Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Zsword

#16
Ideas / Re: Mushrooms, Mycoprotein and Vegetarianism
September 18, 2014, 03:02:18 AM
Interesting Idea, I"d think it'd be great for those Desert fortresses where Scarabs and Iguana's don't really provide a lot of meat leverage for a colony to really make higher quality meals.
#17
Ideas / Re: Visitors Mechanic - Entertainment
September 18, 2014, 02:59:29 AM
I also approve everything with this, it looks great. I'd also suggest adding the ability to 'rescue' visiting people in critical condition and treat them in a Medical bed in a 'Visitor' Zone. Maybe giving a rep boost when they 'release' themselves upon regaining consciousness.
#18
General Discussion / Re: Caveman Challange
September 17, 2014, 07:45:21 PM
Hmm, one work around for the darkness moodlette is tactical application of no roof Zones, and I"d say one Geo thermals worth of electrics is worth using to it's fullest. A couple lights ('torches') your stove... not much else.
#19
Ideas / Re: Visitors Mechanic - Entertainment
September 17, 2014, 07:29:43 PM
I would like to be able to heal wounded visitors without capping them myself. :( I can't just leave them there to die from bleeding out! He was just caught in the middle... Why are you maaad. ;~;
#20
General Discussion / Re: Introduce Yourself!
September 16, 2014, 08:53:38 PM
Heyo! I'm Zsword, I found this game from a few youtubers I watch, specifically from Bay12, aka 'the dwarf fortress crew'. I'd say I'm far to analytic, and almost always play these sorts of games on stupidly easy settings, cause, I'm really bad at them and don't like losing. >.>;;
#21
The fact they don't have anything to do with skills I kinda view as a light blessing, because it does give you some military purpose to your less competent characters, those people with no 'passion' for shooting or melee. Not sure if an 'incapable of violent can man mortars...

Though I personally wouldn't mind a 'sieging' skill or a way to improve mortar accuracy. Perhaps a buildable module? maybe 2 of them working like an autonomous 'spotter and sniper' pair? Not making the mortars themselves automatic, but, just like a little device that reads the mortars firing angle, and a device that registers where the shot lands to help 'pin point' shots. *shrugs*
#22
General Discussion / Re: Accel-Potatoes?
September 16, 2014, 04:34:03 PM
Thank you, I woulda fixed it myself but my Wiki-fu is weak. :(

Thanks the clearance guys. ^^ Why is it that berries grow more food than potatoes? Do they grow faster? Just grow MORE? Or, what?
#23
General Discussion / Re: Accel-Potatoes?
September 16, 2014, 04:04:24 AM
OH, so, Hydroponics do still grow things faster?

The wiki also says Berry plants leave the bush after berry picking... and that doesn't seem to be the case. If it's not... is there really a point to berries over taters?

Oh, and I was having a problem in getting my Paste Dispenser to work for my captives, I set up the dispenser, set up a hopper by it... and they never eat from it. ._.
#24
General Discussion / Accel-Potatoes?
September 16, 2014, 02:20:16 AM
Heyo, I've noticed that the Wiki lists Accel-Potatoes are a thing, but I see no indicator of them here on the forum or anywhere else, and all the wiki states is 'research them', and uh, well, I've completed my research tree before (I've actually managed to make an 8 man escape. ^^) and I still couldn't grow Accel-otatoes, did I miss something or is the particular page on wiki inaccurate or outdated?
#25
Ideas / Re: Minor Medicine Modifications.
September 15, 2014, 09:08:24 PM
Addiction was something I considered mentioning but ultimately scrapped from because it sounded like it might be a little on the complex side to implement. I had a few other 'medicine' ideas, like a Neural Dampener to lessen the effects of psy (And possibly briefly eliminate the susceptibility of those who are beyond the norm.) Adrenaline shot to make someone move, work, and fight faster and better.) Just, a couple ideas to throw around. Although I'm still trying to figure out ways to make this have some form of 'drawback' to help it form a better story.

... 'Junky' and 'Clean blood' might be considered for possible traits, a Junky getting a happy thought from using a drug, and an unhappy one for extended periods without one. Potentially panic threshold changing if it gets REALLY bad? While someone who considers themselves 'clean' gets a considerable bad thought from using drugs, or may just not be able to use them at all, barring the absolute necessity medical ones, like Medicine, maybe Bloodpacks. At the most pain relievers. ... Maybe have the trait be 'All Nat Medication?' Then you'd even have a reason to take of medpacks, bloodpacks... and maybe even Paste Dispenser meals from the person. THAT could be interesting. (not that anyone uses paste dispensers for anything that isn't their prisoners...)
#26
Ideas / Minor Medicine Modifications.
September 15, 2014, 04:11:53 PM
A reminder, always apply alliteration. ;)

Anyway, I've had some minor thoughts about how we could enhance the medicinal practices of our pawns, and had some quality of life ideas that came to fruition, namely by adding 2-3 items, and a new Trade Vessel type.

Anti-depressant: A purchasable item that can be used by a pawn to grant a temporary happy thought. (+3-10, depending.) It would also disable the unhappy thought brought about from the Depressive/Melancholic traits. If we wanted to get complicated, you may consider having the effect lessened by the optimistic/sanguine traits.

Pain Reliever: A purchasable item that can be used to quickly lower someones pain, and maybe decrease the amount of pain they get from being hurt for a short time. More or less just for those situations when you need someone out of bed quick.

Bloodbag/Hemo-capsule: A purchasable item that helps fix Blood loss. Not much more to say there.

The new vendor that I could see being manageable for this would be a 'Pharmaceutical Vessel', which would sell these various medicinal supplies for 'cheap' compared to the other vendors. They could also carry a food slot as well, or potentially even Rations, though these wouldn't be on the 'cheap' spectrum. Doesn't deal in weapons, potentially (personally a little shaky on it) deals in slaves. (for 'science'.)
#27
Oh I wish I got a screenshot of Ian.

The Vatgrown Soldier, Medieval Minstrel. If I remember right, all he could do was... craft I think. Craft and Fight. He was a solo attacker on my base. He ate one bullet, panicked, and ran, so i sadly couldn't keep him. :(
#28
General Discussion / Re: Meds, what's the point?
September 13, 2014, 09:50:39 PM
While I think that sounds a little extreme for different med types to be SUPER LETHAL if not used, I know I wouldn't mind seeing more than just 'Medicine'. At the very least, I wouldn't mind seeing Pain Killers, Anti Depressants, and then First Aid, First Aid's function shouldn't really change, as all it does it aid in mending wounds, but doesn't relieve pain, which is where Painkillers would come in. Then the Anti Depressants could be used to give a small Moral boost, and temporarily get rid of the unhappy moodlet (too much sims) of having the various 'depressed' traits.
#29
Support / Re: Buying Rimworld with Multiple Cards
September 13, 2014, 08:57:45 PM
Thanks for the quick reply, I sent the email and am waiting, any other info on the matter or potential ideas would be appreciated. ^^;;
#30
General Discussion / Re: Meds, what's the point?
September 13, 2014, 07:35:55 PM
As far as I know, Well Treated wounds also Heal faster than poorly treated ones.