I havent been playing rimworld recently.
Once i return to game i will add new features and upgrade the game version.
Once i return to game i will add new features and upgrade the game version.
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 MenuQuote from: dareddevil7 on May 03, 2016, 11:30:16 AM
To fix asthma, can't you just replace their lungs?
Quote from: Kilroy232 on May 02, 2016, 12:49:04 AMQuote 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.
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
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.
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.
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.
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
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>
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.