Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Lys

#1
Pretty sure the question is in relation to ironman games, where in the past a random name would be used for the save.

In 1.0 it seems fixed though, once your colony has chosen a name the save will be properly labeled by that name.
#2
Quote from: katsumiferryhill on May 12, 2018, 05:30:24 AM
All you have to do to take your tamed animals with you is anesthetize them, and while they are asleep load them into the ship.
Congratulations, you revived a 2 year old thread.
iirc, back then you could not anesthetize beings manually, only automatically happened for surgery.
#3
Sounds like you should go out to watch the sun.
#5
Quote from: wwWraith on March 01, 2018, 01:23:56 PM
Making radical conclusions based on only 1 attempt with something involving RNG is not very reliable.
Well after that happened to me I googled the event because I felt seriously bamboozled. All posts I found relating to it said the same, that people got nothing out of this event, unless they made the cumbersome effort of building a prison at the area and capture -> recruiting the refugee. If I remember correctly there even was a post from tynan on reddit as a response where he said that it isn't working as intended. So theres that.

Edit: https://www.reddit.com/r/RimWorld/comments/7nmakc/caravans_worth_investing_time/ds315ze/ there it is
#6
I believe this event is currently bugged. Carrying away does not work properly.
You can heal them on site (patch them up, put in a temporary sleeping spot) and when they are healed all that will happen is that the refugee walks off the map and you and your colonists will be left alone, confused as to why you even made that trip. Event is worthless in its current state.

At least thats how it went for me when I had that event the first time (and as such it was also the last time I bothered).
#7
Personally I wouldn't care whether this happens, I think with Unity cross platform releases are rather simple to create, I do however see some problems:
1. Controls. The game is not designed to be controlled with touch and while possible, it would probably be rather painful for the end user.
2. It's time consuming. I'd rather Tynan and the team spend their time making the PC version better than wasting many hours managing the playability and releases to mobile platforms.
3. CPU issues. You know how the game becomes laggy even on very good computers after some time? Well I wouldn't be surprised if this happens after single in game week on a tablet. Thus making the game unplayable very soon or at least needing to cut many things, like limiting the amount of pawns, map size and overall entities (animals, raiders).
#8
General Discussion / Re: Caravan Glitch
February 18, 2018, 01:09:49 AM
Quote from: tymur999 on February 17, 2018, 09:44:37 PMI'm not sure, but do pack animals or colonists just eat the food reserved for the caravan, or they consume what is actually remaining in the colony?
Uh, what do you mean by that? Why wouldn't the caravan eat the food that is "reserved" for it? If pack animals can not graze due to winter, then yes they will also eat your food.
The most common mistake is to forget that the food can rot. You will only want to carry survival meals or pemmican if you need to make long trips. I think it is currently bugged that the food rots during winter (when the temperatures are actually below freezing) but if I remember correctly it will be fixed for future patches. (Looked it up from what I remembered: this thread)

Regarding bedrolls, their only purpose on a caravan currently is if you make a stop somewhere and want to plop it down manually.
#9
Quote from: SzQ on February 17, 2018, 06:51:40 AM
You can beat him with wood log without arresting.
Side-Effects include: Worsened relations, crushed limbs, permanent brain damage and death.
#10
Ideas / Re: make Medizin ?
January 13, 2018, 11:15:08 AM
skill requirement: medicine 6+ and crafting 3+, the pawn must also be capable of intellectual work

Haben deine Kolonisten zufälligerweise Intellektuelle arbeit (oder wie auch immer das auf deutsch übersetzt wurde) deaktiviert?
#11
Nice necro...
Afaik, cannabis is mostly used to treat symptoms (such as pain) instead of the actual causes. Because in those cases often there is no reliable and safe way to treat the cause and as such cannabis is used to remedy the situation (i.e. chemo therapy for cancer is very destructive to your body otherwise as well).
Pain - yes you will be clouded and it is like a light anaesthetic. In the game smokeleaf already reduces pain.
Bone injuries - Never heard about cannabis doing anything for it. I suppose it would also just act as pain relief here.
Eating disorder - Many cannabis strains make you more hungry (which is also modeled in the game) and as such it certainly can help with that, though anorexia is not a condition in the game.
Panic attacks - Again, as it acts as an anaesthetic you are more relaxed (though just as with most drugs there can be bad trips and your heart rate may increase drastically instead).
Inflammation and cancer - While there are indicators that it might do something there, I don't think there are enough reliable studies to actually prove a causation here. Though I assume with the lessened restrictions on cannabis worldwide we will get more insight on that in the next years. It certainly is not a "cure all" medication and I think many of its medical benefits are associated with you simply feeling better, similar to how the placebo effect sometimes result in objectively better health.
#12
General Discussion / Re: Amputations and Surgery?
November 30, 2017, 02:48:48 PM
If I remember correctly, you can only amputate a body part if it is infected. As the poster before me said, "harvesting" things other than organs doesn't work at all (at least in vanilla). What you should always be able to do is replace it with peg legs though.
#13
Quote from: Bozobub on October 28, 2017, 01:40:32 PM
Can't work; you wouldn't be able to order your pawns to react to raids, for example, and they likely would ALL die to the very 1st tribal waving a shoddy knife about...
Doesn't setting their "hostile reaction" to aggressive make them counterattack? I haven't ever used it, I always just set it to "ignore" because when they "flee" they bring themselves in worse situations than they would be if they would just keep on walking.
#14
Still quite annoying if people walk into bedrooms to look at statues. There you can't turn anything off.
#15
Yes, sometimes there will be 1-3 pieces of slag, sometimes a component and some steel. Sometimes nothing.