This is a great Idea. But to help you with the problem short term if you really need to, equip one of your brawlers or good people at melee with a long sword, and let them go to town. They're super effective against things like that. I only hunt big game with guns since its more efficient and would be dangerous to send my brawler into a deadly animal.
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#2
Ideas / Re: The topic Scars. Everyone hates them.
November 23, 2016, 03:32:38 PMQuote from: 14m1337 on November 23, 2016, 02:38:21 PMWhat one is out there ? I'm not against modding my game as its semi-modded already ?
there are some mods around here that give your docs the ability to heal scars.
Thanks for the reply
#3
Ideas / The topic Scars. Everyone hates them.
November 23, 2016, 01:51:25 PM
I've been playing a game recently, through and normally I just quit and give up after I only have one colonist left.. but this time I made it through, got back on track. But my hugest, 100% biggest issue is the guy I used to do this now has about 6 scars. Now, that's not bad and all, but now he constantly complains about being in pain.
Now I'm not sure what type of scarring we're talking about here but if your scars are causing you pain you need medical help.
I also furthered myself and researched drugs, and found nothing like a pain reliever that wouldn't screw my pawn over in the long run. So I think there should be a means to get rid of scarring over time it goes away and only gives 1% of the pain or something like that would be acceptable.
And to finalize this and why I'm so complainy^ about it, I had to euthanize ( send him into a herd of 13 raiders he killed about 6 if you're wondering. ) him. Which means I lost a guy who single handedly rebuilt a colony, and the ONLY reason I couldn't keep him anymore is because his pain would always have him in a state of mental break, or extremely close to one, and I admit I had to reload a save because he wiped out the colony when he went berserk and had his assault rifle... good times.
Now I'm not sure what type of scarring we're talking about here but if your scars are causing you pain you need medical help.
I also furthered myself and researched drugs, and found nothing like a pain reliever that wouldn't screw my pawn over in the long run. So I think there should be a means to get rid of scarring over time it goes away and only gives 1% of the pain or something like that would be acceptable.
And to finalize this and why I'm so complainy^ about it, I had to euthanize ( send him into a herd of 13 raiders he killed about 6 if you're wondering. ) him. Which means I lost a guy who single handedly rebuilt a colony, and the ONLY reason I couldn't keep him anymore is because his pain would always have him in a state of mental break, or extremely close to one, and I admit I had to reload a save because he wiped out the colony when he went berserk and had his assault rifle... good times.
#4
Ideas / Re: Should bullets be added as a new resource?
April 26, 2016, 12:43:21 PM
It should be a thing. Ammo SHOULD be something you HAVE to HAVE to shoot weaponry. What is the complaint about not having it ? ohhhh micromanage, no not really they'll pick up their ammo based on their weapon obviously and if they don't have anything they'll just melee.. pretty simple ?
If you don't want to obviously there are other options to not having to use guns, it sounds like most people have never used a long sword with a mk1 shield in the game before. Its the most lethal weapon and pretty much one shots most wild life and other things that might ruin your day, so be it. Want to be a REAL A@@ hat give the longsword person a suit of power armor...... mercy be upon you dear raiders.
I'd even go as far as saying it would make the game a lot more fun if you ran out of ammo during a battle, you might then have to use melee weapons most people throw away... Plus with the addition of attack animals and such this game would be great with a thing like ammo added. Have it something simple crafted with per say steel and have mags crafted for whatever weapon and bam. So i'm 100% in support of said idea. The game seems weird without it being its a kind of neat game where people could lose limbs ect. There's already examples of ammo being required in the game as well, where is my endless arty ? Why do I have to load that with ammo if not my gun ? #logic/over/wants ( yes you can kill mechs with just long swords, even the centipede rather quickly. )
If you don't want to obviously there are other options to not having to use guns, it sounds like most people have never used a long sword with a mk1 shield in the game before. Its the most lethal weapon and pretty much one shots most wild life and other things that might ruin your day, so be it. Want to be a REAL A@@ hat give the longsword person a suit of power armor...... mercy be upon you dear raiders.
I'd even go as far as saying it would make the game a lot more fun if you ran out of ammo during a battle, you might then have to use melee weapons most people throw away... Plus with the addition of attack animals and such this game would be great with a thing like ammo added. Have it something simple crafted with per say steel and have mags crafted for whatever weapon and bam. So i'm 100% in support of said idea. The game seems weird without it being its a kind of neat game where people could lose limbs ect. There's already examples of ammo being required in the game as well, where is my endless arty ? Why do I have to load that with ammo if not my gun ? #logic/over/wants ( yes you can kill mechs with just long swords, even the centipede rather quickly. )
#5
Ideas / Re: Add Fertilizer Pumps Back
April 26, 2016, 12:33:53 PM
the end all to this idea is a rather simplistic one that both makes it hard and tedious. Have a place to make peat moss and then have it to where you can increase soil to a 20% of what its base is via this method that decays at a exponential rate and requires near to constant farming.
Option two could be add in things to extract nutrients from rich soil, banishing it to gravel to be used in hydroponics, which in turn makes it much more efficient but only last per say 3 bins worth and 2 harvest making you have to decide to sacrifice your rich soil for efficiency.. etc which then it could also be sold by traders if you have a snow biome that doesn't even offer any soil. This method imo is balanced and keeps the try hard in the game.
Option two could be add in things to extract nutrients from rich soil, banishing it to gravel to be used in hydroponics, which in turn makes it much more efficient but only last per say 3 bins worth and 2 harvest making you have to decide to sacrifice your rich soil for efficiency.. etc which then it could also be sold by traders if you have a snow biome that doesn't even offer any soil. This method imo is balanced and keeps the try hard in the game.
#6
Help / Re: [A13] No Fighting! v1
April 12, 2016, 01:05:37 PM
Actually I can confirm they do use their weapon, I found this out quickly when one of my people went berserk and had a m16... 4 out of my 5 colonist died ( the raging one was the only one that survived.) I'll try to get video of this event if it is not meant to occur ?
#7
Outdated / Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
April 11, 2016, 10:13:11 AM
does it work with 13a ?
#8
General Discussion / Re: Your best colonist?
March 31, 2016, 11:03:42 PM
One of my most cherished characters. I play iron man mode so no reloads for me if a colony fails.. I let it fall. But she was a vat grown sex slave, 16 years old named Alice. She wasn't really good at things at first but then she went robo cop and had a high construction / shooting skill. I actually bought her a full set of bionics eyes, the works. She was killed incidentally on the operation table by the max level surgeon ... using glitterworld meds... I was upset and promptly arrested and killed the surgeon, lets just say after the second wave of raiders no one was moving.. woops.
#9
General Discussion / Re: Is this game worth buying / well maintained by devs
March 31, 2016, 10:58:46 PM
Yes, yes and yes. There is no reason not to buy this unless you don't have the funds for it then I'm sorry.. but yes the game is amazing and I've spent HOURS on it...
#10
General Discussion / Re: Benefits of restrictions, work day length, joy vs anything?
March 31, 2016, 10:57:31 PM
I actually have a night and day shift for keeping things basically going all around so I use the system to make a pawn sleep during the day, and work during the night. It also helps with defense since you can have people who are already accustomed to this at ready during a night raid and hopefully fend them off until your day workers are awake, or rally the day workers if things get hairy. It keeps people happy at least for me.
#11
Ideas / Game Modes
March 11, 2016, 11:09:52 AM
I'd like a game mode where it is two scenarios, one where the rimworld you get stuck on is picked out for colonization and you create an actual outpost with the idea of survival, and the ship is not a end all to the game.
The second is kind of how we play now, we " crash land " But instead of being able to pick off your randomly generated map, you legitimately are " crashed " and can land anywhere on the map besides the sea of course. And the goal of that scenario is to build the ship and get out of dodge.
The second is kind of how we play now, we " crash land " But instead of being able to pick off your randomly generated map, you legitimately are " crashed " and can land anywhere on the map besides the sea of course. And the goal of that scenario is to build the ship and get out of dodge.
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