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Topics - Crowbar Felt

#1
Such as the title says, a craft-able anti-food poisoning pill to prevent food poisoning. Perferably in a drug lab.
It seems redundant to make it since food poisoning is able to be prevented with high leveled cooks and extremely clean areas but what if your cook dies and all you have is some level 4 guy? At the very least you can craft a cheap pill to help against any poisoning for the time being.
Or, if you wanna be that guy, make your prisoners eat raw foods without poisoning if you give them the pill. Personally, I just want the medication there so I don't have to worry about being poisoned without needing to edit the game code and make it more 'legit'.
It could also be a timed medication, lasting 5 or so days, maybe more, then needing to be taken again.
#2
Ideas / Illness based on medical knowledge.
July 25, 2016, 01:59:35 AM
  A more 'realistic' approach to sickness. You wouldn't be able to tell what you had until a fully trained doctor checked you, right?

  As an example : [So-so] is feeling ill. They will seek out a medical bed or lay down in their own to be diagnosed by a doctor. Or, with a trait like hard-worker or similar they will continue working. A low level doctor would mis-diagnose their illness and treat for something else. This does not completely ruin the healing but may extend their time of bed rest. If your doctor is high enough level, they can diagnose it correctly and cure it correctly, like how we have it now.
No matter what level or diagnose, Glitter World medicine will always treat it correctly. Regular meds and Xerigum will be affected by diagnosed illness.
(Infection will not be affected. I think most could see what an infection looks like.)

  Personally, I feel this would be good to add because you could see your doctor's skill actually to work other than good bandaging and such. Also, could add sort of a house call doctor system to tend to sick colonists. That, and it feels more physically in the world other than a mood debuff that just appears and you know what it is right away.

TL;DR : Illness needs to be diagnosed by trained doctor or cure ineffective.
#3
I put eight Yorkshire terriers into a single area to get rid of a troublesome corpse.



What I didn't expect was this :



Dog art.
#4
As stated. If you bury a colonist then dismantle the grave with them in it, they seem to want to bury but no grave exists, causing them to stand still.




What I did roughly : Shot a colonist to kill them, dumped to stockpile. Removed from stockpile and assigned to grave. Dismantled grave with them inside. Made a single stockpile for them. Removed the stockpile. Reassigned colonists to mass grave pile.
#5


Late at night, raining. Pack of man-hunting Wargs appears.
I had to manually select a big area to find them twice.
Boy, I sure hope a colonist doesn't disappear by dawn.

EDIT : Colony gets ass kicked, as they are getting mauled by Wargs a raid happens at the same time.  Only on Rimworld.
#6
As title says. I managed to snipe the arms of a Scyther off, so it can't really attack now. But once it tries to attack, it pulls up an error in the console. Probably not a serious bug, but just wanted to bring it up since it can spam sometimes.



#7
As the title says, wrong kind of food problem. So good its bad.





I had to extend my storage room again. I literally have to go modding so I can have more space.
#8
Mods / [Mod Request] Haul it before you cook it!
June 11, 2016, 04:28:44 PM
As in the title, it is a request.  It bothers me slightly that cooks take five of something then leave the rest on the ground to rot after a while. If someone could mod or make a hotfix so cooks haul their food to the highest it can go then cook it later on that would be great.

Making priority 1 for hauling makes them haul everything before cooking. Bodies/Chunks/ect
And cooking priority 1 does what I want modded out.


If anyone actually makes something, that would be super awesome because this has urked me forever.
#9
Stories / A slow and sad death.
June 08, 2016, 07:27:56 PM
A lot of things happened so quickly. Psychic drone ship then man-hunting boomrats.

Two colonists, Cyborg and Min, attack a drone ship part from a distance with AWMs.
Two mechanoids pop out and have aims of legends. They shoot both Cyborg and Min. Min is shot and falls down while Cyborg's leg is blown off and he is incapped.
Two other colonists go to save them- Grub and Ark. Grub is quickly shot in the head and falls dead, Ark is shot plenty but manages to survive with Cyborg in her hands. Third colonist, Eadan saves Min, but getting shot too.
Every colonist is injured, and trying to make it through.
Eadan, the last doctor, tries to patch people up while she is bleeding. Colony starts to look better.
Then come a pack of man-hunting boomrats. Turret can't handle them all. Psychic ship makes animals mad, horde of Cobras and Boars.
Trying to fight and make parts for colonists is hard, but parts get made.
After the fight, Eadan is badly wounded and so is everyone else. Cyborg is still bedridden.
Everyone is getting infections. Soon, people die.
Min. Bloodloss. Ark. Infection. Eadan. Bloodloss.
Last one alive after everyone dies is Cyborg.
He is still bedridden, and slowly dying of starvation.
His pegleg, which would of saved the colony, was roughly seven tiles away.


He is doomed a slow death, alone. With everyone dead around him.


(TL;DR  : Colony slapped in the face until everyone but one guy dies. He was so close to saving everything. But, it is Rimworld.)
#10
Support / Forced e-check payment?
May 26, 2016, 02:49:26 PM
Hello, I snagged a copy of Rimworld earlier today. Looked at the verify email from paypal, it was registered as an e-check? Will this just mean I need to wait like five days to get the game over to me or was it just a purchasing error?