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Messages - Goo Poni

#391
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.
#392
My only criticism of the Bulkhead is that they can take cover on the wall and shoot around it, but only one guy can do that..
#393
General Discussion / Re: Lockable doors!
September 06, 2014, 02:47:37 PM
Maybe that only occurred on Randy Random but visiting groups never grew larger than like 5 people for me. Completely insignificant against the 30-40 man siege teams that presided over a mere two mortars. I have one colony with probably about 25 colonists and another with only 6-7 colonists, never seen large visiting groups in either save.
#394
General Discussion / Re: How do you deal with mechanoids?
September 05, 2014, 04:59:10 PM
Quote from: Bodog999 on September 05, 2014, 03:30:03 PM
People always send colonists with M-24's not really the best choice, scythers have a higher range than M-24's and when your colonists can see them they can see you meaning they will shoot faster due to the faster aim and warmup time but they are also more accurate and do more damage per second. Mortaring the ship is a better option, but when you did a certain amount of damage to the ship part they will stage and come attack your colony. Mortaring with mortars and EMP mortars when an EMP hit the mechs they will be stunned for a long time. Another option is to use the Cannons and Turrets mod which allows you to build artillery, rocket launchers and flaks. 3/4 can shoot over mountains, walls and high objects. Or if you dont like accurate electronic "mortars" you can also try the gun emplacements mod which gives you some mannable turrets and an upgraded mortar with just a higher fire rate which means you have a higher chance of letting the mechs come to you instead that you need to come to them.
I didn't say to have a standoff at range with them. I said to agro them with the long range of the M24 and retreat to the colony's killbox, bringing the scythers and centipedes with. If a killbox is built well enough, it should be able to bring down the hordes.
#395
General Discussion / Re: How do you deal with mechanoids?
September 05, 2014, 12:47:29 PM
While this is mod content I'm talking about, I used the Missile Launcher introduced in TTM to land bombs directly on top of the crashed ship part. Except I had already angered the mechanoids aboard with mortars and the Missile Launcher's impact marker deleted the ship part. Which meant the 30 odd Centipedes and equal measure of Scythers had nothing left to guard and left the range of the missile to attack the colony. Fun times were not had.

I haven't had much opportunity to interact with ship parts (I've only had the event like three times, twice were near the start of colonies so very few (singular centipedes or a couple scythers)), but if mechanoids do not respawn then it may be possible to send a single colonist out with an M-24 that's hopefully been acquired by that time with raids and trading. Awaken the machines and then irritate them with follow up shots so they engage the colonist. Then run that colonist back to base and hopefully into a killing field used to repel raids. Depending on whether they all agro or only the one that gets shot at will agro, this may be a feasible way to eliminate the machines then spend a day destroying the ship wreckage.
#396
A sort of infectious sleep disorder, then?
#397
I imagine wound infections would be tied to being hurt, just going from the name alone. I'm pretty sure you don't spontaneously develop sepsis or go into septic shock without being wounded. Gangrene is also a possibility but "wound infection" is vague so I'll assume it's just general sepsis.

I'm curious as to what sleeping sickness is. I've never heard of it and a cursory google implies it's an infection that causes mental decay and eventual death if not treated.

Flu could be caught in the tundra easily if those biomes are opened up.

Malaria, well, we just need to go all FarCry2 and make sure everyone's dosed up to the eyeballs.

Plague, are we gonna start seeing tribal plague doctors? God pls no, I do and don't want random tribals visiting the colony and then getting all up in my colonists' grills thinking they have the plague.



EDIT:
Ninja'd.
@Vagineer, A GREEN BULLET HOLE!  ;D

DOUBLE EDIT:

I'm thinking too deeply into this, but I'm thinking that sleeping sickness is gonna be a thing where a colonist becomes unequivocally tired for no good reason and goes to lay down, at which point a day or two will pass and a diceroll event will occur, the outcome either being that the colonist picks themselves up after this unnatural moment of fatigue and then all that's happened is that the colonist was out of action for a bit. The other outcome is that they stay bed bound and are actually inflicted with sleeping sickness at that point. A few days of treatment with a doctor AND medicine (honestly, how are you gonna treat infections without medical supplies) should see them return to good health, however without supplies, their condition will deteriorate until death. An invisible sliding bar akin to the mood bar would indicate infection level and the equivalent of a mental break results in death, with medicine boosting this bar in the right direction, curing at 100% "mood". The aforementioned diceroll would lean in the player's favour notably with Phoebe and Cassandra, with Randy being a random 50/50 could-go-either-way and all three storytellers will lean more towards infection if you have more than their general colonist allowance.

I told you I thought too much into it. The sudden extreme tiredness could be a prelude to all the infections barring wounds, but then gameplay-wise, they're all the same underneath with a different lick of paint on top.
#398
I know that any colony healers (doctors) are extremely selfless to a fault and will prioritize healing and feeding others until they die or run out of people to help before they think to look toward themselves. If your healers are starving and you are tending to wounded, disallow them from healing for a while so they can go look for food and have a nap.

I don't think there is a way to force eat, r-clicking food just gives the option to haul it.

Generally, if you're having exhaustion or starvation problems, draft and undraft the troubled colonist to make them reprioritize what they're doing and if they go back to doing the exact same thing, disallow their jobs until they've sorted themselves out first.

The other thing is as another poster pointed out, double check that your prison hasn't been smashed apart and is infecting everything else with the prison cooties. Colonists refuse to use items and equipment coming from a prison room which is amusing when you're rebuilding or expanding the prison and the entire map temporarily becomes a prison and no-one wants to use anything.
#399
This was my attempt at a traditional funnel from earlier alphas.

The two large doors are both blast doors which are sealed in the presence of raiders. Unfortunately, I was waiting so long for Phoebe to provide a raid for me that I eventually just used the dev console to start one from the hostile tribals and for the most part, they were content to whale/wail (I don't know the correct word) on the door even though I could repair it from the inside. This was pretty much how that raid turned out. After killing or incapacitating the few that came through the funnel, I just sealed the second blast door and let everyone do some colony maintenance until the raiders outside gave up. Then the Void came along, which resulted in the mess of black I have right now. They can't be cremated or buried but looking at them is TANKING my framerate because there's some 200+ void corpses laying there, plus another 60-70 spread around the map. I literally have no ingame method of clearing them up that I know of.
#400
Mods / Re: Editing what can be grown in growing zones
September 05, 2014, 09:40:12 AM
Quote from: mjones1052 on September 01, 2014, 02:14:13 AM
-long quote snip-

Mm, the three colours of herb are used, yes, but the medical supplies that are also used to produce medicine need to be created elsewhere and those require agave, planks and I think some metal as well.

Quote from: minami26 on September 01, 2014, 02:30:04 AM
-quote snip-

I did end up doing it myself, just transplanting the code for agave plants from the core files into the file that controls growth of herbs and such in TTM. They might be a little overpowered in that the agave still produces as much as it would in the wild, which is a silly amount of food but I'm using medicine as a resource sink and selling excess medicine to traders when items are needed. Thank you for the help though, maybe someone else will get some use out of it. Do you plan to allow cultivation of agave in TTM with your next update, minami?
#401
General Discussion / Re: Slave trader?
September 04, 2014, 02:25:01 PM
I am... perturbed by Randy's.. well.. random nature. While the thought of a lone raider taking on a 50 man colony sounds amusing, repeated psychic dominator events driving the wildlife insane worry me while I have a buzzant colony on the map with enough buzzants to cover about half of the map. I think they'd be worse to handle than an army of boomrats or killer squirrels, there's just so many ants on the map and I really don't need -THAT- much ant meat.

On the other hand, I might get to see what some of other random events are in TechTreeMinami. Phoebe gave me +3 colonists near the start of the game, but one of them exploded into an abomination which promptly despawned because there wasn't enough room in the cell for it to appear (yay I guess?). So I've had the same 5 colonists for months and three of them have had such bad scraps. One has a completely wrecked nose (not that gas leaks are a thing in rimworld), another has no jaw bone and I dread to think how he eats despite the "Eating: None" in his health, the other has had an ear torn off. All from punching each other because one of them randomly went insane. Colonists are near superhuman in melee. How does one completely destroy a jaw bone with fists?
#402
Quote from: Shinzy on September 04, 2014, 10:53:16 AM
well you still have to set the thing up yourself almost every time you make a new bench so I don't mind it being what it is now by default

and I use Do forever way more than Do until X, which I only use for foods =P
It's so much more simpler to have that stone cutting thing work forever
but on a limited resource gathering range
same thing with the slag burner and cremator
That is an amazing idea. Just use the stonecutting table to get rid of all those rocks left laying around in a mountain base that no-one will ever haul. Stealing this idea.

EDIT:
I used to do "Do such and such meal until you have 10" but those item compression structures in various mods seem to work by only allowing one meal to be accessible. The colonist AI only sees that there is one meal stored, two if a second is stored in another compressor, so colonists keep cooking. One of my food preservers has 67/10 lavish meals in it. I'm thinking I just delete them entirely and leave food laying on the ground instead even though that thought irks me.
#403
General Discussion / Re: Slave trader?
September 04, 2014, 02:06:25 PM
Quote from: Raufgar on September 04, 2014, 05:05:42 AM
Quote from: Jeza on September 04, 2014, 04:57:00 AM
Quote from: Damien Hart on August 26, 2014, 04:19:03 AM
Slave traders are treated as a separate event to regular traders, and only have about a third of the chance of appearing. Regular traders are randomised when the trader event occurs, so there's an even chance of each type.

Cassandra has a soft limit of about 12 colonists,; after that she makes it harder to get new colonists - no slave traders, harder recruitment etc.

Ahhh that explains then thanks.
I'm playing with the other female storyteller (can't remember her name, but not Cassandra or Randy) on the easiest difficulty (1st colony so I'm taking baby steps :p) and I had 2 traders early on and since then nothing.

And it's funny that it's done to limit population growth because in fact my last 4 or 5 colonists out of 13 are prisoners that I intended to sell but ended converting because I had no way of selling them because no trader would come to take them off my hands.

Maybe another way to achieve that would be to send slavers without slaves to sell but plenty of money ? Maybe after the colony has reached a certain size traders could come with less choice up to nothing at all to sell but still come, show automatically a week or so after each raid ?
I mean it makes sense : they heard there was a raid and come to see if we wouldn't have any prisoner to sell, hence why they bring money but no slaves to trade.

That would be Phoebe BaseBuilder, and her population soft limit is is even more stringent than Cass or Randy. I once had 4 colonists for more than 2 years, no slaver, no raids. Then she dropped a ship part on me...

Nowadays I play with Misc + MAI mod turned on. No one to convert? I'll make my own colonists, gaddamit!
That'd explain why I've been stuck with 5 colonists for months on end. Is there an editable setting in save files to change the storyteller? I'd rather Cassandra's ridiculously overscaled raids to absolutely nothing at all. I've had maybe two raids, one of which everyone ran away because they ran through traps and killed themselves on the traps. The other was a siege. Then a single mechanoid and nothing for months. I have this killbox made and I forced a raid with dev tools to see if it'd work, and it works, but they'd rather attack with the closed door with 1500HP when I can sit someone behind the door and fizzle it back to max HP constantly.
#404
General Discussion / Re: Ship mechanoids
September 01, 2014, 03:51:38 PM
Attack them some and they'll turn hostile pretty quick.
#405
Bugs / Re: Sublimation by minigun
September 01, 2014, 03:49:25 PM
Dead bodies do have hitpoints. So do weapons and dropped armour/clothing. Before the introduction of crematoriums, one could build mass graves and then draft a colonist with molotovs to firebomb the graves, burning the corpses through the power of game logic and freeing up the graves to be used again. Much easier than the alternative of just smothering nearly every square of the map in graves. I don't think miniguns deal enough raw damage to oneshot a corpse though (100 HP) and they certainly aren't accurate enough.