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Messages - Hilvon1984

#1
Ideas / Re: Total RANDOM start
March 09, 2021, 05:47:34 AM
Honestly, I am not sure anybody really needs this action.

If you are new to the game, you definitely don't need it. You want to select a mild climate area, and make sure your starting colonists are not terrible.
If you are experienced, you might want to skip the colonist preparation phase and accept whoever the game generates, but you can do it with a press of a button anyway. And for the biome, you would probably want to select something specific to challenge you. Like and ice sheet, desert or dense mountain where you just can't help but build your base into a bug-bait.
Unlike colonist generation, leaving location selection to chance goes not equate challenge. And you wouldn't save a lot of game preparation time by not having this screen.
#2
Well... First problem I see with this mod is the requirement for several people to restrain the patien.
Rimworld Job system is not really well designed around the idea or requiring several people to perform 1 job.

Also even if the patient is restrained, but not uncouncious it is kind of hard to extract an argan intact.
And you can always think that when you operate your prisoners to extract organs, the medicine is used to preserve organs after they are extracted, and not to aleviate prisoner's pain.

PS:
I want a mod that allows you to ude drug lab (or cooking station) to distill beer into booze, which is both higly addictive recreation drink, and a weak medicine. So you can anestesize your patients and disinfect wounds with booze. And then drink the rest either to celebrate success or to mour the loss.
#3
General Discussion / Re: Monument Design Adjustment?
March 05, 2021, 06:45:16 AM
This is amusing, but not a critical issue IMO.
I tend to forbid one of the outer wall during construction anyway, so pawns don't try to roof over the monument (slowing down interior construction based on darkness debuff) before it is almost ready.

And after all maybe this is just the way the person who wants the monument sees it.
#4
I had a similar episode once.
The bestower that arrived to me had bad back, Fraility and Asthma (had catacachts too, but those do not empede movement).
It took him a long time to crawl into my throne room. Then after the ceremony on his way back he fell uncouncious of exhaustion, so I had to carry him to the departing shuttle.

And he dropped his staff and 5 neuroformers on the ground, which I, after some temptations, just deleted via devmode.
#5
Having 10+ skill on your cooks is good, but if a cook is missing an arm or an eye, it might not be enough to avoid food poisoning.

And then there is a wierd game mechanic thatcounts food poisoning on "per stack" basis. So if you had 9 meals that were totally safe, and them a guest you had in your colony temporarily, decided to use his grand skill of 2 to cook 1 meal and botched, you suddenly have 10 meals each with a chance of food poisoning.
#6
Maybe you should lower the difficulty?

Or turn your own colonists into a bunch of gun-wielding retards and show those pirates who's the boss
#7
General Discussion / Re: Need help with rimworld
March 05, 2021, 05:23:17 AM
If you play in temperate forest (as any new Rimworlder should) you should have some harvestable wild healroot. It should give you some medicine to use for tending **nonlethal wounds**. In assign tab, switch all colonists to only use herbal medicine or worse, so they don't spend industrial medpacks on bruises and minor bleeds. This way when you actually need to tend serious wounds fast - you still have some good meds.

Secondly - poor tend quality is not something that usually kills a colonist during infection. The most usual culprit is... hunger. If your colonist is not well fed, his immunity gain speed is cut by a third and even with decent tend quality, might not be enough to outpace infection with this handicap.
And of course, people with infections should only be resting in bed. Not on the sleeping spot, but in actual bed (gives +10% to immunity gain speed) or at least a bedroll (+5%)

And if you absolutely want to get as much of a tend quality as possible - make sure the medical room is clean, and spot where doctor stands is lit (at least 50% light) so you don't get unnecesary handicaps.

Now for general advice:
Plant rice as soon as possible. My usual play is to make 1 growing area of about 30 tiles and plant it with rice. Then when the first area is completed, make a second similar sized area, again - with rice. When the first one is ready, replant it with corn. And once you get the first corn harves, replant the other one with corn too.
Don't rely on hunting too much. Yes, you do need meat to make something other that simple meals, but hunting tends to put your colonists into exposed positions like you described, when a raid or manhunters can catch them out of position.
#8
Well, in case of "Question asking" forums - yes. Looking up existing answers is preferable to asking same question again and again.

However this is a bug report board. Here if someone had similar issue, does not mean you should not report your issue with more details. :)
#9
Ideas / Re: Private property in RimWorld
March 03, 2021, 06:30:31 AM
Well... obvious question:
If a pawn gets beaten senseless and has to spend days in bed, who is paying for their food?
#10
Ideas / Re: Colonists having dreams
March 03, 2021, 06:27:04 AM
Some more ideas:
Pawns with high psychic sensitivity can have "prophetic dreams" or "farsights dreams".

Prophetic dreams describe an event that is supposed to happen: Raid, Coldsnap, Heatwave, Toxic Fallout, Solar Flare, Eclipse, etc. This prophecy can be true, or not. If it is true - the event will happen in the next few days. So you have some extra room to prepare, but this might end up being just a dream.

Farsight Dream generate a spot on the map that is supposed to have treasure in it which is described in a quest-like window. You can dismiss the dream at once, or keep it. If you caravan there, and if you have the pawn who dreamed of this place in the caravan, you can interact with the spot that will iether generate the encounter with the treasure (and potentially a threat) or it reveals the dream to be only a dream, giving all pawnd in the caravan "Wild goose chase" negative mood buff.
#11
Ideas / Re: More "quests on request" ideas
March 03, 2021, 06:14:48 AM
I am not sure about reviving an ancient hero thing. But I would really like to be able to pay some silver and get an encounter with ancient danger + some additional threat on the outside.

Also I would really like if factions that are hostile to the empire could spawn additional "Empire outpost" quest locations like the one you get with the Deserter.
#12
Ideas / Allow bones to heal.
March 03, 2021, 06:10:15 AM
Rinworld is a harsh place, and people tend to het hurt alot. And loking an arm or a leg is not unheard of.

However One thing is bothering me. Sometimes a body part will get crippled not because the whole part was destoryed, but because a major bone in this part was destroyed.
And I am not sure this is a good mechanic to have in the game. Like mending bones is, while slow and not very efficient process, is quite an easy process for our bodies. And if the encompassing body part is still intact. the bone should always be able to naturally heal to some extent.

So my suggestion:
1) "Bone" body parts can not get their hp below 1.
2) If a bone is at 1 hp and it receives more damage, a "scar" is applied to this bone, preventing it from fully healing.
3) If enough scars are accumulated on the bone to prevent it from ever getting above 1hp, the encompassing body part in full is considered destroyed.
#13
So the story.
I am playing with some modded factions (Android tiers, and Moyos in case this matters) + Faction Control mod to prefer rought/savage NPC factions to spawn rather than civil ones.

Got raided by one of modded factions (Moyos) whom I want to make peace with. So I attempted to take prisoners, heal them and release them.
Managed to get 3 prisoners, some with missing legs, so I kept them to myself till I managed to make prostethics for them. Them instead of just shoving them out into the wild naked, I decided to give them a lift, thinking that their faction might appreciate if I return their people directly to them.
I called in Imperial shuttle, loaded all the prisoners, with one of my people. Launched them to a tile next to their selltement, then caravaned them over, opened "offer gifts" interaction option and handed them their people.
With their people being at top health and some implants I gave them, each pawn was worth circa +50 relation, so I congratulated myself on figuring out how to make peace way faster than it normally takes.

And then I noticed that my colonists got hit by 3 stacks of "Prisoner sold to slavery" negative moodlet. Instead of "Prisoner released" buffs I was expecting...

I can see how this behaviour is game system working as intended, but I am not sure game system should be intended to work this way.
#14
Quote from: Canute on July 27, 2020, 06:37:26 AM
You can use non-lethal weapon, down that colonist at this way and rescue them.

Yes, actually. Neural Heat Dump is usefull to make a pawn go Down.
Also Skip is mega-useful if you need to get a pawn closer to medical bed... regardless if they are downed or not.
#15
If a colonist is not downed, you can drop a sleeping spot, mark it as medical and order them to rest on the spot while the medic patches them up with doctor care.
I am actually more bothered by colonists preferring to reque a downed colonist to a hospital bed on the other side of the map, rather than putting them into a sleeping spot right there.
So I sometimes drop a focus or painblock psycasts on downed pawns so I can order them to rest nearby.