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Messages - Blato

#1
General Discussion / Re: Most protective non-armor outfit?
September 14, 2018, 06:59:14 AM
I usually go with steel helmet, devilstrand pants, duster, button down shirt, and a flak vest.

Not near my laptop now, can someone say if it's better to have flak pants or devilstrand pants?
#2
I noticed in my naked brutality run that you actually start with the tech for NPD, so rolling for construction and medicine instead of cooking is a very viable solution.
If you plan on sticking with one or two pawns for longer (not recruiting any pawn that comes across), the fast-learner trait is a good one to shoot for, it's makes it as if the pawn has passion for everything, very usefull.
If your plant skill is low as well as cooking, rice and NPD are your friends
#3
Even at the 30$ price tag, I spent an amount of time watching people playing on YouTube and skimming through the reviews before buying.
If there were any price increases, I believe that ~40$ would be the top for me. I veeery rarely buy a game above that price range, only if I've been eyeing something for a long time, and after the initial reviews of course.
#4
Stories / Re: How did your colony die?
September 04, 2018, 04:35:12 AM
It was a small colony of 8 people, doing nicely on Cassandra rough.
One day 4 people went on a caravan trip to get a marine armor stash.
When they were 5 days away from the colony, a raid of 9 pirates appeared; 2 melle with shield belts and various ranged weapons.
The 4 colonists were barely holding their ground (this was a self imposed no exterior walls colony).
Suddenly, a zzzzt... event during a raid, no batteries so no big explosion, but a fire did start. The fire was in the kitchen and quickly spread to the food storage.
That's when I realized what I forgot... the entire base was made out of wood.
The fire couldn't be stopped with low manpower, and the raiders started molotoving the other side of the base.

So much fire.


The 4 survivors had to settle on a tile 4 days away. And they could swear that they felt the stench of smoke from the previous colony. A fire so large, the entire base in flames, the vegetation, the animals... even the raiders were caught in a blaze... everything was turned to ash.
#5
Not to mention that the game itself warns you that the naked brutality scenario is by design unfair. Considering that it's extremely difficult for one single pawn to be able to do everything.

My own naked bruatility pawn started with no passion in both medicine and research. By sheer luck of rerolling, I got one with "Fast Learner" trait, which helped immensely, but still, a mere flu had him bedridden and the immunity was just 15% ahead of the sickness.

The game is not designed to be possible for just one pawn, so you really do rely on luck more than in any other scenario.
#6
Ideas / Re: Neutering domestic animals
September 03, 2018, 01:38:15 AM
Quote from: Koek on July 21, 2018, 05:34:45 AM
As the title suggests, I'd love to have the option of neutering my domestic animals so I can have a more humane way of dealing with exponential growing numbers of cats :)

edit: Just a thought that came up to me: If this is taken into consideration, might I suggest a combination of Animal Handling and Medicine to be able to perform the surgery.
This is a great suggestion. Just yesterday I droppodded a gift of 18 husky puppies to a nearby settlement, those litters get big very quickly.
#7
I personally lay down a dumping stockpile and turn the corridor exit into fields of stone. Granted, it makes a miss chance, but the enemies can't stop in the middle and use the same stones as cover.
#8
Quote from: Zombra on August 30, 2018, 05:53:32 PM
Do dogs still drink themselves to death in 0.19?
And need cancer removal. Yes


[attachment deleted due to age]
#9
A more economical way to free up a colonist if you don't want someone dedicated to cooking is to use a nutrient paste dispenser;
1. No food poisoning, ever.
2. Mood debuff from raw food is -7, from eating paste is -4
3. Paste converts less food into more nutrients, meaning it can be powered by just rice.

If you want to free up pawns, nutrient paste is the way to go. Not only will you free up a cook, the nutrient conversion is so good you'll also need half as much fields, which means half as much pawns growing, even more free pawns!

You can micro a NPD by drafting a hungry pawn who took a meal to drop it. Forbid the meal, and then just draft/undraft until he drops as much meals as you want.
Not sure why you'd do that though, since the meals can spoil, and taking a meal from the dispenser is an instant action, no wait time required. So walking to a dispenser or walking to a stored paste meal is virtually the same time waste. So you shouldn't worry about a storage space for meals, just keep the paste dispenser between the sleeping and work areas, so they can get their meals to and from.
#10
Quote from: vampiresoap on August 27, 2018, 08:20:24 AM
Nope. Had already set patient to 2 and doctoring to 1. You are the one who misunderstood the situation I was describing. Also, if someone gets injured AFTER your doctor goes to sleep, your doctor won't wake up to treat the injured person at all. And they go to sleep a lot when they have sensory mechanites and whatnot.

Your solution to this problem is just..."throw in more doctors!"

Uhm...how about we just perfect the logic of one single doctor first, eh?
Well, we have a few issues here, and most of them seem to be limited by the way the game handles processing.
If you have doctors on rotating schedule, so there's at least 1 doctor who's always on "Work" schedule means you have the best solution, but if other doctors aren't on "Anything", they won't jump in to help in case of emergency, which leaves you with microing again.
If all doctors are set on "Anything" with doctoring being their [1] priority, the game will do a task check to see if anyone needs doctoring. If that's not the case, the doctor will then proceed to take care of his needs/ other jobs.
As far as I know, grabbing a meal or sleeping or fulffiling a rec need while on "Anything" means the pawn doesn't recheck his schedule until he's done with the current activity.

A solution would be that a pawn that has Doctoring set as his work schedule rechecks his priorities every few ticks, just in case someone got shot while he was playing pool or sleeping. With a few doctors, the processor shouldn't feel the tax that much, but as a colony grows and more doctors are assigned, I can imagine that a constant recheck every few ticks would get quite taxing.
#11
Quote from: Namsan on August 22, 2018, 09:42:40 AM
I think old versions of the game were better at this.
Because "Repair" and "Construction" jobs were available separately.
Combining them into "Construction" job was probably a bad decision.
I'd prefer them separate as well, I don't mind them being tied to the same skill, construction. But I would like to designate my high lvl constructors to constructing, and those that have passion but lower skill to be assigned to repairing.  Just how we have high lvl crafters making weapons and armor with smithing and tailoring and low lvl crafters cutting blocks and making smokeleaf with the craft job.
#12
Quote from: AileTheAlien on August 22, 2018, 08:44:52 AM
Even something simple, like having the temperature of water be slighly lower than the outdoors' would work. Something like this even:
- shallow marsh: outdoors / room temperature
- deep marsh: -5C
- shallow ocean: -10
- deep ocean: -15
- shallow river: -15
- deep river: -20
+1 on this idea. It would make a good coolant in heat, and would simulate the real problem of getting wet during winter.

Maybe somehow tie in the "soaking wet" mood debuff to be a health condition that effects the whole body, rising the comfortable temperature of a pawn. So it would make pawns more durable to heat, but susceptible to cold while wet.
It would even promote an "oasis" type of settling around a lake on a desert map.
#13
Quote from: Dashthechinchilla on August 22, 2018, 09:00:43 AM
Quote from: erdrik on August 21, 2018, 11:21:51 PM
Quote from: Dashthechinchilla on August 21, 2018, 10:33:32 PM
...A finger is one thing, but I have had a b19 colonist bite anothers leg off in a social fight, lol.
I mean, there are some situations in which that is technically possible.
Did the leg take other damage before being bitten off?

Also I don't imagine a "bite" attack to be similar to a punch, in that the head is extended and then withdrawn with no other actions. Its more like the target is grabbed and grappled, bit, and then the biting mouth is pulled back while the attacker holds the victim in place to enhance the tearing damage of the bite.
It is hard to say. I would agree that it is most likely the bite was the final blow. I only looked at the health screen after the fight, and it said left leg severed (bitten off). Still, the mental image of a person biting off an appendage with a large bone and several inches of flesh during a fist fight was amusing.
I don't know how pawns (and animals in that case) choose which attack to use when fightning weaponless, but it would be fun if a pawn with the cannibal trait would use the bite attack much more often than usuall  :D
#14
Quote from: Call me Arty on August 21, 2018, 09:49:32 PM
Quote from: zizard on August 21, 2018, 02:14:21 PM
Rimmer

As double-entendre invoking as that sounds, I could totally picture somebody on some planet that's actually got civilizations saying that in a bar when some scarred dude covered in bionics walks in. "Ah, you one o' dem 'Rimmer' types, aren'tcha?"

This made me crack a laugh, as the first thing that popped to mind is Rimmer from the show Red Dwarf.
#15
Ideas / Re: Nobody makes one meal at a time!
August 21, 2018, 09:21:08 AM
+1

As someone who's worked in a hotel kitchen, we've frequently made what would be considered a fine meal in bulk and it would be a nice addition to RimWorld. I'd also be fine with it requiring a specialized station for bulk cooking capability.