEDs in strategic points, detonating them in the right time, while raiders wading thru the marsh.
#28
General Discussion / Re: How do you guys make money?
March 19, 2016, 03:48:14 PMQuote from: SwiftShadow on March 19, 2016, 11:23:16 AMif u look in the material info, u'll see how much it offsets working.
I find that doing sculptures takes WAAAAAAAY too much time. (unless the material i make them matters and i make it with the wrong material, i used marble.)
i sell fish.
#29
General Discussion / Re: What do you do with slate, sandstone and limestone?
March 19, 2016, 03:35:08 PM
sculptures for sale. stone type does little difference to prices, and when u have multiple sculptors, u run out of your best material quickly.
#30