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Messages - Rahjital

#31
Quote from: Flying Rockbass on April 15, 2016, 04:24:40 PM
Are the cleaniess of the place and the disease rate related? Because I get the new infections really often, and only the inside of my base is clean, the outside where they grow corpses, craft some things and walk alot

Looking at the code, no, they aren't, cleanliness only matters for infections. The only thing that can prevent a pawn from getting diseased is if he already has the disease, or still has some leftover immunity from when he was last ill.
#32
Bugs / Re: Psychopath's social bug
April 15, 2016, 06:36:59 PM
Well, the psychopaths don't have a mood debuff, do they? It's not that they mind seeing a prisoner sold to safety, they don't like him because slave traders are dangerous. "What happens if I do something he won't like and get arrested, will I be sold me to slavery too? I need to be alert around him."

As for the "disfigured" social penalty, even temporary wounds give that. It's strange, one would think that the disfigurement would have to be something massive, like a burn scar on the face or something.
#33
Quote from: Khall on April 15, 2016, 05:34:36 PM
The double bed is exactly the same as the old royal bed, only thing that changed is the name.

It's not. The double bed has the same stats as the normal bed, it just fits two colonists. The royal bed hasn't changed, it has a slight bonuses in comfort and rest effectivity, the only things new are the cost and the texture.
#34
Quote from: sadpickle on April 15, 2016, 12:44:24 PM
Quote from: cultist on April 15, 2016, 12:26:49 PM
There's no reason to put your turrets behind cover, they cannot benefit from it. Probably best to just stick them out in the open, away from anything that can get damaged by the explosion.
The wiki says otherwise, in multiple places. How positive are you? I always wrap my turrets in sandbags.

Just checked the code and did an additional practical test. Yes, the game now actually checks cover for turrets (it used not to), but due to some peculiarity in code, turrets are actually more vulnerable behind sandbags! According to the accuracy report, a level 20 shooter with a normal pistol has 25% chance to hit an uncovered turret at 20 tiles, and 11% chance to hit a covered turret at the same distance. But from the development mode tests I did, it turns out covered turrets are almost always destroyed earlier. No idea why that is, that will need some further research.
#35
I just had my level 20 doctor and constructor get up from bed after a malaria outbreak, and their skills seem to have dropped to 19 in the meantime. I was under the impression that lvl 20 skills are supposed to stay that way forever once you achieved. Has that changed recently?
#36
Quote from: Tynan on April 15, 2016, 01:11:10 PM
What biome is this? Be aware that disease rates vary a lot by biome. And in fact one of the biggest challenges of the jungle biome is the constant disease - just like in real life.

If it's so, I can't imagine jungle to be really playable. My temperate colony had plague once, gut worms and muscle parasites twice each, and malaria three times, all in four seasons. Along with the rather frequent infections, the hospital is in use almost all the time.
#37
General Discussion / Re: Nonsensical Sieges
April 15, 2016, 01:15:00 PM
Quote from: DarknessEyes on April 15, 2016, 12:37:05 PM
The sieges/raids should be based on colony wealth.

They already are.
#38
Well, in DF you get new recruits through migrant waves, so there's no need for a genocidal storyteller to murder those who can't fight any longer. Plus it makes things somewhat more realistic in that most riders end up dead. In Rimworld it can take days to bleed out, and the only real way to die is to have your torso, head, or vital organs torn to shreds.
#39
Mental breaks removing thoughts has been confirmed to be a bug, so don't rely on it too much.
#40
It's because if you could incap every enemy, soon enough you'd end up with a small army of colonists and the game just isn't designed for that. Pawns from other factions get randomly killed when they should have been incapped to prevent that, and for some reason it also applies to animals and mechanoids to a lesser degree.

I too would like to see it gone, at least for animals, mechanoids and friendly factions.
#41
Ideas / Re: Unable to clean/haul is BS
April 15, 2016, 07:59:29 AM
I think performing incapable jobs as if it was a level 0 skill that never improves along with the mood penalty would be enough. In the early game, the "new colony" and "very low expectations" mood buffs should let you get away with it even if the mood penalty for incapable jobs was something massive like -30.

Ideally the mood penalty would also stack. If you urgently need to haul a few things after a raid that killed your reasonable colonists, the penalty wouldn't be that bad, but if you kept doing it, eventually the nobles and assassins would get really angry.
#42
Music would be great. Playing music at parties for an additional mood or joy boost, and instruments could also double as joy items for colonists to play in their free time.
#43
Ideas / Re: Auto undraft = bad
April 15, 2016, 07:08:19 AM
Acting like people would include having a self-preservation instinct and not running straight into a pair of waiting scythers, though. At the very least, pawns should not auto-undraft if there are enemies on the map.
#44
Quote from: skullywag on April 15, 2016, 04:38:50 AM
should be right click and list haul destinations (stockpile names etc) imo.

This would get annoying quickly if you have a dozen or more small stockpiles, the list menu would be huge. How about the ability to right-click a stockpile and select "prioritise hauling to this stockpile", or something similar?
#45
How common is bonding? My trainer only got bonded to a wild boar he taught to haul and rescue, but it didn't happen with any of the other animals he trained. Was I just lucky, or is bonding rare?

If it is rare, I don't really see a problem, just don't use the bonded animal in combat, treat is as a personal pet of the trainer. If it is common, though, it ought to be changed - I can't see anyone getting bonded to every animal he trains.