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Messages - DarknessEyes

#1
I havent been playing rimworld recently.

Once i return to game i will add new features and upgrade the game version.
#2
I have an huge room digged inside the mountain, with a small tunnel leading to it.
90% of times the infestation spawns in that room because its way bigger than my base.

That room is sealed and have alots of heaters set to 200Âșc with a switch.
They can spawn and live for a few minutes but they will die from the heat.

Edited:

I like the idea of punishing the players who build underground.
However this infestation thing spawning hives very close to your base is kinda stupid.

Something like an manhunt event with bugs that could dig into your base should be better =P
Chance of event based on amount of tiles mined.

In current state hives should spawn a hive queen when the hive health goes bellow 25% hp.
#3
Quote from: dareddevil7 on May 03, 2016, 11:30:16 AM
To fix asthma, can't you just replace their lungs?

I dont know if its already possible in core game.
#4
Quote from: Kilroy232 on May 02, 2016, 12:49:04 AM
Quote from: DarknessEyes on May 01, 2016, 04:04:38 PM
Added a new poll, please vote and discuss.

Will start by saying that I really like this mod so far. I have been using it for about a week now and I specially appreciate that it fits so well with the vanilla game. I don't have to build 6 new work benches or anything but the surgeries still require skill and materials while also remaining well balanced.

As for the pills I personally think that being able to make them would be a little too easy mid to late game but I do think that like the artifacts and glitter medkits, being able to buy two or three of the pills at a time from certain traders would be reasonable.

I personally find that by mid game the illnesses are really just an annoyance that take select colonists out of play for a couple of days max. Being able to shorten that down time would be good and if the pills saved a colonist or two during early game then everything would be that much better.

I forgot to mention that crafting the pill will require human meat. the threated colonist stops "complaining" but all colonists (except cannibals) will lose mood. This will kinda keep the balance.
#5
Added a new poll, please vote and discuss.
#6
Quote from: Grynnreaper on April 28, 2016, 01:59:45 AM
Need cosmetic surgery to cure ugly lol everyone hates one of my colonists because she has the ugly trait. -30 debuff is rough for someone with a severe appearance deficit lmao

It a good idea, but not sure if its possible without making a .dll.
#7
Next patch migth take a while since my baby just born ;)

Next patch will introduce:
* Stomach surgery.
* Glitterworld pills to cure flu, malaria, muscle parasites, etc.

Poll results:

What materials should be used in organ surgeries?

43.8% (28 votes): Devilstrand + medicines (including healroots).
34.4% (22 votes): Human leather + medicines (including healroots).
20.3% (13 votes): Medicines only (no healroots). -
1.6% (1 vote): Other (open to suggestions)
#8
Ideas / Re: Away random missions
April 25, 2016, 08:06:10 PM
Quote from: Kegereneku on April 25, 2016, 04:07:32 PM
I dislike the idea of "MISSION", even if you could receive request by radio.
Many here would like to explore the greater map per choice, and myself I see it as a mean to get STUFF(tm) without putting everything on the original player map.

Thing is : most suggestion about "outside Map travel" will have to wait some means of travel and synching. At least if you want to introduce some speed consistency.
Also, I'm pretty sure coding entire AI-self-sufficient base without cheating would be beyond Nightmare.

Game upload player bases to be used by enemies =P
#9
General Discussion / Re: Worst trade ship ever
April 25, 2016, 09:33:05 AM
Quote from: Goldenpotatoes on April 24, 2016, 02:23:09 PM
You'd think that giant interstellar trade ships that are willing to travel as far as rimworlds would have a larger bulk of items for sale, no?

Between ground caravans being loot pinatas and trade ships being almost non-existent, trading is a bit borked as of right now.

Why a "giant" trade ship wastes fuel traveling with so few items?
#10
Ideas / Re: Away random missions
April 25, 2016, 09:31:48 AM
Quote from: mojo-jojo on April 24, 2016, 06:20:08 PM
I like the idea of taking a team of colonists you have been working on and dropping them on a new empty map with their gear and skills. Without having finished the game yet it seems like half of it is building the base and the other half is collecting and skilling up the colonists, then at the end you have the option of sending the colonists off and staying on the used up map hoping new dudes wander by. Really I'd want to stay with the colonists and see them start again on a new empty map.

Thats not what i suggested but should be nice too.
#11
Outdated / Re: New A13 Mods announcement thread
April 24, 2016, 08:28:30 PM
DE Surgeries
https://ludeon.com/forums/index.php?topic=18976
Adds 26 new surgeries to Rimworld.
#12
General Discussion / Re: Worst trade ship ever
April 24, 2016, 02:16:14 PM
Quote from: makapse on April 23, 2016, 11:44:39 AM
its not a phobe problem, its a a13 one. The base weight for a ship to come was reduced from 22 to 3 and caravans was given a weight of 3 too. After that, the storyteller reduces the ship chance even more cause a caravan had come to you and it sees it as you dont need to trade anymore

The problem is not only the % of them showing. Its the items/silver they have available...
Look at the screenshot... So few items in a trade ship (its not a caravan or visitors)...
#13
Ideas / Away random missions
April 24, 2016, 10:50:13 AM
The game is good but becomes kinda repetitive after a while.
I have the felling it lacks something...

We have an huge map... Why we cant build a small ship and go on away missions.

Just add random generated away missions at random map locations.

Away missions:
* Expire after X days if you dont accept them.
* Give several types of rewards.
* You must have a Comms console to receive the distress signals from friendly away missions.
* Your ship requires X fuel (Wood?) based on distance (between your base and map location).

Types of missions:
* Help a friendly faction defend against raids, mechs, manhunters, and so on.
* Help a friendly faction attacking an enemy faction/mechs base.
* Attack enemy faction base (without help).
* Attack mechs base (without help).
#14
Help / Re: [HELP] Recipes_Surgery.xml
April 23, 2016, 09:18:23 AM
Quote from: Shabazza on April 23, 2016, 05:25:07 AM
Any results yet?
I'm too curious what those values mean.
Especially the first ones:

<surgeonSurgerySuccessChanceExponent>
<roomSurgerySuccessChanceFactorExponent>

<surgeonSurgerySuccessChanceExponent> is used in default game "Remove carcinoma".
i THINK its the base % of surgery success + the bonus of medicine level, medicines used and room bonuses stack with this.

If you doesnt use this the surgeries still can fail, so i guess there is a default unknown value for this.

<roomSurgerySuccessChanceFactorExponent>
I THINK its a bonus % of surgery success based on the room (sterile floor).
#15
Quote from: Hermit on April 21, 2016, 10:13:08 PM
Do the cosmetic surgeries have a chance to grant the beautiful trait (or ugly for a botched surgery?)

Also, on a side note, I think the chance of death was fine. Just being under general anesthesia alone has a 5% chance to kill you in real life, and 10% for the elderly. That's before the surgical risks. Maybe that is excessive realism though in this case.

Cosmitc surgeries doesnt give any traiths. It only restores lost ears/noses, not even sure if its possible without a .dll.
The death chance from the mod stacks with the anesthesia death chance already in the core game.

edited:

It doesnt add beauty traith but a colonist with a missing ear/nose have a social debuff bccause hes desfigured.