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Messages - Ember

#16
i think there's something wrong with the lighted walls, they only provide light for a few seconds only when a colonist walks directly in front of it
#17
apparantly the story teller decided it will have none of that, higher than average summer tempratures, went up to 15C where the average is -6C. all those corpses are now rotted
#18
it seems easier playing on challenege rather than rough, so far my colonists are living comfortably off of wargs

food storage:



but im keeping a backup

emergency food storage:

#19
Quote from: TheGentlmen on August 04, 2015, 01:26:53 AM
Don't fear... thier's 5x as much zombies  ;D

@sky I've noticed that whenever the game needs to spawn pawn it lags out for a while... I originally fought it was becuase of my storyteller editing so I used the default setting but it still lagged! this doesn't happen in vinnila (Where I still have my "Hardcore" ) SO i believe its cuased by the modpack.

im not too sure about this and someone should try testing it, im too lazy to do it myself >.>
i think it might be the clothing mod, the game has to decide from a much larger pool to clothe the pawns, ive noticed that the larger the group the longer it takes and im not too sure but it might be taking even longer the colder it is, since it has to give the pawns even more clothes to even be comfortable in the cold weather
#20
scary

also, the moment you realize, your primary doctor is in a broken daze, your secondary doctor is missing a leg, and the rest are incapitated or ina broken daze and half the colony has infections that you have a major problem
#21
i dont have zombies in my game for some reason and im rather happy that i dont

also for some reason when i strip norbals that have shields the personal shields just disappear, is that intended? cause i find thats the best way to get those circuits
#22
im starting to regret playing on a flat map with very little rock to mine, starting to wish the fissure miners also mined up rock chunks
#23
Quote from: The13thRonin on August 03, 2015, 05:36:58 PM
Quote from: Ember on August 03, 2015, 05:30:20 PM
talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone

I think you mean lucky. So much free meat!

you misunderstand, all of my colonists are dead, as in game over
#24
talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone
#25
next time i get a free volatile free colonist as my first recruit, im shooting him in the head
#26
Quote from: ChiefSlapahoe on August 02, 2015, 11:07:21 PM
Click on the prisoner and deselect friendly chat. Its in one of the gold tabs when you click on a pawn (ie like character and gear).

Yeah I've noticed like the machining bench has two different options when you right click on it, opposed to just craft at table, it says something like use table too. I think that issue is the same with the tailors loom, and probably you don't get crafting exp from the machining table I've seen.

im talking about visitors, not prisoners, and doing that to them doesnt work as it only works for the pawn that i disable it on not the group or even the faction
#27
any way to stop my wardens from chatting with visitors all the time? they have other jobs i would rather have them do

also it seems that anyone can use the tailors workbench no matter what jobs they have enabled, had someone with all jobs related to crafting set to 0 working on clothing someone else started, wouldn't be surprised if this happened with other crafting things like this
#28
finally got to making synthetics, but dang it has been a painful run so far, also 3 years and i still have yet to grow things, also got no lights considering the immense cost of electronic circuits
#29
it seems the story teller decided to take pity on my colonists, got a cargo drop of about 200 meals in cans, so no more cannibalism for a few months, though it did make me work for it. Poor colonists were more or less drafted for 2 days straight fighting off a raid and simultaneous warg pack that was about 20 strong. The mass infection and having both doctors wandering in a broken daze most of the time didnt help much either, thankfully, i had no deaths
#30
aw dang it, got a colonist without a stomach and theres a corps in my dump pile that has a synthetic one

also my story teller loves throwing mechanoids at me
here have a couple mechanoids on top of your base.... no? that didn't do much, how about an invasion with 3 centepeds carrying plasma with a couple scyths? you managed to fight that off? ok here's an evil ship
btw just before that invasion i accepted sheltering a colonist running from raiders, which arrived at my base just before i killed the last centipede

meh dont like double posting so im just gonna add it to this

trying to trade gets me this

Exception filling window for RimWorld.Dialog_Trade: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.RCellFinder.GeneratedTradeDropCenter () [0x00000] in <filename unknown>:0

  at RimWorld.RCellFinder.TradeDropSpot () [0x00000] in <filename unknown>:0

  at RimWorld.Tradeable.DropThing (Verse.Thing t) [0x00000] in <filename unknown>:0

  at RimWorld.Tradeable.ResolveTrade () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.TryExecute (System.Boolean& actuallyTraded) [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Trade.<FillWindow>m__283 () [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Trade.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Layer_Window.DoWindowContents () [0x00000] in <filename unknown>:0