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Messages - lighthoof

#1
Looks like tribals won't have problems with that - passive cooling is a starting tech for them. As for the crashlanded start - depends on how hot the zone actually is. Hunting animals and crafting cowboy hats and dusters asap may help
#2
IMO, both resurection serum and healing one should be based on luciferium mechanites and infect a pawn with them. Seems logical to me that those are advanced versions of luciferium
#3
General Discussion / Re: TIL: Brain damage
October 27, 2017, 02:24:27 AM
Quote from: Mutineer on October 26, 2017, 04:59:52 PM
I put him in bed and treat him. In about few second he was walking again. How come? I was surprised. I look and evidently luciferium heal his infection and i had to wait again untill it's finally heal his brain.
That's not luciferium imo, sometimes good and quick treatment can push the disease's progression below diagnosable threshold
#4
General Discussion / Re: Predict the name for Alpha 18
October 26, 2017, 07:39:28 AM
Enemy within
#5
Just start without permadeath mode on. Had the same issue until started in normal mode
#6
Bugs / Re: Alpha 18 unstable test build is released
October 24, 2017, 03:55:37 PM
Quote from: Kartel7 on October 24, 2017, 12:22:16 PM
I do not know if it's a bug or not, but when I generate a map and start the game, I'm jumping out * an error when generating a map *
I do not have any mods on, nothing.
That's permadeath, just play without it for now
#7
Quote from: Daimonin on October 24, 2017, 03:41:09 AM
Quote----Resurrector mechanite superdose

Is that... does that... that sounds like... a way to resurrect a dead pawn? Probably under some rather strict conditions (Or just super duper rare?)

Im really excited to see those new quests myself. More reasons to leave the base are always good.
Most likely, it will infect the pawn with luciferium. That's the least adequate price I can think of
#8
Daaaamn!
Anti-breakes, blight rework an combat log sound fun AF )
#9
General Discussion / Re: Sorting animals by size/age
September 14, 2017, 04:20:58 AM
Most likely sorting goes by animal type, then by some internal ID as the order in the list changes, when animals leave area and reenter again with caravans
#10
Quote from: giannikampa on September 13, 2017, 04:11:47 AM
As far as i understood up to now the square where there is a door is not part of any room connected by that door, it's like a 1x1 room itself and does not concur in beauty/dirtiness/space of connected rooms.
From my observations, dirt under the doors counts into the dirtiness factor of a room at least in some cases, just like walls counts into the beauty factor
#11
For some reason option to clean up the dirt does not appear in the right click menu for some time after it appeared, so probably you clicked through tiles in one of those moments.
#12
General Discussion / Re: Stance on Lore
August 17, 2017, 07:28:16 AM
Quote from: Shurp on August 17, 2017, 07:13:15 AM
Wait a second, what am I doing?  Complaining about physics in a game where a sun lamp throwing off 2900W of light doesn't throw off any heat? :)
It's LED, alright?!  ;D
#13
You do not need plasteel even. Regular steel traps have a good chance to kill the schyter with one hit. Not once I was arming my men to defend against mechs only to notice, that I have a bunch of time until centipeeds arrive due to schyters being beheaded by the traps
#14
Ideas / Re: New power options
January 19, 2017, 03:48:27 AM
Nice one , but I'd like to add my few cents.
First option is to just add a fission reactor, that would consume uranium and would have to be stopped and reloaded with fuel from time to time.
Second one, if you like a more complicated approach, would be not to call some magic waste restoration device a "fusion reactor", but to split fission reactors into two architectures.
LWFR (light water fission reactor) would be not as hard to research, but would need enriched uranium to operate. This enriched uranium will have to be produced separately and would transform into transuranium waste. We can even add a bit more challange and realism by making the waste be approx 95% of the amount of enriched uranium ).
Second reactor type - FFR (fast fission reactor) would need much more research to be done, but will be able to consume regular uranium and transuranium waste at a much lower rate and produce much less waste (another type of waste , unusable in any way).
Some additional difficulties may be added , like heat management problem and maintenance for these reactors, but that is purely on the balance side of the issue.

Quote from: Thyme on January 17, 2017, 05:08:53 PM
RimWorld is reasonable science fiction, which is different to StarTrek/Star Wars where you have FTL drives and such. If you don't accept that, there's still the discrepance with gameplay. Free and reliable energy needs offsets (see geothermal generators for reference).

Please do not ever compare ST to SW. You should check what a warp drive is and how a concept of Alcubierre drive works its way into our physics.
#15
General Discussion / Re: [Question] Two Colonies
January 19, 2017, 01:07:19 AM
Quote from: dv on January 18, 2017, 03:45:37 PM
Quote from: kardofaces on January 18, 2017, 03:17:43 PM
If you have two colonies is their wealth tied together?--so raids at the same strength occur to both. Also, can you be raided at the same time at both colonies?

Raid strength is colony-specific. I think I've seen simultaneous raids, but they weren't attacking at the exact same time, so it was easy enough to deal with. Probably just the RNG Gods.

Don't know about raids on different colonies , but I had a mech raid and an ambush on my caravan simultaneously