Poorly treated wounds might not heal properly, leaving a colonist forever worse off in some way. I've never seen this occur for wounds treated with meds. Plus, they seem to heal quicker, generally being gone in a day or two.
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#377
General Discussion / Re: nothing is happening
September 13, 2014, 12:53:59 PM
Be wary of having so many mods that they are overwriting bits of each other and leaving less content than before.
#378
General Discussion / Re: Raider/Pirate Technology
September 13, 2014, 11:42:56 AMQuote from: HatesYourFace on September 13, 2014, 10:05:08 AMQuote from: Marguaritee on September 11, 2014, 06:34:11 AM
I've done that already, do not you. It is true, I'll get it, do not you think it.
Well yeah that's obvious, but what if they do it not you, get it when they've already got you not think it?
#379
General Discussion / Re: 'Outside' colony vs 'Mountain' colony
September 13, 2014, 11:37:12 AMQuote from: Garen on September 12, 2014, 04:50:56 PM
the downside to killbox and mountain turtle is for several reasons
1) usually these require turrets, thus need more power, thus need more metallic resources.
2) a solarflare will indefinately screw over not only the kill-box but the entire colony far more then an outside, due to again relying on turrets and hydroponics and sun lamp for food.
3) droppods and gathering supplies will be absolute hell for killbox strategies. not as much as outside but it impacts differently.
5) mechanoids give no feels about your killbox/chokepoint.
6)explosive users love your chokepoint.
7)your chokepoint will be harder to escape from if insanity breaks through, which is easie compared to outside
Generally, you would want to build an access port near the killbox that can be sealed up when raiders are present which alleviates a lot of those issues. Mechanoids? Pah, "You don't need to be a better shot! You just need to shoot more bullets!". Turrets and as many Charge Rifles as you can get your hands on. Considering you're building into a mountain, metal should not be an issue. With some luck, you'll also uncover a valley with open air access and you can grow crops there should the hydroponics fail during a flare. Alternatively, install the TTM mod and keep it low-tech with oil-powered generators and grills, you can keep an entire base running on the oil generators, especially when oil is constantly spewed onto the map by the two deposits. Just keep a reserve of oil and you'll be kushty.
#380
Outdated / Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
September 09, 2014, 12:25:41 PM
Ah, see, I tried it and just downloaded it and enabled it in the mods and was ever so slightly unsettled by the prospect that the 100-man raider forces were sniping literally across the map and only when they were using M24s. I disabled it almost immediately and haven't looked back. I might start another colony and try using it from the outset to get used to it.
#381
General Discussion / Re: 'Outside' colony vs 'Mountain' colony
September 09, 2014, 10:54:06 AMQuote from: marvinkosh on September 09, 2014, 12:09:17 AMUnlike the raiders which can throw mountains of flesh at you with no downside because they don't exist outside of the raids. The raiders that flee will never be seen again and in a little while, another 50 man raid. I tried using a mod that added a bunch of weapons (Project Armoury in combination with TechTreeMinami), spawned in a sniper rifle with 45 range and something like 80 damage. Highest damage and range in the game, basically one-shot colonist and raiders alike with a single solid hit, would tear off legs and arms and god knows what. 15 colonists in a shielded bunker with these weapons, all with 20 in shooting still died to the horde that rushed them. Using the dev console to fill the bunker with shields, I was still left with more or less everyone wounded and 5 of them had lost a leg and thus were no use to the colony any more. Raiders can sustain these extreme losses, I cannot. It's almost punishment for playing the game.
Something to consider, whether you prefer an outside or mountain base, is that you can rebuild a base. You can't (at least not at the minute) rebuild colonists.
So, let's say that being raided by an overwhelming force is inevitable. If they can't find your colonists because you've dug yourself a shelter and sealed up the entrance, they can't kill them.
It might not be the most dignified or honorable way to survive a raid, but you can't win them all.
#382
General Discussion / Re: General Lore Discussion
September 09, 2014, 08:51:02 AM
I picture a utopian Coruscant. Though the lower sectors of Coruscant are probably on par with Urbworlds.
#383
Outdated / Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
September 08, 2014, 09:01:32 PMQuote from: RedManMark86 on September 08, 2014, 05:47:10 PM
out of interest how does the AI storyteller work as she just dropped 200 raiders on me and I only have 11 people. The game is lagging so badly but it seems like a no win scenario for me anyway?
Be poorer. Don't be stockpiling 20k silver or expect to use that 20k silver summoning an absurd amount of help from other colonies unless you're masochistic. Don't stockpile weapons or silver, try to have enough silver to call the custom vessel when you might need it, make your weapons or buy them, sell spare weaponry and only keep a couple guns around for new colonists. The storyteller will expect you to somehow make use of that armoury you have sitting in some corner of the base with it's 50 assorted rifles and bows.
If you want to deal with the raiders and are okay with using tools to avoid just being rolled, use the dev console to just explode all of them over and over and over. You can explode them repeatedly to remove corpses and guns too. If you survive long enough to build a missile launcher, that thing will trivialize raids as they'll generally be sent fleeing by a single on-target strike and missiles are incredibly cheap to build.
#384
General Discussion / Re: 'Outside' colony vs 'Mountain' colony
September 08, 2014, 08:41:12 PM
The only problem with playing in the open is that unless you gun it straight towards building a ship at the neglect of virtually everything else, you will garner so much "wealth" in colonists, weapons from raids, silver and resources in general that the game will think it perfectly fair to send raids that outnumber you 2-4 to 1. And you can go as far as to give your colonists the best armour you can get, power armour, M24s and edit their shooting skills to 20, it won't matter, they will die, there are too many guns firing back at you. And it only takes one solid hit to a leg to incapacitate a colonist. Raiders are disposable, colonists are not. Fighting in an open field, hiding behind rock chunks in against such odds will see your colony get rekt. The raiders simply achieve critical mass. If you build into a mountain and don't seal up the base with some sort of exploitative defense against the outside world, raiders will roll through it just as hard. If no such defense is used, the only advantage a mountain base has is that it's sheltered from mortars and can more or less ignore them entirely. With such a defense, still, the only advantage is that a mountain base is sheltered from mortars. Stray mortars might hit turrets and send an entire killbox up in smoke if you're not careful.
Ultimately, this discussion is moot. It's a single player game. My way differs from your way differs from poster #4838's way. They are all valid ways to play. Someone else's way of playing is not dumb, retarded, unfair, exploitative, boring or whatever else unless they themselves deem it so.
Ultimately, this discussion is moot. It's a single player game. My way differs from your way differs from poster #4838's way. They are all valid ways to play. Someone else's way of playing is not dumb, retarded, unfair, exploitative, boring or whatever else unless they themselves deem it so.
#385
General Discussion / Re: 'Outside' colony vs 'Mountain' colony
September 08, 2014, 12:03:56 PMQuote from: TheGrover on September 08, 2014, 11:31:34 AMQuote from: BetaSpectre on September 08, 2014, 11:15:12 AMQuote from: Bobthefarmer1 on September 08, 2014, 10:32:19 AMDrop Pods can go through Mountains.
Building outside works well when you have a geyser for power, and if you plan things out very well, other than that, the mountain is better, atleast until they add raiders that mine through mountains!
I thought that drop pods could only land "outside"...
Anyway, the major disadvantage of a base totally roofed is the cabin fever, which will drive colonists insane in the long term. There needs to be some open areas that are regularly used but still segragated from most cononists/valuables by kill boxes/assorted defence mechanisms to deal with drop-ins.
And there will always be some open areas if you plan to use mortars or solar panels, the trick is managing these
Mortars pass through mountains, otherwise I would use an open space I uncovered during digging as my beacon point. I may just use it anyway so I can seal the base completely against outside influence. If the beacon is the stockpile that I keep all tradable items on, then people will get a breath of fresh air when they go to drop stuff off there. That'll work, right? My colony looks a little something like this and that screenshot is bugged in that it's not rendering shadows, pawns, a geothermal vent that's inside the open area to the south and is obviously showing the locations of metal. Puush and Rimworld don't play nice, this happens often. Invisible UI is the other common thing.
On an unrelated note This occured moments after that screenshot above. I thought it was maybe an event (seeing as I have a couple mods installed) but I got no message for an event. Hitting ESC clears it up but as soon as the game starts playing again, the foggy rain effect builds up until I can't see the colony and a weird effect is going on with name tags. Probably just Out of Memory issues, I play on a bad laptop.
#386
General Discussion / Raider/Pirate Technology
September 08, 2014, 11:37:28 AM
Seriously, what do they have back at their home colonies of thousands of people (how else do they sustain the losses they do?)
I imagine they have one of these things tucked away inside their base, that's why raiders always come in drop pods instead of wander in.
To those unfamiliar to what the link is, it's an artillery piece that loads up units and fires them across the map. Instant deepstrikes whenever you want.
I imagine they have one of these things tucked away inside their base, that's why raiders always come in drop pods instead of wander in.
To those unfamiliar to what the link is, it's an artillery piece that loads up units and fires them across the map. Instant deepstrikes whenever you want.
#387
General Discussion / Re: Why are meals cheaper when they are supposed to take MORE raw ingredients
September 08, 2014, 07:39:47 AMQuote from: SSS on September 08, 2014, 01:21:05 AMQuote from: MajorFordson on September 07, 2014, 09:58:00 PM
I really hope corpses can be used for non-cannibal food paste. Any future sci-fi citizen should be fine with food that is completely reconstituted molecules. You may as well say that eating vegetables grown over a cemetery is cannibalism!
People aren't totally logical in evaluating things like this. There's going to be people who are squicky about it even at that, even if nature does do the same thing over time. Plus, some might still object to that from a moral standpoint.
Yeah, I'd rather not have my people living in a Vault where the food is recycled from all manner of waste.
#388
General Discussion / Re: Combat Slow-down
September 08, 2014, 07:36:48 AM
I've noticed that slowdown during sieges only occurs if a mortar is destined to even hit the ground. Those of us living dwarven lifestyles should experience slowdown less because mortar shots that hit mountainside will not slow the game down and just make an oddly metallic thunk. Go dig your bases into mountains, guise.
A hidden (or not so hidden and just tucked away in the dev console or some such) toggle could also work.
A hidden (or not so hidden and just tucked away in the dev console or some such) toggle could also work.
#389
General Discussion / Re: Why are meals cheaper when they are supposed to take MORE raw ingredients
September 07, 2014, 03:19:08 PM
Or perhaps instead be able to open up trades with the other colonies and have them come by and pick up/drop off stuff that's been bought and sold.
#390
General Discussion / Re: Why are meals cheaper when they are supposed to take MORE raw ingredients
September 07, 2014, 11:00:01 AMQuote from: milon on September 07, 2014, 09:28:29 AMQuote from: Goo Poni on September 07, 2014, 08:43:35 AM
Well a lavish meal uses 20 food anyway. 10 vegetarian and 10 meat, as opposed to a fine meal which uses 5 of each and a simple which uses 5 of any.
Does cooking skill have an effect on the amount of ingredients used? I've never kept an eye on that, but it's possible the OP's colonist is a very skilled cook.
Perhaps. I'm also playing with a mod (TTM) which may have shook things up a bit, but 10 generic meats and 10 generic vegetables still seems fairly expensive to me as it's meant to be. I've already killed all the deer on my map months ago and there is no wandering herd events that introduce a new populace of game when there is very little of it on the map. The only reason I can sustain it is because of a buzzant nest which I walled in so that they starve instead of ravage the map of any small plantlife and colonists can just wander over every once in a while and grab the corpses to butcher.