It would need to be variable, even soldiers sometimes never get over what they're actually doing.
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#2
Ideas / Re: Berserk!
July 21, 2016, 10:35:51 PM
I think some of this could be resolved by adding more ways people break other than dazed or berserk... And maybe limit dazed and berserk to hard mental breaks and have soft ones be something else.
#3
Ideas / Re: Please remove human pawns eating corpses.
July 21, 2016, 04:26:53 AM
If this is a genuine bug/problem really depends a lot on bits of the situation we're not seeing...
If a colonist ran outside past a stocked freezer to eat a corpse outside, yeah this is a problem. If it was in the halls of the colony and there was barely any food and a colonist was nearby, it's working as intended.
The latter is one reason you assign a dumping zone for corpses that die in your home area, otherwise they die and end up unforbidden and you get problems.
If a colonist ran outside past a stocked freezer to eat a corpse outside, yeah this is a problem. If it was in the halls of the colony and there was barely any food and a colonist was nearby, it's working as intended.
The latter is one reason you assign a dumping zone for corpses that die in your home area, otherwise they die and end up unforbidden and you get problems.
#4
Ideas / Re: People are totaly unharmed when they try to break down doors barefisted + extra.
July 21, 2016, 01:39:41 AM
Can you drop the random colored text? It's obnoxious.
Also why on earth or any other planet are you using autodoors on prisoner cells?
Also why on earth or any other planet are you using autodoors on prisoner cells?
#5
General Discussion / Re: Previous Versions.
July 20, 2016, 11:13:20 PM
Apparently it's by design old versions remain unavailable. I don't really agree with it myself because of the modding community, but that's just how it is I think...
#6
Ideas / Re: People are totaly unharmed when they try to break down doors barefisted + extra.
July 20, 2016, 09:41:57 PM
The bodyparts were re-added I think, try updating your version of EPOE
#7
General Discussion / Re: Noob: medic couldn't treat himself..?
July 20, 2016, 06:57:41 PM
At the very least I think colonists should be able to do things equating to first aid on themselves, like slowing bleeding or treating little scrapes and bruises. It's kind of weird if someone has high medical skill that when someone is on the way to give them real treatment or something that they'd effectively let themselves die or get worse.
#8
Ideas / Re: People are totaly unharmed when they try to break down doors barefisted + extra.
July 20, 2016, 03:26:35 PM
If you're really that concerned about prison breaks being difficult to intercept, why not look into mods with embrasures? If you're still using A13 you could use them to pelt the raging prisoner with beanbag shotgun shells with combat realism (Which also makes breaking things without explosives harder).
Also look into Expanded Prosthetics and Organ Engineering. You can remove legs and arms to transplant or permanantly/temporarily cripple prisoners.
Also look into Expanded Prosthetics and Organ Engineering. You can remove legs and arms to transplant or permanantly/temporarily cripple prisoners.
#9
Ideas / Re: Please remove human pawns eating corpses.
July 20, 2016, 03:03:52 PM
That -40 mood is supposed to be punishment for managing a vital resource (Food) so poorly. People do very questionable things when facing starvation sometimes, I think unless it's part of the food priority bug people report from time to time it's working as intended.
#10
Ideas / Re: Separate sexuality from the trait system.
July 20, 2016, 03:01:26 PM
Pawns are definitely not all white, and given how far in the future rimworld is and the strange way humanity is spreading it's possible that almost no one seen in game actively has any traces of old earth cultural races to begin with.
#11
General Discussion / Re: Traders "Dig" to Escape
July 19, 2016, 03:42:01 PM
If you're trying to trap someone, obviously so they starve and you get their goods for free I think this is working as intended.
#12
Ideas / Re: Gun minimum skill requirement
July 19, 2016, 03:39:41 PM
A sniper rifle isn't really a magical object with new rules compared to a regular plain old hunting rifle, you know that right? The only real difference is quality control and longer range sights.
You can give bob redneck a sniper rifle and while he'll have no earthly idea what things like MOA or how to read mil dots for range, he can still make shots that he'd do while out hunting just fine...
You can give bob redneck a sniper rifle and while he'll have no earthly idea what things like MOA or how to read mil dots for range, he can still make shots that he'd do while out hunting just fine...
#13
Ideas / Re: Vodka from potatoes
July 19, 2016, 03:34:23 PM
The going blind thing is a bit silly, if you're pouring a whole batch in one go the methanol will be offset by the ethanol enough you wont get any real problems.
The going blind thing is mostly scare tactics against home brewers. The first cup or twos worth of a freshly brewed drink will have a much higher methanol content than the rest if you just pour it out for yourself and drink it. THAT'S where the danger is.
That said, being able to make Vodka or rice wine or other things would be nice.
The going blind thing is mostly scare tactics against home brewers. The first cup or twos worth of a freshly brewed drink will have a much higher methanol content than the rest if you just pour it out for yourself and drink it. THAT'S where the danger is.
That said, being able to make Vodka or rice wine or other things would be nice.
#14
Mods / Re: [Mod Request]True Fallout
July 18, 2016, 07:18:03 PM
That last one is a little... Uh... Overspecific and weird. If someone did make a mod that enhances fallout, I don't think adding a random halo reference that doubles as "Sorry game is over now" is a good idea.
That said, events with some warning that create long lasting situations you'll need to deal with with warning time could be intresting. Though I doubt a colony would ever recover from a nuclear strike that actually hit within the playable area, so maybe that little portion is not such a good idea.
That said, events with some warning that create long lasting situations you'll need to deal with with warning time could be intresting. Though I doubt a colony would ever recover from a nuclear strike that actually hit within the playable area, so maybe that little portion is not such a good idea.
#15
General Discussion / Re: Modding message--"You really like playing with fire"
July 18, 2016, 07:14:01 PM
I think you get that when you load more mods before restarting the game. The message is for a good cause, make sure your first setup doesn't explode the game first!
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