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Topics - FMK

#1
Bugs / Artless Sculptures
September 23, 2016, 12:42:16 AM
If you sell multiple of the same material, same quality sculptures to a land trader, and they end up on the same trade animal, they will lose their art tags.

So if you buy them back (or the trade animal dies somehow), you will end up with sculptures with no Art. Wouldn't be surprised if this happens with other things as well.
#2
On any piece of clothing that has a base of 7% sharp armor or worse (aka, all clothes but jackets), Devilstrand significantly outperforms Thrumbofur of the same quality because of the +5% to the base sharp armor that Devilstrand gives -- even though Devilstrand only multiplies sharp by 180% while Thrumbofur multiplies it by 300%. Devilstrand also more or less ties with Thrumbofur for blunt armor.

Seems pretty silly for something that's significantly less consistent to obtain and worth almost double.
#3
Hypothermia!


Power cost is rather crazy to keep it that cold with doors open to the outside world, but as you can see, it's very effective. Though, Scythers are too fast to freeze at this level of cold, but they're easy enough to kill through other means.

Also, have you ever wondered what would happen if mechanoids could get back up after losing their weapons? Well you can totally do that by shutting the coolers off before they die, though I wouldn't recommend it. They wander around (semi) harmlessly, though they'll break any doors laying around and will punch colonists in the face if they get too close.


Note: Should you want to try this, keep in mind that the outside temperature drastically affects how effective the coolers are in this setup -- The map I made this in generally ranges from -10 to 10C, which makes the temp range from -110 to -90. So colder maps have it easier with freezing mechs, and hotter maps have it harder. Also, there's a turret placed to the left of the maze that is covered by the health menu, to give raiders/mechs something to target rather than deciding to poke my wind turbines.
#4
General Discussion / My one complaint about Rimworld...
November 02, 2014, 09:03:43 PM
... is that Miniguns can't target an area, and are forced to target "things." It doesn't make any sense, since you're obviously not going to try and pinpoint shoot someone with a Minigun -- you're going to fill an area with bullets and shred anyone who passes by.

Fortunately, a sandbag is a good workaround -- albeit requiring a bit of maintenance:

But for balance reasons, I guess I can see why -- 60 centipedes and 24 scythers cut down in a heartbeat, and nothing in the path damaged except the mechs due to bullet-logic.