Quote from: Cimanyd on November 03, 2014, 02:05:46 AMOK, forget my little summary. Here's Tynan's. (the last paragraph)Quote from: noahdaorkyboy on November 02, 2014, 10:56:12 PMIn the changelog (link, thread) you can see what Tynan's doing to the game. Right now, everything Sept 25 and later is what is not in A7 but will be part of A8.
whats going to be in the next update anyways?
So far, we can see there will be an improved armor system, completion of the new different-rocks system, craftable melee weapons made of stuff, wind turbines, and various other interesting and uninteresting things. And, most importantly, a temperature system (which is a whole week of the changelog already).
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#376
General Discussion / Re: A8
November 04, 2014, 02:44:19 AM #377
General Discussion / Re: RimWorld change log
November 03, 2014, 06:31:28 PM
Food rotting and refrigeration! Herbal medicine!
- Crashed ship part evil AI now kills nearby plants and also makes them turn brown and leafless.
#378
General Discussion / Re: A8
November 03, 2014, 02:05:46 AMQuote from: noahdaorkyboy on November 02, 2014, 10:56:12 PMIn the changelog (link, thread) you can see what Tynan's doing to the game. Right now, everything Sept 25 and later is what is not in A7 but will be part of A8.
whats going to be in the next update anyways?
So far, we can see there will be an improved armor system, completion of the new different-rocks system, craftable melee weapons made of stuff, wind turbines, and various other interesting and uninteresting things. And, most importantly, a temperature system (which is a whole week of the changelog already).
#379
General Discussion / Re: A8
November 02, 2014, 03:41:37 PM #380
General Discussion / Re: Best way to not kill someone you want to capture.
November 02, 2014, 12:37:11 AMQuote from: Dougalishere on November 01, 2014, 09:00:15 PMQuote from: Cimanyd on November 01, 2014, 08:55:35 PMQuote from: Dougalishere on November 01, 2014, 08:46:38 PMYou have to have at least one space open left or right of the head of the bed for an operation to happen.
yeah i have the option to replace jaw (denture) but then she just lies there forever not recieving the operation I have medkits and like I say some1 im pretty sure I did the op earlier on some1 and it all went well.. I cant see any reason why its not working :< was hoping I had just missed something obvious . possible bug?
An example I made with god mode a while ago. Lacey can't be operated on at all. Juli can be, and still can be if either of the open spaces are blocked (but not if both are).
THANK YOU!!!! I had flowerpots by the sides of the bed at their pillows , didnt think it would block them cos they could still be fed.. thanks a lot man !!! Nonna can survive !
EDIT. Well nonna survived the operation sadly some random colonist did the operation while my doctor was stuffing his face in the dining room, so the denture has 80% effectiveness ( dunno if this makes a difference or not) but while checking the health tab I found out somehow she was wondering around with one of her feet cut off!!! so she is back on the slab having a pegleg installedpoor cow
Yeah, that's the bad thing about it. There's no indication of the problem (not even a "table needs chairs" kind of warning at the side) and everything else works fine with the medical bed (getting into it, healing, feeding).
Don't worry, there isn't any kind of operations quality or failure (yet?). No matter who does it, an operation will succeed, and have the same result. The only thing skill, sight, etc. affect is operation speed.
#381
General Discussion / Re: Best way to not kill someone you want to capture.
November 01, 2014, 08:55:35 PMQuote from: Dougalishere on November 01, 2014, 08:46:38 PMYou have to have at least one space open left or right of the head of the bed for an operation to happen.
yeah i have the option to replace jaw (denture) but then she just lies there forever not recieving the operation I have medkits and like I say some1 im pretty sure I did the op earlier on some1 and it all went well.. I cant see any reason why its not working :< was hoping I had just missed something obvious . possible bug?
An example I made with god mode a while ago. Lacey can't be operated on at all. Juli can be, and still can be if either of the open spaces are blocked (but not if both are).
#382
General Discussion / Re: Year 3 and 4 months
November 01, 2014, 04:35:06 PMQuote from: CharlieC on November 01, 2014, 12:10:30 PMActually, it does. They'll do all work slower (and some work worse). Especially healing and shooting, but you might not care about that if you're letting a colony run by itself. Still, they're going to be growing plants if they're staying alive without your help, and plant work is affected 50% by sight, so I think that means they'll do it half as fast.
So now none have any eyes - makes little or no difference to the pathing or jobs etc.
I don't suppose you really care about that if you're removing their arms, though, since they'll barely be able to work. Manipulation is way more important than sight.
You can click the "i" on a colonist to see some stats, and click on one of the stats to see what affects it.
#383
General Discussion / Re: Best way to not kill someone you want to capture.
November 01, 2014, 04:25:39 PMQuote from: tom_kazansky on November 01, 2014, 04:02:14 PMYou can check the cause of death by looking at the health tab on the corpse. If someone gets shot to incapacitation by low-damage weapons, they'll usually die (instant +100% blood loss), but not always, sometimes they'll survive and be incapacitated. I assume this is for balance, since without it you'd be able to incapacitate everyone, and it doesn't happen to colonists.
I think lower damage guns make it easier. I had and army of m-24 snipers and did hardly capture someone. Now i switched to m16 and R-4 and suddenly 5 of ~20 tribespeople got unconscious while before there is only one or two i can capture.
If someone gets shot in the head, neck, or torso with an M24 shot, they're dead. No chance of surviving, just dead, colonist or not. If they get shot in the leg, they'll be incapacitated (from missing a leg) but I think that still has a chance for the +100%bloodloss death. So, with M24s, you'll rarely get someone that's shot in the leg and survives. And they'll be missing a leg.
Use low damage things to have the best chance of incapacitating. That means most things, really. Melee, most guns, whatever, just not M24s, pila, etc. If someone dies of instant +100% blood loss, you're doing it right, and it probably couldn't be avoided.
#384
Bugs / Re: [M|0.7.584] Butcher table "take to best stockpile" option not working
October 31, 2014, 02:10:33 PMQuote from: skullywag on October 31, 2014, 11:39:02 AMThat can't be right, at least, not always. They'll go and haul human corpses to an "important" stockpile before doing anything else.
You are correct in your assumption Mystic, its distance that everyone is looking for, they will find the first CLOSEST available thing to haul, fill their inventory with as much as they can or is available and then dump in the highest priority designation.
#385
Ideas / Re: What's with the walls?
October 31, 2014, 12:29:38 AM
In A7, there aren't specific different wall structures ("stone wall" etc.) at all, just "wall" that can be made of different stuff, so that little feature didn't stay around.
This is a way to make walls (all walls, not just stone or metal walls, since there is no such thing as a stone wall anymore, just a wall that can be made of stuff) link with rock, by editing the ThingDefs Buildings_Structure file. I'm using that method.
Tynan said here "I didn't realize this would disturb so many people. I can fix it though." so A8 might change it.
(Funny, I had thought only stone walls merged with rock in A6, and I liked that, but after looking at the files for this post, it was both stone and metal, just not wood. I never tend to use metal walls, just wood for the early game and stone once I get far enough to research and craft it.)
I'm not sure what you mean? I was under the impression it was only a visual thing, not something that would affect gameplay. If you mouse over a square that isn't undiscovered, you can see what kind of roof is over it. If it's overhead mountain, it can't be hit by mortars. (mortar shells that hit it will just make a satisfying sound effect and not do anything)
This is a way to make walls (all walls, not just stone or metal walls, since there is no such thing as a stone wall anymore, just a wall that can be made of stuff) link with rock, by editing the ThingDefs Buildings_Structure file. I'm using that method.
Tynan said here "I didn't realize this would disturb so many people. I can fix it though." so A8 might change it.
(Funny, I had thought only stone walls merged with rock in A6, and I liked that, but after looking at the files for this post, it was both stone and metal, just not wood. I never tend to use metal walls, just wood for the early game and stone once I get far enough to research and craft it.)
Quote from: KugelBlitz on October 30, 2014, 10:32:47 PMOn top of that, the side of the wall which is touching the rock face is considered "outside" while the inside is still inside. My walls went from beautiful to ugly in one day, and what's extremely annoying is when the base is under siege the mortar shots now hit the walls due to it (that's my guess).
I thought the whole point of building in a mountain is to be safe from mortar... I can't see a single good reason for these changes or maybe I'm just a bit slow.
I'm not sure what you mean? I was under the impression it was only a visual thing, not something that would affect gameplay. If you mouse over a square that isn't undiscovered, you can see what kind of roof is over it. If it's overhead mountain, it can't be hit by mortars. (mortar shells that hit it will just make a satisfying sound effect and not do anything)
#386
Bugs / Re: [M|0.7.584] Butcher table "take to best stockpile" option not working
October 30, 2014, 06:17:57 PMQuote from: Mystic on October 23, 2014, 05:41:47 PM(since you can't set haulers to prioritize certain types of hauling over others, and food seems to be pretty low on the list)What's hauled first is based on priorities. (important, preferred, etc.) Try setting your raw food stockpile's priority higher.
I assume "take to best stockpile" just doesn't work right currently with something that produces two kinds of things (meat and leather) since the colonist wouldn't be able to carry both. The "drop on floor"/"take to best stockpile" option always shows up, even when it can't be used; it's even there on a cremation bill.
#387
General Discussion / Re: RimWorld change log
October 30, 2014, 03:30:11 PM
Everything Sept 25 and later is what will be in Alpha 8. (Improved armor system, continuation of the new rock system, melee weapons craftable and made of stuff, temperature system, etc.)
Everything before Sept 25 is what's already in A7 (or earlier).
Oct 29
Everything before Sept 25 is what's already in A7 (or earlier).
Oct 29
- Temperatures now equalize through doors, especially while they are open.
#388
General Discussion / Re: Bring back the muffalo!!
October 29, 2014, 07:42:56 PM
Oh, OK, I thought you thought they weren't in the game anymore.
#389
General Discussion / Re: What Weapons Work Best Agianst / To Cancel out Armor
October 29, 2014, 07:33:57 PMQuote from: UrbanBourbon on October 29, 2014, 06:34:41 PM
Huh.
All this time (during A7) I've been under the delusion that R-4 charge rifles deliver electrical damage, hence certain clothing has electrical resistance. I guess not. It did bug me that weapons don't have their damage type listed. Not one gun's description says that it inflicts piercing damage, for example. Is it all currently piercing damage? Even incendiary launchers? Clubs? Fists? I hope that's going to change, because surely we will see all sorts of fancy sci-fi weapons that cause all sorts of sci-fi damage and we can protect our colonists from that damage with fancy armor and their fancy collection damage resistances?
No, there is definitely blunt damage (e.g. clubs, fists, bionic arms), just not from guns. Incendiary launchers don't actually do fire damage directly, I think; they hit the target with something low-damage and piercing, and also set it on fire. Not that useful, but possibly handy for forcing someone to leave cover (since burning people run around for a little while before putting the fire out).
Molotovs and centipede inferno cannons do cause burns, though, as do regular fires from standing in fires. Those are probably all the same type.
#390
General Discussion / Re: Add what?
October 29, 2014, 07:28:14 PM
Ever since I've seen a cleaning robot suggested, I want one. (so, mechanoids)

poor cow