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Messages - ShadowTani

#136
General Discussion / Re: What items can have the "Art" tab
September 08, 2016, 10:30:58 AM
Quote from: cultist on September 08, 2016, 09:44:11 AM
(not sure about leather chairs)

Leather chairs don't get art unfortunately.

Seems both small and long tables, as well as single beds (both regular and medical), and equipment racks don't get art as well.
#137
Quote from: Calahan on September 08, 2016, 05:19:49 AM
maybe there someone with better knowledge (and a better memory) than me can clarify when animals (hatched/newborn/otherwise) have a chance of being named.

Certain animals are given names whether they have a bond or not, like the various dogs. Others will only be named when a bond is created. Nuzzling, treating injuries, and training may be triggers for creating a bond, but the degree of them doing so have been severely toned down in A15; animals are thus much more likely to remain unnamed.
#138
General Discussion / Re: Different Stone Types
September 06, 2016, 07:09:34 PM
Quote from: Jinxi on September 05, 2016, 02:14:34 PM
Quote from: Lys on September 05, 2016, 01:06:25 PM
Uh, why is that? All of the stone walls have more HP than steel walls.

Hmmmm...indeed. However, it seems to me always so that the raider faster stone walls can break than steel. First i always used stonewalls and they break through very fast. Now i always use steel and it seems to me its harder for the raider to break it.

Raiders usually use grenades to get through walls, no? So it probably has to do with that stone takes up to three times more damage from explosions. This according to the wiki at least, but I've also personally observed this since I build walls between the turrets (to prevent chain explosion if one go) - stone walls takes massive damage from a blown turret compared to steel or plasteel.
#139
Quote from: cultist on September 06, 2016, 10:13:14 AM
And even then, it takes so long that there's a good chance of a blight destroying your crops.

Actually, I don't think devilstrand is affected by the blights anymore; at least all my devilstrand mushrooms where entirely spared when I had a blight yesterday.
#140
General Discussion / Re: Different Stone Types
September 05, 2016, 07:10:34 PM
Quote from: SpaceDorf on September 05, 2016, 03:37:51 PM
Plasteel 700 ( i guess, i have none to look it up right now )

---- EDIT -----
The HP of doors is the same AS WALLS OF THE SAME MATERIAL, but material does influence the open and close speed.
---- EDIT -----
Plasteel doors have 700 HP, Plasteel walls have 980 HP. And no, doors have less HP than the walls, a steel door have 250 HP and a wooden one 100 HP for example.
#141
General Discussion / Re: How to prevent food poisoning?
September 04, 2016, 11:37:25 PM
Quote from: Wex on September 04, 2016, 11:06:20 PM
-50 to consciousnes, means an already sick pawn could die.
Or an injured one. It's terrifying.

Not necessarily. I believe stat losses and caps behave independently. By this I mean, if you have 80% consciousness due to a -20 from other factors, the food poisoning will still just set the consciousness to 50%, not to 30%. Or in other words, stat losses are calculated first, then the cap kicks in if the value is still higher than the cap.
#142
General Discussion / Re: Optimal drug policy?
September 04, 2016, 08:41:48 AM
Overdose seem too modest atm, so I'm going to second the motion that multiple drugs should contributing to it. Only one time on a drug binge did one of my pawns get a few % of drug overdose after taking that drug 4 times in a row (was either wup or yayo, can't remember). It should definitively be a bit harsher than that.
#143
General Discussion / Re: How to hack Malaria away?
September 04, 2016, 08:22:00 AM
Quote from: theubie on September 04, 2016, 02:07:54 AM
"Play Rimworld one way or else!"

I want to underline that this is not what people are saying though, looking at it from that angle will just get one provoked rather than realize we're trying to help. Finding the game setup that matches your playstyle and taking advantage of the tools provided to you to avoid self-created pits is what this is about.
#144
General Discussion / Re: How to hack Malaria away?
September 04, 2016, 01:17:34 AM
Well Boba Phat, Rimworld is derived from the same vein of FUN as Dwarf Fortress, which would indicate a certain level of masochism being required to fully enjoy the game, lol. x3

But you can definitively get a casual game out of Rimworld with the right game setup. However, the tropical biome is NOT beginner friendly due to both dealing conditions more frequently and its unique conditions Malaria and Sleeping Sickness being particularly harsh indeed. I personally would recommend Arid or Temperate for less stressful gameplay. I keep coming back to Arid myself - was the first biome for Rimworld, so it's the classic Rimworld experience in a way.

I could given some suggestions to what you could do in your situation though, but not sure if you're up to it. I get the feeling you're more interested in blaming the game instead of figuring out what you could do or could have done differently (as having reached a point of no return is always a possibility).

I'm also not sure about some important details of your game as well, by five pawns you seem to be rather early in the game, but having hospital beds researched and a massive storage of herbal medicine suggests a mid-game colony.

I'll give you one tips though: in a situation where you have to choose between spending your medicine on hospital beds or treating your colonists with said medicine in regular beds instead - chose the proper medicine treatment in regular beds; the treatment quality matters more than the bed quality.
#145
General Discussion / Re: Wooden Beatdown (night owl)
September 03, 2016, 04:09:57 PM
Ah, I understand, useful for keeping sick patients from breaking while they need to remain in bed.
#146
General Discussion / Re: Wooden Beatdown (night owl)
September 03, 2016, 12:40:51 PM
I do that to get prisoners that is going to be sold into cryptosleep caskets after I fixed them up. Didn't know you could do that for colonists already rampaging, will have to try that. :3
#147
General Discussion / Re: How to hack Malaria away?
September 03, 2016, 10:02:49 AM
Quote from: Boba Phat on September 03, 2016, 07:59:18 AM
You should never be put in a position where a random number says nothing you do will make any difference.  Otherwise, why bother playing?  I could just flip a coin and say if it comes up heads I win, then not even have to bother loading it up.

You're right that impossible odds shouldn't happen in a game, that's poor game design. That's why an insect infestation with instantly spawned insects causing an unluckily present pawn getting ganked right away is an insta-savescum from me.

However, this malaria situation was not a case of impossible odds, it was a consequence of neglect creeping up on him. He could have replaced the lost kidney for example. So no, a difference could have been made, he just reached a point of no return. In the tropical areas where diseases are more rampant replacing damaged or lost kidney's should be top priority, if a part or donor isn't immediately available we also now got malaria-blocks to tide you over as a preventive measure. And if you aren't able to get any of those easily then there is always ancient cryptosleep caskets on every map now (haven't found one without at least) that you can take over and store that colonist in until you are able to fix the situation.
#148
Stone blocks, leathers, and metals can be stored outside; any beacon outside will get picked over any beacon inside in my experience. An option for selecting what beacon is the primary delivery target would still be nifty though, I got two outside.
#149
General Discussion / Re: Wooden Beatdown (night owl)
September 03, 2016, 08:23:36 AM
Naturally, naturally. But for the colony overlord/tyrant/dictator/[general community oppressor] bored of wooden logs, let me present the charge rifle. Awesome flashy shots that gives the victim a calming shock that luls them back to sleep that, usually, preserve their limbs and life.* And for the rare inevitable accidents one can't argue it wasn't their destiny for not being more chill in the first place. Especially useful for out of control pawns with infections, gets them back to bed in a swiffy. Buy, loot, or craft today. Tut.

* The possibly increased chance of death from pawn softcap not considered, but probably applies to wooden logs as well anyway

Seriously though, I do sometimes wish there was some non-lethal methods for dealing with out of control pawns. Gas-grenades with sleeping gas for example, if it was the toxic kind then overexposure would require the production and administration of antidotes to actually save the pawn afterwards. Chance of knock-out depending on targets consciousness level and time exposed to gas cloud. Gas masks probably would become a valid head gear as well then. x3 And the idea for bionic noses would actually not be completely redundant (outside fixing missing noses).
#150
Quote from: eadras on September 02, 2016, 01:51:39 PMMy recent 22 pawn game was Cassandra Challenge on a large tundra map.   I was surprised that the colony got that big, which is why I questioned the "soft cap" mechanic.

I'm not entirely sure about all aspects of it, but a softcap is when the storytellers starts reducing the chance of getting pawns, such as convincing prisoners to join becomes harder, raiders are more likely to die instead of fainting etc. I also think related events (such as wanderer joins, refugee pod crash, pirate traders (slavers), chased refugee etc.) become less common too, but can't say that for sure. But basically, a softcap doesn't make it impossible to get new colonists, just more difficult.

I personally cap myself at 10 colonists though, even at Randy, and rarely go over - so it's a long time since I experienced the softcap myself.