If you put a tv where the patients can watch it, they will instead watch the tv for joy and not get up. At least in my experience anyway, so I always make sure to have a television in my hospital.
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#1
General Discussion / Re: Most infuriating thing: Sick people will NOT stay in bed.
October 12, 2016, 06:59:33 AM #2
General Discussion / Re: When can we expect A16?
October 05, 2016, 03:47:25 AMQuote from: Tynan on October 04, 2016, 04:42:17 PMDoes structure mean end tables.Quote from: skullywag on October 04, 2016, 04:36:43 PMQuote from: Tynan on October 04, 2016, 04:34:12 PM
Major structural changes
Does that mean low level API kind of stuff? i.e a bigger deal for the modders this release.
Changes to gameplay structure do imply changes to the code that defines the gameplay structure, yes.
I want to make cuter bedrooms !
#3
General Discussion / Temperature Traps; anyone made one?
September 20, 2016, 11:28:13 PM
So, hello! I've been thinking about this when playing in Tundra biomes where the cold could literally kill you, I wonder if anyone has actually made a successful heat or cold trap? I remember it being on the front page, but I've watched many a let's play and in my hundreds of hours of play time, I've never actually made one to help kill raiders. Since they always bash down doors, I didn't think it was doable. Can it be done?
#4
General Discussion / Re: "Beavers!"
September 15, 2016, 06:29:25 PM
I'm reading all your stories and man you guys are so unlucky... I've had the pack aggro on me once, and I just ran to my base back to where all my turrets are...
#5
General Discussion / Re: Any way to improve tech level?
September 13, 2016, 06:23:27 PM
I think the tech level should increase because it's a precedent set by other games (tech in civilization for instance, costs less the more science your society makes), it's what I thought would happen when I first played as a tribe, and it's also what most lets players I've watched assumed would happen as well.
I don't think the most basic fix should be put in now, though (which would be just to raise tech level when all previous technologies are researched). I think it would remove the personality of each scenario. BUT I hope it is something to be addressed in a future alpha. I assume it will be because we're getting a lot of technologies that would look much nicer in a tech tree than in one giant list.
I don't think the most basic fix should be put in now, though (which would be just to raise tech level when all previous technologies are researched). I think it would remove the personality of each scenario. BUT I hope it is something to be addressed in a future alpha. I assume it will be because we're getting a lot of technologies that would look much nicer in a tech tree than in one giant list.
#6
Ideas / Re: Should rimworld be on phone/ios/android
September 12, 2016, 06:56:42 PMQuote from: 14m1337 on September 12, 2016, 05:19:40 PMYes, I did mention that, but the OP said specifically a phone.Quote from: Sanaart on September 12, 2016, 04:39:04 PM
Imagine trying to read all the text on a tiny phone screen
there's one magic word for that: tablet
#7
Off-Topic / Re: Yet Another Children Topic
September 12, 2016, 06:53:21 PM
It's an unpopular option with many people, and adding options that have extreme potential for abuse and don't add enough to the game to justify what players will do with the option is generally a bad idea. And like Doublebrain said, if it's the straw that pushes Rimworld to get an AO rating, that would be very bad (steam and most retailers will not sell AO rated games).
Personally I'm not for children because I don't think they fit the tone of the game.
Personally I'm not for children because I don't think they fit the tone of the game.
#8
Ideas / Re: Should rimworld be on phone/ios/android
September 12, 2016, 04:39:04 PMQuote from: 14m1337 on September 12, 2016, 10:26:21 AMYes it's possible because of the engine used, though it would require /a lot/ of bug fixing and reworking of the UI. Imagine trying to read all the text on a tiny phone screen
I remember a post from Tynan in which he mentions that an iOS version of Rimworld may be possible
#9
General Discussion / Re: Should I Recruit?
September 12, 2016, 03:54:58 AM
I had one of these guys... Except he was much much better at art. I don't think I would recruit; at least if he was better at art he could do that all day, but he will be idle all the time.
#10
Ideas / Re: Should rimworld be on phone/ios/android
September 12, 2016, 12:55:50 AM
It would be a lot of work and I the menus are too complex for phones (the UI could work on tablet I think though).
#11
Ideas / Re: Give mood buff "Justice served" when executing prisoners instead of mood debuff
September 11, 2016, 11:25:12 PM
I actually agree with this for an in game reason.
If a prisoner dies in your care, you get a debuff of "innocent prisoner died." If you actually read this buff, it says it would be better if the colony simply executed them, because letting them die of an untreated infection or something is barbaric.
So, I executed a colonist to avoid this debuff. Instead we get a /greater/ debuff when I execute a prisoner, contrary to what my colonists are telling me. I believe it should be less or the "innocent prisoner died" subscription should change.
If a prisoner dies in your care, you get a debuff of "innocent prisoner died." If you actually read this buff, it says it would be better if the colony simply executed them, because letting them die of an untreated infection or something is barbaric.
So, I executed a colonist to avoid this debuff. Instead we get a /greater/ debuff when I execute a prisoner, contrary to what my colonists are telling me. I believe it should be less or the "innocent prisoner died" subscription should change.
#12
Ideas / Re: Your Cheapest Ideas
September 11, 2016, 11:20:56 PM
I believe the learning helper should be reworded for the coolers and refrigeration tip. Currently it reads that you should set your freezer to a negative temperature, even if you are playing in Fahrenheit! I believe it could be reworded to say "set the temperature to at or below refreezing". This way the tip works for both Celsius and Fahrenheit without having to check which one the player is using, and could also accommodate other temperature readings as well (like if in case you wanted to include Kelvin or something later down the line).
#13
General Discussion / Re: How to prevent food poisoning?
September 01, 2016, 11:00:41 PM
Ah I see, thanks!
#14
General Discussion / How to prevent food poisoning?
September 01, 2016, 01:58:14 PM
Colonists keep getting food poisoning, even from cooked foods... is there a way to prevent it? I was considering perhaps putting sterile tiles in my freezers, but I don't want to spend so much if that doesn't work. Let me know if you know any way!
#15
General Discussion / Re: Siege is really imbalanced !!
August 31, 2016, 09:39:37 PM
Is it imbalanced? I just sent all my colonists to gun em down. It's worked okay so far (but on open maps I had much more difficulty, I'm playing on large hills right now)
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