Quote from: LeoTessa on March 16, 2016, 03:50:53 PMbecause of multiple beds.
Well, again, my best place is a hospital and im getting the "shared bedroom" problem for some wierd reason
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#31
General Discussion / Re: A few questions on everyones take on traits
March 16, 2016, 04:01:18 PM #32
Outdated / Re: [A12] Right Tool For The Job (v1.14)
March 16, 2016, 03:39:50 PM
they coming for your woods!
#33
General Discussion / Re: Triple Rocket Launcher ???
March 16, 2016, 03:24:57 PM
strangely, in my games, those triple-rocket-guys usually end up blowing up their very vanguard.
#34
General Discussion / Re: A few questions on everyones take on traits
March 16, 2016, 03:12:10 PMQuote from: LeoTessa on March 16, 2016, 06:40:37 AMi tend to make day shifts (for majority) and night shifts (doing independent tasks, like cleaning, crafting, prep meals for next morning, etc). works well.
What schedule do you guys (exactly) give to night owl colonists?
Would you do the same for abrasive ones to keep them off from most people?
as for jealousy, its a minor debuff he can live with.
take a note at furniture quality, make one room with all excellent furniture (most ppl just make a box room with a bed crammed in it..). take your best builder and try making high quality furniture, if not - deconstruct and build again.
doenst have to be sculptures, to make a rich bedroom.
#35
Releases / Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
March 15, 2016, 04:15:23 PMQuote from: Pactrick Willis on March 15, 2016, 03:43:21 PMthere is special patch for that
Is this mod compatible with Combat realism? I'm mainly asking if the Turret base in this mod is compatible; Will the weapons I put on them retain there combat realism stats?
#36
Outdated / Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
March 15, 2016, 09:53:15 AMQuote from: Chaotic Skies on March 14, 2016, 03:41:30 PMthis
Is there anyway to get this to work with A12? Just curious, I'm not expecting it to happen if it hasn't yet
#37
Outdated / Re: [A12d] More Mechanoids (v1.07b - updated 31.12.2015)
March 15, 2016, 09:48:48 AM
fair enough.
#38
General Discussion / Re: The fear mechanic. What happened to it?
March 15, 2016, 09:35:38 AM
like Bruxy said, that would require colonists roles differentiation, like dominant caste, subordinate caste, etc. down to slaves, to actually fear or be intimidated by someone. All in all, whole social system. Right now, they're all even.
#39
Releases / Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
March 13, 2016, 03:56:20 PMQuote from: Alistaire on March 12, 2016, 06:41:29 PMi always thought the name is a bit misleading. had to rename it to "Rimfire 1.8 (for CombatRealism)"on my list.
Then I think you have "Rimfire 1.8" but you need to replace it with "CombatRealism + Rimfire 1.8" to make it work with CombatRealism. Only one of the two must be active at any point, depending on whether CombatRealism is active.
#40
Outdated / Re: [A12d] More Mechanoids (v1.07b - updated 31.12.2015)
March 13, 2016, 03:28:06 PMQuote from: Orion on March 13, 2016, 04:07:13 AMadd in 'decontsruct for parts' job, alongside disassembling (actually, would be vice versa). u receive universal mech parts, that u cannot use for anything else but for repairs (well, selling to a robot trader maybe).
I guess bots repairing bots is acceptable, although probably that would then need to be balanced with something else. Like requiring spare parts for repairs.
no free plasteel.
Quote from: Beathrus on March 13, 2016, 09:41:44 AMisnt Repair of a higher priority than crafting? if given the same priority value.
And its more the problem that the priority to work on the bot is low. :/ Like, if I could set the bot a charger station like its own 'bed', and then set a 'priority' for when it needs to be repaired, so my crafter doesn't skip them and go back to crafting whatever they were before that would be great. Or if I could click on a unit to 'return crawler to charger station', for when my crafter has time to actually repair it, that would be great.
#41
Outdated / Re: [A12d] More Mechanoids (v1.07b - updated 31.12.2015)
March 12, 2016, 03:51:15 PMQuote from: Beathrus on March 12, 2016, 03:04:06 PMthat is actually a really good idea. bots that repair bots. (unless the ocasiaonal "who will repair the repairer" )
Or set like, another bot to just 'repair' duty. Maybe a flame bot, modified to be a repair bot.
as for me, i usually have Haplo's MAI set on repair duty.
#42
General Discussion / Re: How useful are traps?
March 12, 2016, 03:12:24 PMQuote from: Gonorejus on March 12, 2016, 06:38:08 AMi use this tactic sometimes (esp when opening psychic ships), but that requires additional micro to place.
I find explosive IEDs in conjuction with regular shells scattered around to set off chain explosions very effective.
#43
Outdated / Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
March 11, 2016, 04:04:39 PMQuote from: Justin C on March 10, 2016, 06:23:39 PMi havent investigated mod files at all, but from what i've clearly seen in the game, a horde spawns with 80% attacking zombies (roaming toward a chosen target, can get broken if no path), and 10% wandering ones (killing squirrels and unlucky bypassers)
They're supposed to wander around aimlessly until they find a target to attack. They shouldn't ever be sitting still without doing anything. That probably means they are getting hung up somewhere when trying to find targets.
#44
Mods / Re: [Mod Idea] Reaction to weather
March 11, 2016, 03:29:38 PM
sadly, with the current 'max 3 traits' it would be a waste, instead some useful\play-changing traits.
#45
General Discussion / Re: How useful are traps?
March 11, 2016, 03:09:59 PMQuote from: MarvinKosh on March 11, 2016, 01:59:07 PMthats what i actually was thinking IED should be: explosive + wire, that u can place in wider areas, instead of landmine-like.
Hey guys, what do you think about gun braces and tripwires?
something like that:
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O
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it would also greatly benefit, if the explosions in vanilla worked Combat Realism-ish..