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Messages - ShadowTani

#151
General Discussion / Re: Another topic about scars
September 03, 2016, 12:21:13 AM
Well, unless more significant features involving smelling are implemented I feel a bionic nose is a bit redundant for vanilla. However, I don't see why plastic surgery and skin grafting isn't a thing for dealing with scars and possibly also lost noses.

Of course, such injuries shouldn't be too easily treated though, and with the implementation of treatments for them the chances for them happening should probably also be increased.

And I would then really liked seeing the glitterworld medkit being a requirement for treating these, making these treatments reasonably difficult and expensive just with that. If I'm not mistaken it currently only give a small success bonus over regular medkits anyway which doesn't really justify their relative rarity and expense at the moment imo.
#152
It's possible he plays on Randy. Unless things have changed only Cassandra and Phoebe softcaps you at 10 pawns. However, Randy is to the storytellers as Ludeonicrous is for the map sizes, so experimental in some aspects, this being one of them. In short, yes, the game is definitively not really designed with large 40+ pawn colonies in mind.
#153
1. Yes, kinda, to be more precise the coolers will activate when the room temperature rises above their set temperature. Heaters will activate when it drops under their target temperature. Both will try to maintain their target temperature.

2. Probably, but not as I know, sorry. And yes, temperature will leak through walls so if the temperature difference between outside and/or surrounding rooms become too large you will notice when you need more, it's usually a good idea to add one more than you need in case of heat waves or cold snaps though (depending on your biome).

3. Insulated walls will save on coolers and heaters yes, but there should be no need to do this outside rooms where you don't have heaters or coolers. Personally I also don't bother to do it for smaller rooms that I for some reason needed a cooler or heater for. Between rooms that try to maintain similar temperatures I only put single walls, such as two adjacent freezers. I also do double walls on the wall perimeter around town, but I suppose that's just a personal preference.

4. You can see a pawns temperature range on the Gear tab, anything inbetween the lowest and highest temperature there can be considered ideal. It depends on their clothing.

6. A geyser will produce heat even if you put a geothermal generator over them.

7. You could create a heater/cooler room, with vents going inside separate sleeping cubies (2x1 rooms) for an efficient compact bedroom setup (no shared bedroom debuffs). There's many ways of doing it. It's worth noting that if a room does border a hotter/cooler room (assuming single wall) then it will benefit from the temperature leak from that room, sometimes this is a sufficient way of heating/cooling certain rooms.

8. 7 spaces until the light levels start dropping. It'll be considered dark from 9 tiles away.

9. Nope, just make it possible to grow crops under a roof without growth penalties.

10. No.

11. I believe you can arrest him, then release him. (no, that will just make the colonist rejoin the colony, sorry). Relationship mood debuffs should only happen if you kill or sell the pawn. Selling into slavery have less of an impact than murder though.
#154
General Discussion / Re: Tailoring
September 01, 2016, 06:31:12 AM
I experienced a couple situations recently where my pawns would ignore certain tasks they where supposed to do before other things, this was in regards to construction once and hauling another time. "Unfortunately" it seems to be corrected after restarting the game and I haven't been able to reproduce it so far. I dunno if what you're experiencing is something similar to me.

I was however able to manually tell them to prioritize, but then they would just only do that one thing, so it was kinda a bother when you had a whole section of walls to build.
#155
General Discussion / Re: How do you make medicine?
August 31, 2016, 10:31:04 AM
It should be available as a bill from the drug table if you got completed both required research projects. If not then you might have encountered a bug, I dunno. A save would be useful then.
#156
General Discussion / Re: Siege is really imbalanced !!
August 31, 2016, 10:27:24 AM
Against raider groups out in the open incendiary mortars are bad yes, but against a colony they are very efficient as they are able to strike through roofs and set fire to everything inside where the rain doesn't reach.
#157
Animals in Rimworld are like potions in RPG's, you don't use them just in case you may need them more later. x3
#158
Yeah, I believe they can hit through mountain roofs as well, but I haven't really played mountain bases since the infestation mechanism came out so I can't say for sure (as I might remember wrong, or it may have changed since then).
#159
I never used the artifacts to begin with, loot to sell instead. x3 I guess it depends on your playstyle, but you have a point too - especially considering how rare they are. There's too many mood modifying things already though imo, so personally I would like to see more things that provide other boosts as well or in addition, like since it's a psychic artifact why not a boosted global learning factor too for example. I dunno.
#160
Ouch, sounds like you did everything you could then. In DF that would be a loss that the dwarven bards would sing songs about. x3
#161
General Discussion / Re: Siege is really imbalanced !!
August 31, 2016, 09:11:32 AM
Yeah, incendiary is a bit griefy against more open bases, even in late game if you're having a situation and not able to act fast enough. I don't like limiting, disabling or nerfing challenges though, I prefer to instead get more tools to handle these situations.

Like the traitor event that got disabled as an example, it should instead have been worked in a loyalty bar that would increase over time that would start out low after recruiting a prisoner. The problem with that event was that long time colonists could betray you and try to run off as well, which didn't make sense.

But I'm tracking off, sorry. ^^;
#162
Yeah, that sounds very unlucky, which can happen. Curious though, how open where you? Sandbags and rocks aren't too good on their own, you would ideally want to stay behind corners.
#163
General Discussion / Re: How do you make medicine?
August 31, 2016, 08:20:47 AM
If you open the bill, it should say what you need on the right side. One medicine requires 1 herbal medicine, 1 neutroamine and 3 cloth. You also need the pawn who craft this to have both skill levels of crafting 3 and medicine 6.

However, if you only researched drug production, then the problem is that you also need to research medicine production afterwards.
#164
General Discussion / Re: Siege is really imbalanced !!
August 31, 2016, 08:02:52 AM
Part of the problem is that he had a non-voilent colonist too...

In situations like these I have a hard time appreciating the "unable to do, ever" thingy of the skill system. I can understand them not wanting to, but that doesn't mean they can't -  a person without arms or legs can't, these forbidden skills is just due to snobbery, ideology  or trauma; in situations of life and death it would make sense one could force these whiners to do stuff anyway - at a significant mood debuff of course, and a reduced lingering debuff after being forced. Along with that forbidden skills would never gain experience and act as a perma skill level 1 then I think that would be plenty balanced in favor of not forcing those skills unless absolutely necessary.

But I digress, you can always use the non-voilent one as bait to have them fire their bullets away from the base... And if you had a sniper rifle you only need one colonist to weed them out anyway - though at a risk whenever they got survival/sniper rifles of their own.

Sieges aren't really imbalanced, you just gotten yourself in such a tight spot that what you had left to deal was not enough. The fault lies with the consequences of earlier events, not with the siege mechanism itself. But yeah, extreme is masochist mode, lol, so that doesn't help either. I myself get frustrated too easily to play on it for long. Lots of respect to those of you who do.
#165
I can confirm that gay couples do get the got some loving buff from time to time too. It doesn't happen every time they sleep together though.

Fun detail: it seems that all pawns are bi-sexual with just a personal preference for gay or straight in regards to who they pursue. A straight person can end up accepting the advance of a gay person for example, and probably also true visa versa.