|
Why would anyone bury all that free leather and chemfuel?
|
# ? Aug 18, 2017 17:00 |
|
|
# ? May 22, 2024 18:42 |
|
Bhodi posted:Thanks for coming, if you would just step into our welcoming chamber for the customary greetings ceremony, thanks. What's that? Oh it's not for us, we'll be right outside. Won't take a moment. Sweet mother of god. Thank you for this, I know what direction I'm going in my next run. Puppy farm will be amateur poo poo
|
# ? Aug 18, 2017 17:14 |
|
Danaru posted:Why would anyone bury all that free leather and chemfuel? Chemfuel? What are you talking about, that there's some good eating and huge mood bonuses. Even a mood bonus from the leather hats too! Really, other people are the best thing for your pawn's moods.
|
# ? Aug 18, 2017 17:56 |
|
Are there any mods that will allow me to build a dirt or packed dirt tile on moving water tiles? I want to construct an embrasure'd embankment (or maybe a pathing preferred highway filled with traps!) in the middle of a river to keep all these man-hunting SWARMS of Redra From entering this mountain river system, which cuts right through the middle of my base.
|
# ? Aug 19, 2017 03:26 |
|
Holy poo poo is there no way at all to get power across a river other than to fill batteries, and then reinstall them on the other side? Am I forever doomed to battery micro?
|
# ? Aug 19, 2017 05:20 |
|
why not setup power facilities on the other side?
|
# ? Aug 19, 2017 06:01 |
|
I've seen a bridge mod that allows building of simple items on it (like torches and power lines).
|
# ? Aug 19, 2017 06:02 |
|
Omniblivion posted:Sweet mother of god. Oh no, it's a new Deja! HelloSailorSign posted:I've seen a bridge mod that allows building of simple items on it (like torches and power lines). I believe it's Basic Bridges that does this.
|
# ? Aug 19, 2017 06:44 |
|
Mister Adequate posted:Oh no, it's a new Deja! That is an excellent name.
|
# ? Aug 19, 2017 13:22 |
|
Is there a mod that either removes or lessens the area near the map edge you can't build on? I keep bumping into it with my underground vaults
|
# ? Aug 19, 2017 20:20 |
|
Crimson Harvest posted:That is an excellent name. Seconded
|
# ? Aug 19, 2017 22:43 |
|
Manbearpig is real. I have no idea how good this is since I think it might go bonkers with the animal collab project, but who knows. I'm sure you enterprising madgoons would love to splice together a Muffaboom.
|
# ? Aug 20, 2017 04:33 |
|
Warmachine posted:Manbearpig is real. I have no idea how good this is since I think it might go bonkers with the animal collab project, but who knows. I'm sure you enterprising madgoons would love to splice together a Muffaboom. you do know that this will be used to justify furries in rimworld right?
|
# ? Aug 20, 2017 04:35 |
|
Thefluffy posted:you do know that this will be used to justify furries in rimworld right? They're gonna combine colonists with that cleaning cat mod.
|
# ? Aug 20, 2017 04:45 |
|
Thefluffy posted:you do know that this will be used to justify furries in rimworld right? Already been done mate. Haven't you read the lore about how all intelligent "alien" life is really just bizarre human offshoots? Runaway glittertech is some bad poo poo.
|
# ? Aug 20, 2017 04:48 |
|
It's been a rough week for Setsuko
|
# ? Aug 22, 2017 02:25 |
|
Well for heck's sake get them a snack of human flesh
|
# ? Aug 22, 2017 02:27 |
|
That seems like someone in dire need of some astral knowledge.
|
# ? Aug 22, 2017 06:03 |
|
The dream of being able to send your colonists into space and crash them on a new sadistic hellhole is now a reality. Behold, "gently caress, not again." This one is fresh.
|
# ? Aug 23, 2017 02:40 |
|
Is there any way to rename colonists within game? I've got Sam, Sammy, Samantha and it's irritating trying to keep track. Haven't really seen a mod that can do it, and having to save file edit it seems clunky.
|
# ? Aug 23, 2017 18:38 |
|
Eltoasto posted:Is there any way to rename colonists within game? I've got Sam, Sammy, Samantha and it's irritating trying to keep track. Haven't really seen a mod that can do it, and having to save file edit it seems clunky. You can change their nicknames. From the colonist detail thinger, there's a text-box-with-I-cursor icon at the top right; click it and you'll get the nickname prompt.
|
# ? Aug 23, 2017 18:39 |
|
You can also just edit the save file, it's XML so any decent plain text editor will do the trick.
|
# ? Aug 23, 2017 19:20 |
|
how do i clear people from a job? i have a tailoring station where my main researcher has reserved all the shirts for herself, but i'm not exactly going to leave her off research duty to do a job my tailor can do much better. how do i clear the job list? thanks
|
# ? Aug 24, 2017 18:21 |
|
botany posted:how do i clear people from a job? i have a tailoring station where my main researcher has reserved all the shirts for herself, but i'm not exactly going to leave her off research duty to do a job my tailor can do much better. how do i clear the job list? thanks Cancel the jobs (select the actual pile of unfinished clothes), and then set her work preference to not allow tailoring
|
# ? Aug 24, 2017 18:24 |
|
botany posted:how do i clear people from a job? i have a tailoring station where my main researcher has reserved all the shirts for herself, but i'm not exactly going to leave her off research duty to do a job my tailor can do much better. how do i clear the job list? thanks You can find the unfinished item and select cancel, it will remove the reservation and give most of the materials back
|
# ? Aug 24, 2017 18:24 |
|
Heffer posted:You can find the unfinished item and select cancel, it will remove the reservation and give most of the materials back Volmarias posted:Cancel the jobs (select the actual pile of unfinished clothes), and then set her work preference to not allow tailoring that works! still a little more clumsy than i would like, but o well
|
# ? Aug 24, 2017 18:33 |
|
botany posted:she hasn't started actually tailoring anything, she just reserved the worktime i guess If she hasn't picked anything up, recruit her immediately, which will break the job order. Pick whoever you want to do it so that they reserve the job. Once they start work, it's "theirs"
|
# ? Aug 24, 2017 18:35 |
|
Volmarias posted:If she hasn't picked anything up, recruit her immediately, which will break the job order. Pick whoever you want to do it so that they reserve the job. Once they start work, it's "theirs" i thought of that as well, tried it, didn't work. the job stayed reserved
|
# ? Aug 24, 2017 18:38 |
|
botany posted:she hasn't started actually tailoring anything, she just reserved the worktime i guess She has started. Pawns can't reserve the worktime without starting the job. Check your stockpile for the incomplete tailoring object, another pawn probably dragged it there once she went off to do her higher priority tasks. Set a skill floor on your bills in the future so low-skill idiots don't pick up jobs they aren't meant for.
|
# ? Aug 24, 2017 18:50 |
|
Everyone should have the mod Prepare Carefully. It's freaking amazing and makes the start way less lovely. You can just design the team that you would have gambled for an hour for anyways. You can do cool things like make all of your starters psychopathic cannibals. You can also make sure you don't start with a lovely rear end pet to begin with and swap that jade knife out for something you'll actually use.
|
# ? Aug 25, 2017 00:00 |
|
Rookersh posted:I've said this a bunch already, but really this should be in the OP. I just want to thank this person for this. I would never have picked it just from the in game description. I also hated playing Rimworld ages ago because of the killbox thing. This time around it is a blast. Especially when much harder than necessary curve-balls are thrown in. I am still not convinced it actually checks anything about your base, though.
|
# ? Aug 25, 2017 03:00 |
|
This game just seems to know when I'm doing decent and exactly what it's gonna take it rip my poo poo apart. I've considered installing the mod that makes it not auto rain when fire has become a serious issue. Hmm.
|
# ? Aug 25, 2017 03:06 |
|
Count me in with the Randy converts. My latest "oh god how can I survive this" was a toxic fallout followed next day by volcanic winter, starting in early summer. It led to a cold snap in fall, a bout of sleeping sickness for half the colony, and a mechanoid raid. Just after the fallout and winter ended (in late winter, I've a long, but not full year, growing season in the jungle), I had two pirate raids one day after the other... and an infestation a day after those. The mechanoids were helpfully turned into advanced hydroponic bays (running vegetable garden mod) and raider corpses became fertilizer. The bugs became kibble for my huskies and labs. ....and at the end of all those raids, I notice one of my early colonists (4 years strong, 22 years old) now has 4 traits... with the one I don't remember him coming with being desensitized.
|
# ? Aug 25, 2017 05:27 |
|
Randy can be a tremendous fucker and I love him for it. Take a look at these; A couple of days into a radiation wave, two Mech ships rain down right next to each other, within about four seconds of each other. We're on the north side of a riverbank that we've made very hard to cross but Randy doesn't give a heck, these were like the fourth and fifth mechanoid ships that have crashed on my side of the river. Fortunately I was able to survive this but it did cost a few lives, several hands and limbs and suchlike, and a couple cases of radiation poisoning that hit fast, but aside from one minor carcinoma it was survivable. Between radiation, these ships, and the damage and fires that started clearing them out, basically everything not already harvested there was a write-off. Fortunately as you can see we had a big pile of meals, and even though that got down to around 500 by spring, there was no danger as the map was starting to repopulate with game anyway. Also we have now ensured an indoor hydroponics facility exists. e; Crimson Harvest posted:That is an excellent name. Volmarias posted:Seconded If y'all mean me, thanks! He's a minor and offscreen character in Consider Phlebas and I loved it from the second I saw it. Ms Adequate fucked around with this message at 06:15 on Aug 25, 2017 |
# ? Aug 25, 2017 06:08 |
|
botany posted:how do i clear people from a job? i have a tailoring station where my main researcher has reserved all the shirts for herself, but i'm not exactly going to leave her off research duty to do a job my tailor can do much better. how do i clear the job list? thanks The vanilla way of handling this was already covered, but the Better Workbench Management mod is useful for assigning jobs to specific pawns, among other things. It's very handy.
|
# ? Aug 25, 2017 06:15 |
|
Mister Adequate posted:Randy can be a tremendous fucker and I love him for it. Take a look at these; Is that mechanoid ship bridge object from a mod? I've never seen that one before. Pretty neat.
|
# ? Aug 25, 2017 07:02 |
|
It's from Mechanoid Tech, it's got some cool stuff but also some annoying things like having its own ludicrously expensive and work intensive materials and making the new mechanoids hard solely by having pretty much all of them have explosives which makes cover useless.
|
# ? Aug 25, 2017 07:47 |
|
Sending someone on a caravan for even a short distance appears a massive undertaking for me. They have to take hundreds of kilograms of food and will be gone for stupid amounts of time as the crawl around the map. Am I doing it wrong? Is it how I am setting up the caravans that makes this so messed up and not worth it?
|
# ? Aug 25, 2017 08:06 |
|
Realistic simulation!
|
# ? Aug 25, 2017 09:08 |
|
|
# ? May 22, 2024 18:42 |
|
Decided to install a "curated modpack" was kinda fun until half my pawns decided to leave and form their own faction leaving me without a cook or grower and completely crippled, was a bit extreme.
|
# ? Aug 25, 2017 09:11 |