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Messages - Darkhymn

#1
Releases / Re: [A16] EPOE Hardcore Version 1.54
January 20, 2017, 02:51:17 AM
Quote from: Rah on January 20, 2017, 01:59:10 AM
Quote from: Darkhymn on January 19, 2017, 06:03:15 PM
Hey, Rah. First, props on this awesome simplification of EPOE! EPOE is a great mod, but it always struck me as a little outside the scope and spirit of the game as I imagine it. This is a perfect balance of the extra, improved features of EPOE and vanilla.

I had one question, though. Do I need to have the technology unlocked to use the bionics added by the mod? I have a colonist who's down a foot and I have a bionic foot in stock, however I can't seem to install it. I'm concerned that if I lop off the pawn's leg for a peg now, I won't be able to install the prosthesis later, as it seems like bionic feet and legs are different beasts. Any thoughts on why this may be?

Hi Darkhymn, that is correct. In order to craft and to install bionic parts, you need the corresponding research first. The colonists will not understand how to attach parts without it. Have fun !

Quote from: cap75 on January 19, 2017, 09:46:57 PM
I had something similar. My pawn had a bad back, so when a caravan came by with a bionic spine, i bought it but now i cant install it.

Same as above, research bionics to unlock the surgery. Enjoy !

Thanks again!
#2
Releases / Re: [A16] EPOE Hardcore Version 1.54
January 19, 2017, 06:03:15 PM
Hey, Rah. First, props on this awesome simplification of EPOE! EPOE is a great mod, but it always struck me as a little outside the scope and spirit of the game as I imagine it. This is a perfect balance of the extra, improved features of EPOE and vanilla.

I had one question, though. Do I need to have the technology unlocked to use the bionics added by the mod? I have a colonist who's down a foot and I have a bionic foot in stock, however I can't seem to install it. I'm concerned that if I lop off the pawn's leg for a peg now, I won't be able to install the prosthesis later, as it seems like bionic feet and legs are different beasts. Any thoughts on why this may be?
#3
Clearly you've never bred wargs and wolves as pets. My colony has more angry teeth and jaws than humans, and let me tell you, they can rip into a raid with a vengeance.
Quote from: Mutineer on August 25, 2016, 06:50:07 PM
Remove them from list of masters before fight.
Also this indeed fixes the bonded deaths thing. Just send bonded animals home and use the unbonded ones to maul your enemies.
#4
Stories / Re: Kit the researcher and a wild Thrumbro
August 26, 2016, 03:52:13 PM
That's awesome! I didn't know that colonists could bond untamed animals. I need to test this!

Edit: I love that the thrumbo has brain damage from the pirate attack. I invision a derpy drooling thrumbo named Grover wandering around a colony licking walls, and it makes me happy.
#5
Stories / Re: Rimworld stuff
August 26, 2016, 03:50:15 PM
I'd give him two peg legs and designate him as a cleaner/hauler restricted to the home area. Later you can give him more advanced prosthetics as they become available. He'll thank you for not giving up on him (in my headcanon anyway).
#6
Stories / Re: Warg Man hunter Pack + Traders = Carnage
August 26, 2016, 03:46:14 PM
I had this happen yesterday, but it got better. Once the traders were either all dead or downed, a pirate raid fired, and the pirates tried to use the same entrance the wargs were camped in front of. A lot of gunfire and screaming later, I sent out a mop-up team to finish off the wargs (who were chasing down the fleeing pirates) and found myself with a full prison, a full larder and as a bonus managed to rescue a few of the traders for relations bonuses.
#7
Thanks for these! A couple of them are going to be very useful for me. Your mine vein in particular means I have an alternative to the less reliably updated VeinMiner.
#8
General Discussion / Re: Growing food is so slow
February 03, 2016, 03:30:43 PM
Quote from: BugPowderDust on February 03, 2016, 07:04:27 AM
Quote from: Innese on February 02, 2016, 08:13:50 AM
Don't forget that the growing skill can actually cause a colonist to fail at harvesting the plant, destroying it and giving you no food.

Wouldn't that be the cutting skill, surely?

No, cutting is the skill applied to gathering wild plants. Cultivated ones are growing.
#9
General Discussion / Re: Curing Infections?
February 02, 2016, 11:33:40 AM
Quote from: LaserChild9 on January 31, 2016, 12:40:29 PM
Is it even possible? A drop pod comes in, I capture the person, they get an infection, they die. A wild animal attacks a colonist, they get an infection, they die. A raider shoots a colonist, they get an infection, they die.  Am I missing something here as I cant seem to grow my colony past 4 because every time I capture someone to try and persuade to join, they get an infection and die.

I tried putting sterile flooring in my prisons to prevent infection... Nope, prisoner gets an infection and dies.

Any tips?

The sterile floor might help (I use it but I don't know what effect it has), hospital beds improve immunity forming as well as the vitals monitors. Make sure there is plenty of xerigium for the treatments and that your doctors are treating as soon as it's time, and most infections should be very survivable.
#10
Quote from: Veneke on February 02, 2016, 04:27:04 AM
Didn't Tynan remove the bit where turrets impacted the size of raids, and it's now all down to the wealth of the colony?

Quote from: Darkhymn on February 01, 2016, 10:46:06 PM
Crazy, overbuilt killboxes are useless. I built a defensive perimeter with three possible entrances and five turrets each. Plus my twenty-odd colonists in year four and perhaps a half dozen turrets in fallback positions and a couple in the prison block (for rp purposes at this point), nothing shy of a manhunter pack (which at this point are comprised of ~100 animals) breaches the perimeter, and nothing has ever breached the complex proper.

I'm currently in a very similar situation in my current run (though with only around 2-4 turrets per entrance, and more like 15 colonists). How're you dealing with the centipedes in mechanoid raids? Everything else is pretty easily handled, but I'm losing either limbs or colonists every time I come up against the 6-10 centipedes which are in the mechanoids' second wave.
Honestly, I've just been using a fortified turret setup with a large contingent of colonists. I'll take a screenshot of my little killing field.
#11
#12
Quote from: Mkok on January 31, 2016, 06:47:26 AM
Quote from: Kalshion on January 30, 2016, 06:43:02 PM
And this is why turrets exist, in every area that I keep my prisoners I always have at least two or three turrets (depending on the number of cells I have)

but then you have to deal with larger raids due to having turrets that are not used in killbox  :o

Thats why I hate how turrets affect raid sizes, it is counter-productive to actually use them, unless you have a killbox, which I never do, since its no fun  :(

Crazy, overbuilt killboxes are useless. I built a defensive perimeter with three possible entrances and five turrets each. Plus my twenty-odd colonists in year four and perhaps a half dozen turrets in fallback positions and a couple in the prison block (for rp purposes at this point), nothing shy of a manhunter pack (which at this point are comprised of ~100 animals) breaches the perimeter, and nothing has ever breached the complex proper.
#13
General Discussion / Re: Toxic Fallout
February 01, 2016, 10:33:13 PM
Quote from: LittleGreenStone on February 01, 2016, 10:08:30 PM
Quote from: w00d on February 01, 2016, 07:43:32 AM
you do nothing except mine and sleep and literally watch plants grow in hydroponics.

Yep! That's what I do! Toxic fallout or not!

I mean, come on! Boring? What? You hardly have to do anything differently. Unless your map happens to be in the greenest of zones, and you grow everything outside. Then you construct roofs or watch your plants die.

Other than that, it really shouldn't matter.
Wildlife dies? Duh.
Wild animals don't reproduce anyway, it's not like you can live off them all the time. They can die.
Wild plants are scattered, it's easier to grow than to run around the map for an uncertain amount of food. They can die.
Trees could be the biggest problem, but easily manageable: you can grow trees, so they too can die.
Colonists can spend a day outside, no danger.

What makes it oh so boring?

It would be most boring if it was actually dangerous and you got it early. I specifically thought it was boring as hell until I realized I could go out in it without any detrimental effects for the first few days. It would probably be a death sentence in the earlier game if you weren't just being dwarves, but I find there's very little incentive to play on non-mountainous maps.
#14
General Discussion / Re: Prison break sound amazing
January 30, 2016, 03:06:43 PM
My cell blocks will just include a large number of turrets and traps now. As it is my prisons are fairly isolated and secure usually.
#15
General Discussion / Re: Toxic Fallout
January 30, 2016, 03:02:15 PM
Quote from: TLHeart on January 28, 2016, 11:01:02 AM
Toxic fallout is a non event, unless it hits you within the first 6 months... before you have built up some food stockpiles. After that, It is a who cares event...
It hit me in the first 9 months, and lasted nearly 3 months. It would have been fine if I had realized initially that the fallout is basically harmless and that colonists can be in it for days before it gets dangerous, and that is would last for months. However, I assumed that it was actually dangerous and that it would last maybe a few days. I spent the initial month and a half inside, watching all of the food die and the entire map burn. Knowing what I do now, I wouldn't even bother to change colonist behavior, as it could hit on the first day and not have a serious effect on survivability so long as you could get refrigeration going before all of the animals on the map die. As it is, all I really lost was a small herd of tame Muffalo and some silver.