I actually thought the same thing when I saw it mentioned in the changelog, like the game would simulate them pulling out a knife and slitting the animal's throat or something. So it was quite a shock to see poor old Grim march up to a fallen deer and plink away for a couple of hours, hitting almost everything at his feet except for the deer.
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#47
General Discussion / New problem with hunting
April 18, 2015, 02:15:02 PM
So now hunters will close in to point blank range after downing an animal in order to finish it off easily. It's a good idea in theory, but unfortunately there are a couple of weapons, specifically the sniper rifle and survival rifle, which perform poorly at that range, meaning that it's actually counterproductive for the hunter to move in to point blank.
Compounding the issue further is that it might take several shots to actually kill the beast. As an example, I had a guy slowly plinking away with his sniper rifle at a deer he had downed with a 17% hit chance at point blank, hitting about 3 out of 12 shots before finally killing it. And before anybody says it, yes yes I know you can manually control pawns and move them into a better shooting position or have them kick the poor brute to death or whatever. But that's not the point when discussing what hunters should be expected to do automatically.
I think an obvious solution to this problem would be for the point blank shot to be a coup de grace that always hits and just instantly kills the animal.
Compounding the issue further is that it might take several shots to actually kill the beast. As an example, I had a guy slowly plinking away with his sniper rifle at a deer he had downed with a 17% hit chance at point blank, hitting about 3 out of 12 shots before finally killing it. And before anybody says it, yes yes I know you can manually control pawns and move them into a better shooting position or have them kick the poor brute to death or whatever. But that's not the point when discussing what hunters should be expected to do automatically.
I think an obvious solution to this problem would be for the point blank shot to be a coup de grace that always hits and just instantly kills the animal.
#48
General Discussion / Re: Joy activities shouldn't override medical work
April 18, 2015, 03:10:31 AMQuote from: Chesley on April 17, 2015, 06:35:50 PM
Sadly, what your doc did in this instance is pretty realistic. Many an ER doc has been sued for chilling out when a patient was worse off than the doc thought they were.
Tynan, please add malpractice suits in A11, thx.
#49
General Discussion / Re: Joy activities shouldn't override medical work
April 17, 2015, 02:59:49 PM
Sorry, just edited my post. No he didn't up dying. His blood loss was bad, but I knew he could last about a day. He probably had about half a day left by the time morning came.
To be honest, though, even if it's not a bug and working as intended, I don't see how that makes a ton of sense. Like, is the doctor really going, "Oh he has a few hours yet before he goes critical. I'll just amuse myself with these urbworld porno mags I stashed in my sleep-pod"? There are reasons why it's important for patients to be treated as quickly as possible: What if something happens to the doc before he can treat the guy? What if other patients come in and now he's got a backlog? What about the fact that the longer patients are left with their wounds untreated, the more likely they are to develop infections and have a more prolonged recovery period due to excessive blood loss? And the longer the patient is left untreated, the longer you are short-handed a valuable colonist.
I just can't see any reason at all why doctors wouldn't just immediately fly into action as soon as injured people start taking up beds. I can understand them finishing up whatever it is they're doing first, but not this whole concept of letting Levin bleed out for a bit while I amuse myself, because he's not an urgent enough case yet. I mean, perhaps what you meant was if the patient doesn't have many wounds and is only bleeding at a very slight rate (the guy in my scenario had a ton of wounds just so we're clear), but even then they're still taking up a bed and not doing anything in the meantime. The faster the doc gets them out of there the better.
To be honest, though, even if it's not a bug and working as intended, I don't see how that makes a ton of sense. Like, is the doctor really going, "Oh he has a few hours yet before he goes critical. I'll just amuse myself with these urbworld porno mags I stashed in my sleep-pod"? There are reasons why it's important for patients to be treated as quickly as possible: What if something happens to the doc before he can treat the guy? What if other patients come in and now he's got a backlog? What about the fact that the longer patients are left with their wounds untreated, the more likely they are to develop infections and have a more prolonged recovery period due to excessive blood loss? And the longer the patient is left untreated, the longer you are short-handed a valuable colonist.
I just can't see any reason at all why doctors wouldn't just immediately fly into action as soon as injured people start taking up beds. I can understand them finishing up whatever it is they're doing first, but not this whole concept of letting Levin bleed out for a bit while I amuse myself, because he's not an urgent enough case yet. I mean, perhaps what you meant was if the patient doesn't have many wounds and is only bleeding at a very slight rate (the guy in my scenario had a ton of wounds just so we're clear), but even then they're still taking up a bed and not doing anything in the meantime. The faster the doc gets them out of there the better.
#50
General Discussion / Re: Joy activities shouldn't override medical work
April 17, 2015, 02:51:46 PMQuote from: Tynan on April 17, 2015, 11:23:03 AM
Ok so the question is:
Was the doctor already going to beat off before the opportunity came up to heal the patient?
Or was the guy needing healing, and then the doctor finished what he was doing and decided to ignore the patient and go beat off instead?
The latter. The guy was in a medical-designated bed waiting for treatment. The doctor in question had been sleeping. When he woke up I expected him to immediately hurry off to the help the guy, but his morning wood was apparently more important.
edit: actually a bit more info - the wounded guy had been brought to his bed the night before while the doc was still awake. However, his rest cycle came up so he went to bed instead of treating the guy, which I think is a bit questionable too, but whatever. I decided not to control him at that point and just let him rest, since I could gauge how long the patient would last for thanks to the neat little blood loss/day meter you added. But then as I say, the doctor woke up and and decided to get his hands dirty before . . . getting his hands dirty.
#51
General Discussion / Re: Joy activities shouldn't override medical work
April 17, 2015, 08:30:16 AM
Yes you can, and indeed that is what I did, but that doesn't really address my point. I'm talking about what they should be expected to do as part of their automatic behaviour. If I hadn't been watching over them - if my attention had been elsewhere - I would've missed it and the doc would've gone on rubbing one out while the patient bled out.
#52
General Discussion / Re: Newbie Question for the FAQ - Rescue vs. Capture?
April 17, 2015, 07:52:28 AM
If you have the facilities and food to keep them, there's really no reason not to capture them. The rescue option grants you absolutely nothing, because they will indeed just wander off afterwards, and since spacers aren't part of a faction on the planet, you won't benefit from any relations boost.
It would be nice if, upon rescuing and treating them, they dropped some silver as a reward, or had a chance of straight-up joining your colony. Or perhaps they could have some special knowledge about a unique item or building that you would get the plans for if you saved them, or knowledge about mining methods that would grant you a slight mining speed boost or something similar. Just a few ideas that could make rescuing them worthwhile.
It would be nice if, upon rescuing and treating them, they dropped some silver as a reward, or had a chance of straight-up joining your colony. Or perhaps they could have some special knowledge about a unique item or building that you would get the plans for if you saved them, or knowledge about mining methods that would grant you a slight mining speed boost or something similar. Just a few ideas that could make rescuing them worthwhile.
#53
General Discussion / Joy activities shouldn't override medical work
April 17, 2015, 07:42:20 AM
I had a badly injured colonist awaiting treatment and a doctor with the "anything" time slot. He chose to use this time to beat off.
Now I know how important a good fap is just as much as the next guy, but even under the 'anything' option, I think medical work should always be paramount.
Now I know how important a good fap is just as much as the next guy, but even under the 'anything' option, I think medical work should always be paramount.
#54
Ideas / Re: Balance: Squirrels are too powerful
April 16, 2015, 07:29:18 AM
I think we can all agree that if humans hadn't developed technology, squirrels would have dominated our world and consumed us long ago. We're barely keeping them at bay as it is.
#55
General Discussion / Re: Trying to reach max population
April 16, 2015, 04:09:51 AM
Back in A7 I built a city in the jungle that was open plan and covered nearly the whole map (the smallest large setting). I was using EDB and had to switch on small icons for the pawn status displays, because I had so many people they were literally using up the entire screen, and even making the switch the icons still took up about half. I don't remember exactly how many I ended up with, but I think it was between 60-70 and possibly higher. I should note that the game was heavily modded, and about a dozen of those pawns were droids.
#56
General Discussion / Re: My Brain Hurts :(
April 16, 2015, 03:51:41 AMQuote from: Tynan on April 15, 2015, 10:11:50 PM
Whoops! Was this Alpha 10?
I actually noticed the same thing with a pawn back when you first introduced chrono/bio ages in A9. Obviously a bug, though there could be explanations in a sci-fi setting for the discrepancy, such as somebody being a force-grown clone who's aged to maturity in a short span of time. I think I've seen a few pawns with 'vatgrown' backgrounds here and there: perhaps instead of fixing the bug outright, you could make it a common attribute for them?
#57
General Discussion / Re: Bows: The Antichrist?
March 14, 2015, 05:30:52 PMQuote from: Mikhail Reign on March 10, 2015, 01:13:20 AMQuote from: Boboid on March 10, 2015, 01:05:26 AM
Ever been shot by a longbow?
Well neither have I but I'm guessing it's not very fun!
I imagine it would be - but I dont think it would be blowing limbs off - even the .50's legendary power is simply that a myth - unless you are shooting people with either many, many, manybullets, explosive rounds, or 20mm type rounds, you aren't blowing a limb off.
That's not completely true. It's a little morbid, but there's a lot of video evidence and soldiers' accounts of 50 cal rounds ripping off limbs and shredding bodies apart, especially when chambered in high velocity anti-materiel rifles like the M82. Such weapons are supposed to be employed against lightly armoured vehicles, so using them against human targets is pretty obscene overkill, and it's no surprise they cause horrific injuries. The 'myth' is more that they have this capability even when the bullet misses the target by just a little. That's almost certainly not true.
Personally, I would like to see limbs have a chance to be 'mangled' instead of simply being destroyed when their hit points fall to 0. It would have the same immediate effect as a lost limb, but could be treated and saved. I think limbs should only be destroyed if they take a certain threshold of damage in one go, perhaps their HP + 10 or something like that.
#58
Outdated / Re: [MOD](Alpha 9) Prison Improvements v1.1
March 13, 2015, 10:21:43 PMQuote from: Wastelander on March 09, 2015, 11:47:30 AM
Also, the slave collar imposes a penalty to move speed and work speed, so they'll never be as efficient as regular colonists.
It appears you can simply remove the collar with no ill-effects, though? I did this with my first slave, and while the mood penalty remained, their stats otherwise went back to normal.
Obviously the collar shouldn't be removable, and if broken somehow, should result in them becoming hostile.
#59
Outdated / Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
March 12, 2015, 10:56:23 AM
The mod works fine in Alpha 9 as far as I can tell, but is it even viable anymore? Since the fertilizer pump was removed, how can you possibly get the wood you need (beyond what you start with) for a lot of important workbenches?
#60
General Discussion / Re: Body part functions
January 10, 2015, 08:07:04 AMQuote from: Jarekexe on January 03, 2015, 01:35:40 PM
I've never seen bio kidney. Do they exist? I have a wounded colonist and I'm wondering if he ever goes back to 100% efficiency?
Same goes with a jaw - one of my best medics now eats a meal 6h
Is there a bio jaw?
There are various mods that add extra bionic parts like bionic kidneys. That's a big part of the reason why I made this thread, because I wanted to know if there was actually a meaningful difference between a colonist with an upgraded kidney and a blood filtration of, say, 120% verses a colonist with the normal 100%.
Quote from: ZestyLemons on January 03, 2015, 04:47:57 PM
There's a wiki page for this: http://rimworldwiki.com/wiki/Human
There's a nice big table explaining what body parts do and what happens if you lose them.
I've seen that page before. It doesn't actually explain what the functions I have a problem with do, only what happens when they're lost, which I already understood. As I clarified, I know that, for example, the heart is responsible for what the game (and that wiki page) calls 'blood pumping.' What I wanted to know was what exactly blood pumping does in game terms, if it does anything at all. Like, what difference does it make for a colonist if their blood pumping stat goes from 100% to 50%? And so on for certain other body parts.
