My english is bad that's why I can't understand... It's what you want to happen or it's happen to you?
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#2
General Discussion / Re: Post your Alpha 15 Tips
December 09, 2016, 10:42:27 AM
- Bugs do not spawn (under a thick roof) if temperature is less than -17.
Its the only one guaranteed way. So living in cold biomes now have some benefits.
- You can butchering people safely if pawn have trait "Psychopath" or "Bloodlust"
This pawn will not get any loose mood, others get non-stacking -6 mood at 5 day. Butcher all corps at one time. And butcherer will have -10 relationship with all, even with colonists that joined after butchering, but it is also non-stacking
- If you make your prisoner peg leg, and then remove it - he's cannot be escape... but when you remove peg leg you will get -20 relationship with his fraction - its may be bug or not
Its the only one guaranteed way. So living in cold biomes now have some benefits.
- You can butchering people safely if pawn have trait "Psychopath" or "Bloodlust"
This pawn will not get any loose mood, others get non-stacking -6 mood at 5 day. Butcher all corps at one time. And butcherer will have -10 relationship with all, even with colonists that joined after butchering, but it is also non-stacking
- If you make your prisoner peg leg, and then remove it - he's cannot be escape... but when you remove peg leg you will get -20 relationship with his fraction - its may be bug or not
#3
General Discussion / Re: Doctoring
December 09, 2016, 10:11:25 AMQuote from: ArguedPiano on December 09, 2016, 06:30:31 AMAll useful information there it's that room must be sterile and doctor must have good health - no bad back, cataract ect. And for Medikits you must have 12 lvl doctor, if only you not have Fully Bionic Doctor.
A similar topic was discussed recently Here. You may find some useful information.
http://rimworldwiki.com/wiki/Medicine
#4
Bugs / Re: Audio Bug - Audio Completely cuts out
December 09, 2016, 10:02:18 AM
Yep, it is a very very very old bug, this happens sometimes to me, but as I remember, Tynan can't fix it. Just save, go to main menu and load save.
What the soundcard you have?
What the soundcard you have?
#5
Ideas / Re: More races
December 09, 2016, 06:51:49 AMQuote from: JesterHell on December 08, 2016, 08:18:36 AMMy "Martians" and "Thin Men" not are true aliens. They are people modified by gene engineering or changed by evolutionary pressures on non-Earth planets
Seeing as how you've used "Martians" and "Thin Men" as examples I feel like I have to point out that there are no true aliens in Rimworld.
- Martians are people living long time at Mars, red planet, fighting with mechanoid, and in time those who has more red and more hard skin will be survive. People from Mars - martians.
- Thin Men are people from Lizardy, where people are worshiping cult of Lizard, loving lizards, married at lizards, and change their own geneticist for the name of Great Lizard.
#6
Ideas / More races
December 08, 2016, 05:31:02 AM
"A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets."
So... where the other races?
Lets make diffrent races, that have unique appearance and special trait just for that race.
For example:
- martian, with red skin, looking as Hellboy and have the trait "hard skin", that give him some armor;
- thin man, looking like thin man, with trait "thin but thick" that have less hp but have some regeneration;
and many others.
So... where the other races?
Lets make diffrent races, that have unique appearance and special trait just for that race.
For example:
- martian, with red skin, looking as Hellboy and have the trait "hard skin", that give him some armor;
- thin man, looking like thin man, with trait "thin but thick" that have less hp but have some regeneration;
and many others.
#7
Ideas / Re: Turrets new type
December 07, 2016, 08:14:09 PMQuote from: Grishnerf on December 07, 2016, 01:34:54 PMNo, I think that problem of killboxes is that we have only weak turrets, thats why people buld many of turrets as in tower defend games, making killboxes, labitints and other. Its only one way when in mid/late game comes horde of enemies. Now, at extreme killboxes are necessity. This is boring.
there are enough mods out for turrets in all Kind of styles.
on a sidenote = overpowered turrets/turrets in general and killboxes make the game boring.
this is more than a towerdefense minigame.
I offering making some more power t2 turrets, that would be stronger, harder to research, cost more resourse and having some limits. For example, you can build minigun turrets but only 4.
Anyway, having only one type turrets this is borig. Make some difference.
p.s. sorry for english
#8
Ideas / Turrets new type
December 07, 2016, 10:57:49 AM
Type 2 improved turret that we can combine with different waepons:
- Pump Shotgun + turret = Pump Shotgun turret;
- Assault Rifle + turret = Assault Rifle turret;
- Minigun + turret = Minigun turret;
and others. Required AI core and many research.
Its make some more creative in this game.
- Pump Shotgun + turret = Pump Shotgun turret;
- Assault Rifle + turret = Assault Rifle turret;
- Minigun + turret = Minigun turret;
and others. Required AI core and many research.
Its make some more creative in this game.
#9
General Discussion / Re: Pets and Combat, what are your thoughts?
December 07, 2016, 10:45:23 AM
Trained animals may become two types:
- home animals, that can haul items, improve mood at colonists, but when they die his master gets debuff. Also they is more weak that wild animals that type;
- war animals, that can't haul items, do not improve mood, they can only "release the kraken" and when they die his master don't get a debuff. Can wear some armor/personal shield. Eat more food. They also same or stronger that wild type.
- home animals, that can haul items, improve mood at colonists, but when they die his master gets debuff. Also they is more weak that wild animals that type;
- war animals, that can't haul items, do not improve mood, they can only "release the kraken" and when they die his master don't get a debuff. Can wear some armor/personal shield. Eat more food. They also same or stronger that wild type.
#10
Bugs / Re: Iron-Willed
December 01, 2016, 08:18:06 PM
Nope. Pawn has Iron-Willed and Cannibal. I tested different pawns with Iron willed - in A15 with new nervous breakdown system its work only 1/16/31. I remember that in old version A12 with old nervous breakdown system it was work properly.
#11
Bugs / Re: Statistic bug, dead colonists
December 01, 2016, 07:58:02 AM
second part
[attachment deleted by admin due to age]
[attachment deleted by admin due to age]
#12
Bugs / Statistic bug, dead colonists
December 01, 2016, 07:54:27 AM
Just starting new game, not even landed but have 8 dead colonists in statistic.
No mod, A15 1284
[attachment deleted by admin due to age]
No mod, A15 1284
[attachment deleted by admin due to age]
#13
Bugs / Iron-Willed
December 01, 2016, 07:06:18 AM
I think this is a known bug but the search found nothing.
Trait Iron-Willed is broken - in description "Mental break threshold -18" but this is not true. It's reduces the threshold of a nervous breakdown at 4 in each stage:
from 5/20/35 to 1/16/31
Trait Iron-Willed is broken - in description "Mental break threshold -18" but this is not true. It's reduces the threshold of a nervous breakdown at 4 in each stage:
from 5/20/35 to 1/16/31
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