Cool showcase, but i noticed you have called the Beret a "Barret"
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#122
General Discussion / Re: How's the disease balance?
January 07, 2015, 12:28:48 PMQuote from: Anduin1357 on January 07, 2015, 11:56:45 AM
Diseases all have a source, right? You cannot get sick from eating cooked meals, right? You will not be exposed to sickness inside a cave right? Yet my colonists are getting sick intermittently in the bunker which had the doors locked and eating cooked food. No meat/veg rotting and all in walk-in fridge room, frozen. No raids for 5 days at all.
Now don't talk stock with me, I have zero mods that deal with sickness and zero mods dealing with food.
What then?
I think the location where you can catch the sickness is OP.
Well, actually, there are plenty of diseases you can catch from cooked foods, not to mention improperly cooked and stored foods; neither even to begin to describe what can and cannot be caught in caves... sure a rock wall isn't going to give you malaria, and your hardly going to catch the plague from cooked spuds; but sterility is not, you know, really present in RimWorld, there is a myriad of Fungi, parasites, bacteria, viruses and toxins in the real world that you are exposed to daily. Now you can take this thought further by suggesting, that at least some, of your pawns are from glitter worlds, the assumption i would have from said fluff is that they would also be excessively "clean" and so not able to develop immunities, not to mention all the diseases that use your immune system against you, so really, its a question of how in depth you want to go. Lets face it, you grow some herbs in a garden, squish them together, and stick that in a gunshot wound the to stomach? Yeah thats not gonna do anything for the prevention of infection, you have enough commensal and opportunistic bacteria present on your body to kill you a few times over, when you think about the fact you're 3 crashed random survivors in a not so pleasant environment, on a planet most likely you have not visited before; in addition to the fact that Malaria, Plague and Flu are "umbrella" names, and each has many of its own species, you can make the assumption each have evolved in the environment from terraforming, and grown rapidly to take advantage of anyone careless or stupid enough to lay about without mossie, or other insect, repellants.
#123
General Discussion / Re: Crash Landing Challenge : Gotta rescue them all
January 04, 2015, 06:59:31 PM
I can't see my body, but apparently in the top picture, I'm alive but uncapped, at the bottom of the list
#124
Ideas / Re: Raiding Others
January 02, 2015, 09:45:02 AM
What might be cool is an event that when your colonists get captured, you can mount a rescue mission, do you risk they have been turned or even killed, but wasting time gathering strength and scouting, or do you rush head long in, and gamble it Is a small garrison and not a whole settlement
#125
General Discussion / Re: [quation]Is there a vision document?
January 02, 2015, 07:36:16 AM
https://s3.amazonaws.com/ksr/assets/000/955/032/03d82b80aadc4703b3264a87f643293b_large.png?1380126478
This is the original "ideas" page from the kickstarter, some of this has already been implemented to some extent, others have already been removed, but it's just a general idea of what Ty thought up when he had the kickstrter for it going
It is in no way, shape or form a promise of what is to come though, so keep that in mind. Ty doesn't like roadmaps, incase stuff changes, and then people get upset when features x, y or z are no longer being developed
This is the original "ideas" page from the kickstarter, some of this has already been implemented to some extent, others have already been removed, but it's just a general idea of what Ty thought up when he had the kickstrter for it going
It is in no way, shape or form a promise of what is to come though, so keep that in mind. Ty doesn't like roadmaps, incase stuff changes, and then people get upset when features x, y or z are no longer being developed
#126
Ideas / Re: Minor, or not so much, game tweaks
December 28, 2014, 08:54:46 PM
It find it a little... Strange, if enemy corpses just vanished, and annoying as I want their loot. I have never liked if when games just delete corpses, myself, but having them litter the game but affect it in no way also seems silly. Plenty of people complain the seen dead person debuff is too powerful, but at the same time, having regular people trudging through hundreds I'd corpses as If they were no more then red snow, is also silly
#127
Ideas / Re: Aging - Children - Seasonal Weather
December 28, 2014, 08:51:13 PMQuote from: DarknessEyes on December 28, 2014, 05:41:31 PM
I disagree with natural deaths from aging... You should be able to replace the organs/limbs and live forever!
This us quite an old post, considering how quickly Ty pumps out updates, but colonists do age, and the question, when raised by itchy flea I think, about them dying of age,Ty said they do not die of age, but their age affects their immune system, and ability to fight off infections and disease
#128
Ideas / Re: Minor, or not so much, game tweaks
December 28, 2014, 04:28:06 AM
4. What's silly about burying your enemies, even if it's a shallow grave. You can cremate the corpses when your research it, but at least from a hygiene and health perspective, you don't want corpses rotting outside your base... Of course, you can always make a dumping stockpile for your enemies in a far corner of the map, as it allows you to select colonists corpse or stranger corpse, but its still not pleasant having a massive, uncovered mass "grave" for corpses to rot and be dined on
So I think needed to bury them is reasonable
So I think needed to bury them is reasonable
#129
General Discussion / Re: 2 ( stupid ) questions
December 27, 2014, 06:29:01 PM
I believe Ty's unofficial statement was something along the lines of "When it comes to large, complex changes to the game, if I had to do one, I'd much rather make multiplayer than Z-levels"
This above is paraphrasing from a memory of a big Z-levels thread, and no way representative of Ty's official stance on these mechanics
This above is paraphrasing from a memory of a big Z-levels thread, and no way representative of Ty's official stance on these mechanics
#130
General Discussion / Re: Can this be considered an incinerator?
December 25, 2014, 07:49:48 PM
Well, I believe the highest temperature a room gets (using debug menu for lightening in an enclosed room full of people [the corpses made nice like campfires]) is 2000℃, so there's your goal
#131
Ideas / Re: How to prevent cave turtling
December 24, 2014, 05:57:34 PM
Because why do you want to stop it completely? Let people play how they want to play, add a little bit of extra challenge sure, but you don't need to go so far as randomly have peoples entire bases collapse on them
#132
General Discussion / Re: Is it just me, or are there only 14 days in each month?
December 24, 2014, 11:47:28 AM
I'm pretty sure it even says it's 14 days on the adaptive tutor
#133
General Discussion / Re: How do you heal someone with developer on?
December 23, 2014, 03:56:12 PM
There should be an option of restore body part, that works for me
#134
Outdated / Re: [MOD][A8]Deep Strike - For the Emprah - WH40k - First Space Marines (23.12.2014)
December 23, 2014, 03:26:53 PM
Im all for the Tau; but with the current mechanoid enemies in RW; necrons could be interesting i think
#135
General Discussion / Re: Turn OFF seiges?
December 23, 2014, 01:39:51 PM
I get one around my 2nd to 4th raid