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Messages - Lost Cause

#31
General Discussion / Re: Funeral Rules in your colony.
October 17, 2014, 02:47:38 PM
You're missing an option....
I butcher the dead and feed them to the involuntary donors on the red ward while they await the doctor.
It's kind of funny actually... my doctor is also my cook and is a cannibal. It sort of really worked out well for him...
He gets to pull out the useful bits, then carve up the rest to make nice meals before sitting down to enjoy the fruits of a hard says work.
#32
Quote from: keylocke on October 17, 2014, 07:26:15 AM
how'd you end up with that much uneaten human meat anyways? are you guys on a diet or something?

Butchering humans is way more effective than cremating them. Butchering humanoids does cause a small mood drop but it is trivial. It provides you with a material, free food for prisoners and saves on power usage the incinerator would otherwise use and it means your neurotic craft specialist doesn't constantly flip out and go on a rampage because he started hauling rotting corpses for burning instead of making stone blocks X.x
Human meat is just a byproduct of a more efficient way of dealing with bodies ^.^
#33
General Discussion / Re: Is close combat ever worth it?
October 16, 2014, 11:38:20 AM
Quote from: Noobshock on October 16, 2014, 11:33:46 AM
Well, miniguns take time to acquire, but yes the minigun is definitely viable to suppress groups. Other than that though it's M-24 all day, with turrets to stall. They can't hurt you if they never get close enough to.

Well... I suppose I can see the value of that approach....
I'll stick with channeling all my enemies into a tiny little space and no cover as ten fully armored, minigun wielding, organ harvesting, bionic super beings set up a wall of bullets so dense a neutron star would fell better about it's weight.

And not a single one of them has a claw!
#34
General Discussion / Re: Wiki needs updating!
October 16, 2014, 11:27:47 AM
Quote from: Tynan on October 16, 2014, 11:02:10 AM
Quote from: milon on October 16, 2014, 09:24:25 AM
Would reCAPTCHA be any good?

A lot of captcha systems were broken through an exploit in the audio system that allowed well over 90% of the captchas to be correctly identified by an automated system not all that long back. It has been a fair white now though.... I would have expected at least some to have adapted.

As I mentioned above, reCaptcha seems to be breakable by spammers.
#35
General Discussion / Re: Is close combat ever worth it?
October 16, 2014, 11:24:12 AM
Quote from: Noobshock on October 16, 2014, 11:21:40 AM
I agree damage feels way too random even on fully equipped fighters.

Which is why people stick to M24s and the #1 rule of successful combat is AVOIDING fire at all costs.

M24? are you mad man!
rapid fire all the way!
When the swarm rushes you you can't be picking them off one by one! Hose them down with a hail of lead and laugh as they break and flee!
#36
General Discussion / Is close combat ever worth it?
October 16, 2014, 11:19:10 AM
Maybe I am a bit pessimistic here, but after losing the ultimate close combat machine in a fight with a monkey I feel that the price of kitting out your people for close combat is way too high for the risk involved.
I gave the guy the full power armour, hyperwave clothing under that, two bionic claws, two bionic legs and he had 11 points of melee skill yet he lost and was killed outright in a one on one fight with a raging monkey.
Goodbye thousands of silver worth of bionics.
But even if you just consider the penalties of the close combat bionics... the ones you can get from mechtoids have a 85% manipulation efficiency, while the high priced ones have 90% efficiency and that appears to be the only difference between them. So anyone you give one of these to is going to be less effective than a bog standard colonist and it will cost you significantly more or be a lot more difficult to squire than simply giving them a regular bionic arm and minigun, M16 or LMG.
So under what circumstance do you actually want to be equipping people a claw or a hand spike?
Close combat denies you the chance to use cover and rapid fire weapons and gives you the massive vulnerability to friendly fire as other members of your colony do the smart thing and try to attack from a distance not to mention other hostiles that will happily shoot at you. It isn't even like it is an intermediate step... you can't start with close combat and advance to ranged battle later. To get the best close combat gear you have to go out of your way, put people at risk or spend massive amounts of silver and what you get for it is a combat liability and a weaker than average colonist when it comes to non-stabbing related activities X.x
#37
If you are making meals for trade go with luxury meals. If your colonists do eat them the penalty for cooked cannibalism + the benefit for the excellent meal results in a net -2 to mood which is easily manageable and they sell for a decent price. This is also handy since cooks often eat the meal they just made. So be sure your cook is a cannibal because if he wasn't one before, he will be soon! ^.^;
To stop my colonists eating the human meat meals I tend to use the prison system. If you have a bed in the same area as the stockpile and set it to prisoner only your colonists wont eat stuff from that stockpile and since prison areas can be roofless it should work with a trade beacon. And if you do use this as a working prison space your Involuntary Donors get to eat the human meat and only suffer a tiny penalty for it allowing you to keep them happy without the need to spend time actively feeding them ^.^
Since trade beacons use no power and little metal anyway it wont have much overhead to keep one specially set up just for dealing with the human meat trade. So by making the stockpile only accept the cooked human meals you can avoid any other odd behaviors around the prison stockpile while keeping everyone but your cook on a human meat free diet! ^.^
#38
General Discussion / Re: Question: Melee Incap Chance?
October 14, 2014, 06:19:33 PM
Well I pitted a fighter with 11 melee, 2 bionic legs, 2 bionic claw hands and full power armour against a monkey.
The monkey won v.v
#39
General Discussion / Re: Destroyed stomach
October 14, 2014, 02:42:07 PM
Quote from: wolfman1911 on October 14, 2014, 11:52:35 AM
Quote from: Wex on October 14, 2014, 09:27:50 AM
Then put the human meat on a paste dispenser, et voil�! Totally not cannibalism.

Possibly, but I think the better idea is to feed the meals from the 'Involuntary Donor Ward' pile to your prisoners. Especially if those 'donors' used to be their friends.

Yup! That's what I do!
By leaving the meals in a stockpile in prisoner designated space none of your people will eat them but the captives will tuck in any time they feel peckish. So it's not like I /forced/ them to eat their comrades....
and incidentally, paste made from human flesh still counts as cooked cannibalism so non-cannibals get the penalty for that as normal and they ate paste so expect it to be worse :p

Ohh and on a side note! Buy any pair of lungs and getting a matching pair of leather pants free!!!!!

Wow this has gone way off topic... uhhh you can't save the original package but if you transfer over all the bionics, a kidney, lung and liver then by weight you have probably recovered over 50% of the original... that counts right?
#40
I had to laugh...
A group of hostiles arrived on the map and started setting up siege camp exactly where a previous camp had been!
In order to sell off the ration packs from that past siege without having to haul them across the entire map I had placed a trade beacon on that spot.
There was a ship in orbit...
Hey!! I just got a new lot of ration packs to sell you!

And I just got hit by a solar flare X.x
Every single battery in my base had 666 units of stored power. 0.0
#41
General Discussion / Re: Destroyed stomach
October 14, 2014, 04:34:27 AM
Yup! Reclaim all those useful metal bits and while you're at it, why not help yourself to a lung, kidney and heart! They still work right?
Selling someone as a slave causes the whole colony to get a mood dip, but cutting someone up for spare parts is totally fine! Especially when they then butchered the body to save on incinerator power requirements and use the meat to make simple meals which are stored in a stock pile inside the 'Involuntary Donor Ward' which your regular colonists wont ever eat from ^.^
Nothing but a win win win situation!
#42
General Discussion / Re: Rimworld: Secret Troll?
October 14, 2014, 04:24:46 AM
Yup. I had a colony of 5 people, 3 of them had medicine skill level of 10 or higher.
Three people got sick. Guess which three!
Every single morning, my 3 medical personnel would get up, go to the medical ward and all 3 of them would lay down in the medical beds until I turned off the patient job on one of them X.x
It was really frustrating that with medicine priority 1 and patient priority 4 all three of them would always and invariably end up in bed together X.x
#43
Just look on the bright side.
It isn't a HAL style AI...
It's more of a SHODAN style AI.
You know, the kind that actively seeks the extermination of the entire human species for their own selfish ends rather than an overcommitment to accomplishing the assigned task at all costs.
#44
Ideas / Re: wont grow in nighttime
August 25, 2014, 01:28:42 AM
This was a change made for balance reasons. Personally I think it's a bit silly but the balance issue is there. I'd like to see the sunlamps simulate a day night cycle, with low power use at night so it is at least consistent with the plant growth rather than having to micro the lamps or waste extra power at night for no benefit X.x
#45
Quote from: UrbanBourbon on August 24, 2014, 08:54:55 AM
"This looks like a great place to stage a siege."
(pic below, login to view)

Ohh god. pain in side. Poor poor raiders...

Yeah. it's a dangerous Rimworld out there... Even the trees are telling me not to go out there. So much so they are willing to grow a 9 tile long wall over the exit of your base X.x


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