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Messages - ShadowTani

#241
General Discussion / Re: Dress up order
October 11, 2014, 06:48:00 AM
If you first equip a jacket/duster and an armor vest and then equip a power armor then the system will only remove the armor vest. This is as Matthiasagreen said a bug though, so only do it if you're okay with exploiting a bug. It probably won't be there in the next version.
#242
Ideas / Re: Musings on ammo
October 07, 2014, 08:34:45 AM
Quote from: TrashMan on October 07, 2014, 07:58:35 AM
Where would you restock from if not from ammo crates? It's where you keep ammo.

Maybe I misunderstood, but I thought you meant ammo where exclusively in the form of ammo crates? Or was it meant as a container that is more compact than regular storage areas that ammo is hauled into? I agree to keeping things simple, and managing storage of single bullets will get tedious fast, hence why I think ammo should come in ammo boxes. The difference is that while a crate is a huge thing that needs to be hauled around a box is small enough to be carried in a colonists inventory. This is just a personal opinion though, I'm not making the claim it's the better idea - and if it's talk about a container then both ideas is actually possible.
#243
Ideas / Re: More indepth healing system
October 07, 2014, 05:10:16 AM
Quote from: ComradeCrimson on October 06, 2014, 10:55:37 PM
The way I see it medicine/medikits represent all of this- but I agree there should be different ones less so for "realism" and more for practical efficiency. So here's what I say- different levels or tiers of medikits, small, medium, large.

- snip -

That way the system is kept simple but still gives you a better degree of imagination and immersion then just a single medikit- as well as a means to streamline your medical supplies efficiently.

+1 to this. Would be even more interesting if the larger medikits, if used on a lower tier wound (i.e. when lacking a smaller one) wouldn't consume the kit completely, but instead lower its size. For example, if using a large medikit on a minor wound would make that medikit drop to a medium sized medikit.
#244
General Discussion / Re: Thoughts on Devilstrand?
October 07, 2014, 04:51:37 AM
Well, if the clothes took only 10 pieces of fabric to make, then the price for the raw fabrics and clothes would at least be comparable. So if anything where to be changed, I'd prefer that to be changed first.
#245
General Discussion / Re: Internal vs external problems
October 07, 2014, 04:35:03 AM
Quote from: keylocke on October 07, 2014, 12:23:30 AM
besides, most people aren't even sure what those "internal" problems are gonna be like.. are we talking about crime & punishment? relationships? insurrection? addiction? moral decay? etc? the topic itself is quite broad.

Well, I'm personally thinking about seeing a start of the suggested features on Rimworlds kickstarter, which listed relationships and beliefs/religions among other. Take a look here: http://i.imgur.com/SybxBQO.png
#246
General Discussion / Re: i dont know if i like this...
October 07, 2014, 04:20:43 AM
Maybe Tynan should just simply rewrite the current execution mood effect into a "prisoner died" mood effect and have it say "A prisoner died from abuse and neglect under our care, that's worrisome". It would essentially be a simple and effective change that covered every scenario now and in the future as it would trigger from any prisoner that simply died in your prison, no matter what cause.
#247
Ideas / Re: Musings on ammo
October 07, 2014, 04:08:13 AM
I'd like the concept with ammunition too, but not so much the idea of having ammo crates to restock at as it feels 'off'. I would like the ability for the colonists to produce their own ammo in addition of buying from merchant ships - some weapons can use the same type of bullets so that it won't be too overwhelming. I do however agree that the amount of bullets have to be more compact for storage reasons, like storing ammo boxes that contain x bullets per box (where x varies between the ammo types). Also being able to carry melee weapons as a secondary weapon would be nice then.
#248
General Discussion / Re: Internal vs external problems
October 06, 2014, 10:38:56 AM
I want more of both obviously; but if I really have to chose I'd pick internal (which I also voted for), because most updates have been focused on external conflicts so far and thus it would be a nice change of phase. I'd like current systems to be fleshed out as much as possible first though, like things requiring the art and research skills.
#249
General Discussion / Re: Thoughts on Devilstrand?
October 06, 2014, 10:20:34 AM
Since I'm personally wanting more uses (preferably permanent uses) for the research skill I must say I would like to see a system where you used your researcher to study items to unlock them, like studying a Duster would unlock the ability to replicate a duster at the textile bench.
#250
General Discussion / Re: How viable is melee now?
October 05, 2014, 02:55:05 PM
Eh, melee as a primary weapon is still not very useful in most situations imo. Of course I see situations where melee would been fun to use, but since majority of the time a gun is critical to ensure victory then I don't really carry a melee weapon around.

I would love the ability to equip smaller melee weapons as a secondary weapon in the future, but for now power claws and such can act as a substitute for that feature - they give you solid melee bonuses while still allowing you to carry around a gun. I'm definitively more eager to send those colonists into melee, and I also do so for some fun variation.

In addition of having smaller melee weapons as secondary weapons, I'm also hoping for more tactical equipment in the future, like a cloaking suit for sneaking up on foes etc. I'm also in favor of having ammunition introduced to the game, as that would definitively make melee more viable.
#251
General Discussion / Re: Bullet in the brain
October 05, 2014, 02:29:18 PM
If you replaced a persons brain with an AI that person would be essentially dead and replaced anyway, at least according to my logic - I'd much rather have the opportunity to put that AI inside a mechanoid carcass instead.

With that said, I'm more in favor of neuroregeneration then, which is a real form of medicine being developed to treat brain injury. Something like that could be introduced to the game as well, where the treatment process would take a long time, but at least allowed for a slow and gradual regeneration of the brain. I still believe any damage to the brain should at least cause a hard loss of experience to all skills though. I'm in favor of consequences. Consequences is fun. x3
#252
General Discussion / Re: Thoughts on Devilstrand?
October 05, 2014, 01:51:10 PM
Been doing my own testing too, and no, devilstrand is not really worth growing for money. Cotton is the crop to go for if you want to grow to sell. Growing devilstrand is only useful early on if you're impatient about getting your colonists clothes upgraded. I'm not too worried though, I'm sure devilstrand may have more uses in some future version. I agree that 45 days is a bit extreme though. x3
#253
General Discussion / Re: Bullet in the brain
October 05, 2014, 01:38:35 PM
From 3 HP remaining and up the brain injured person is able to continue working. However, they will be severely handicapped and slowed down, and you usually therefore just end up getting rid of them anyway. Among all the prosthetic's I think having the brain as the one thing that can't be recovered is actually pretty acceptable.
#254
General Discussion / Re: i dont know if i like this...
October 05, 2014, 01:25:17 PM
On the subject of mood effects... At the moment you only get a negative colony mood from killing a prisoner by selecting the execute option. Directly gunning or beating down a prisoner, euthanizing them or killing them by removing their organs don't count towards any such negative mood effect - even if it certainly can be considered a form of execution.

Otherwise I must say that I appreciate being able to collect organs for silver due to the more expensive and useful things available to buy now. The amount you get from organs can always be nerfed a bit I guess, but personally I prefer other methods of restricting a feature, for example starting with the amount of traders willing to buy organs. It's okay enough that an industrial trader deal in bionic implants, since it's a technological product, but that doesn't mean it's natural for them to deal in ordinary organs as well.

I'm also currently opposed to having expiration timers on the organs. In the future I might be more positive to that kind of idea, but not in the games current form.
#255
This bug is simple enough to replicate.

1. Create a prison
2. Arrest a colonist
3. Assign some kind of operation to the arrested colonist

At this point, if you don't have an assigned hospital bed (for colonists), nothing happen. So create one if not.
It doesn't matter whether you have a hospital bed assigned in the prison or not. It won't get used.

4. With a hospital bed for colonists assigned, the doctors in your colony will take the ex-colonist prisoner to that hospital bed and attempt to operate.

5. Enjoy an endless loop of failed attempts at operating that causes lag and sounds like they are beating the poor sod to death.