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Messages - Mkok

#1
nope, its just 58°C in summer, traders just dont visit for few months in the year.

edit: So I tested a bit more and it seems this is not tied to the current temperature, as when I spawned a cold snap it still said bad temperature even in 20°C...
#2
I have settled on a hot planet, and as such I cant use the call troopers/jannisaries/cataphracts permits due to all year long bad temperature. Is there some way to make them usable for me?

I tried looking for some mod but did not find one.I also tried increasing recon armor heat tolerance to make sure jannisaries would be comfortable with my temperature range, but I still cant call them due to bad temperature. And I dont see anything temperature related in permit xml files.

Any help would be appreciated.
#3
1. wall off any entrance. If its there, it will be defended, not closed  8)
2. Its not really a 'refuse', but more like try, but I always try to build rooms like recreation room with crazy amount of wealth (my idea is something like a golden pyramid my colonists can go to have fun at  ;D), or have an armory for weapons. Also give each important colonist (usually the first 4 guys) a special room with stuff in it. The constructor always gets his room linked to furniture assembly hall, where all my furniture get assembled, butcher gets his own freezer, researcher get the research table as part of his room, etc. Its far from optimal but fun  ;D
I also love building out of wood, especially in middle of desert  ;)
3. if using mods with all kinds of stuff, I sometimes pretend some of the more crazy things are just results of crazy experiments my researcher did, and so I build only one of them. For example there used to be a mod that added some kind of potato generator, or plasma generator with fun properties. Though in later stages of the game I would sometimes build more of them, kinda like the guy finally figured how to make more then just the single prototype of deadly radiation emitting generator he put straight next to the bed he sleeps at :-)
#4
We had cannibalism, inhumane torturing, organ harvesting, slavery, human butchering for profit, etc. But this is the first time I hear of human sacrifices to the gods of the Rim. I know what my next colony will be... Welcome to the occult mountain. Our slogan is "you will be offered"  ;D
#5
General Discussion / Re: The Infestation
April 28, 2018, 05:05:24 AM
I always deal with bugs using temperature fighting. I ussualy try to freeze them using freezers built in my base, as at low enough temperatures the hives die and bugs become harmless. If you dont have freezers prebuilt, I just toss in few molotovs on something flamable, wall the area of and pray my colonists can repair the walls faster then the bugs chew at them  ;)
#6
General Discussion / Re: Mechanoid Rant
April 28, 2018, 04:59:37 AM
Centipedes are okay, I cant even count how many times did I defeated a centipede on day 1 of starting a new colony, with just the starting equipment. Made for some fun fights  :D.

The real issue are scythers if you dont have any personal shields! ???
#7
Died on day 8. Accepted a refugee event, and while Cross managed to down 3 of the raiders, he got badly beaten, while self tending he lost his mind and wandered out into the coldness. Never returned  :'(

Trial number 2: Winter is beginning, hydroponics are set up, only problem: One wind mill is not enough to run sunlamp, and there is no steel for more. Bad luck :-) Ended freezing to death while eating a polar bear corpse stored in front of the house. Turns out combination of minor malnutrition, food poisoning, sensory mechanites and freezing is deadly.
#8
Outdated / Re: [B18] Randomisable Sea Ice (18th Nov 2017)
November 18, 2017, 11:45:31 AM
When I first read the name I though this would allow you to regenerate/randomize the map after you generate it  ;D ;D

Nice little addition though  ;D
#9
Yes, this sounds like a nice addition. And maybe the recovery would not always be to 100%, so repeated blows could actually lead to pawns getting deaf over the time.

But is hearing even used in the game at the moment?  ;D
#10
Ideas / Re: Your Cheapest Ideas
November 14, 2017, 11:00:58 AM
Make thrumbos actually slightly dangerous. Etiher make them be worshipped by some factions, so if you kill them you would get relationship loss with those factions.

Or better yet, make Thrumbos release some kind of chemical upon death (not in game  :)), that drives other animals crazy, causing berserk manhunter packs within few days (ideally from some really strong animals, Thrumbo-turtle?  ;D, or just bugs, nobody likes bugs and they are almost useless). Possibly even driving some local wildlife manhunter.
#11
General Discussion / Re: Randy Random raids
November 08, 2017, 02:35:00 PM
I also feel randy doesnt give enough raids. I play only on randy as well, since I want an 'authentic' rimworld scenario where things dont happen for reasons like "there was no bad event for few days" or something. But several last alphas I really felt there just wasnt enough raids, and not just that there were long delays. If you counted all the raids in 2 years of the game I always had a quite small number. especially compared to cassandra.
#12
Quote from: mebe on November 05, 2017, 05:50:15 AM
15. Laugh a little at a raider called "Lucky" when both his parents, his wife and daughter have been killed and he has lost an arm and a leg?

He was lucky. He still alive, unlike his family  ;)

16. kill every single of the rare Thrumbos on sight simply for their horn.
#13
Quote from: Klitri on November 03, 2017, 03:56:33 PM
Sure go for that... If you think that running from some guy insulting you for three ingame hours is somehow a good story-teller dynamic.

Actually, it might be great! How about a small chance that the target of insulting gets mental breakdown as well, and locks/runs away from the insulter? You know, kinda like "I had enough, I dont need to take this s**t". Maybe even small chance he will go berserk and start beating the insulter.  ;)
#14
General Discussion / Re: Closed vs. Open Colonies
November 05, 2017, 08:02:29 AM
I like digging into a mountain from some valley, I ussually wall in all the entrances to the valley, and then build half closed/half open colony inside the valley.

But I always leave every original entrance passable, no killboxes or anything. Kinda like medieval cities. City, with city walls surounding it, and a fortified castle in middle  ;)
#15
Quote from: dkmoo on November 04, 2017, 11:57:36 AM
4. Making lavish meal out of rat meat

hey, rat meat can be good! If the rats are kept in hygienic conditions  ;)

5. repeatedly shoot one-legged prisoner with incidiery launcher so your doctor can train his first aid skill  8)