Quote from: A_Soft_Machine_Man on April 07, 2015, 08:43:12 PMTo restore finger you can detach and reattach arm. It helps in Rimworld, my colonists promise that it'll help in real life too.
Seeing as I lost the end of my little finger to a snapping turtle, and owned a pet tortoise that simply refused to die and hated every member of my family, I have to say the tortoises of rimworld are pretty accurate.
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#16
Ideas / Re: Tortoises are OP, please nerf
April 08, 2015, 09:33:52 PM #18
Outdated / Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.2) - Bionic-Frigging-Torso
April 07, 2015, 06:21:02 PM
That's no bug, but intended feature, only scars on torso-neck-head can be fixed. Scars on other parts can be healed with limb replacement. To make scars on other body parts healable you can (or modders) add all needed body parts at the
in ModFolder\Defs\RecipeDefs\Recipes_Prosthetics.xml
That'll be a long mod-depended list so I've decided to add only necessary stuff.
Code Select
<appliedOnFixedBodyParts>
<li>Head</li>
<li>Neck</li>
<li>Torso</li>
</appliedOnFixedBodyParts>
in ModFolder\Defs\RecipeDefs\Recipes_Prosthetics.xml
That'll be a long mod-depended list so I've decided to add only necessary stuff.
#19
Ideas / Re: Reactors
April 05, 2015, 08:32:51 PM
Is there any way to increase the threshold of self-ignition temperature (it's 473K)? No nuclear reactors then.
Find the way to raise that temp and there will be even supermatter from SS13.
Find the way to raise that temp and there will be even supermatter from SS13.
#20
Outdated / Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.0) - Bionic-Frigging-Torso
April 05, 2015, 08:28:09 PMQuote from: Rimworlder on April 05, 2015, 04:54:17 PMOuch, fixed that error. There is also a 'fix' (not tested) that removes scar instead of healing it. Must work now.
So everything seems to work fine in this mod except for the aforementioned "Old Gun Shot bug" and the bionic torso. I cannot install a bionic torso on anyone and this comes up in the debug log upon launch:
#22
Ideas / Compacting stockpiles
April 05, 2015, 08:46:20 AM
Colonists very like to have a lot of almost empty stacks on stockpiles and not having any place for something else more important. This could be semi-fixed with having specialized stockpiles or having stockpiles with different priorities, but the problem still might exist.
Is there any chance of giving colonists new sort of hauling task to compact stockpiles?
Is there any chance of giving colonists new sort of hauling task to compact stockpiles?
#23
Releases / Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
April 05, 2015, 08:31:04 AMQuote from: Leif on April 05, 2015, 02:51:28 AMAll assault riffles in Halo is basically indentical to M-16, should Bungie give any credit to Colt/ArmaLite? Only visor of Dwarf armor looks sort of familiar. You have very strange metrics of 'basical indentity'.
Looks quaity, but why no shout-out to the obviously Halo/Destinyrippedinspired weapons and armor? (i.e. the Frost looks like most Destiny auto rifles; the Glacier like the covenant sniper rifle; Trollbane is basically identical to the magnum pistol, ORM is basically identical to the gravity hammer, Dverger is obviously Spartan armor, Pacificator is basically identical to the human assault rifle, "Interactor" looks very much like generic warlock armor in Destiny, etc.) Kinda shady to not give any credit.
So: proof or didn't happen.
#24
Releases / Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
April 04, 2015, 05:39:42 PM
It seems like a catastrophic failure during mod installation surgery.
#25
General Discussion / Re: Ancient Age
April 04, 2015, 03:40:30 PMQuote from: Dive on April 04, 2015, 10:34:25 AMThe year is 2027, it is a time of great innovation and technological advancement.Quote from: ZestyLemons on April 04, 2015, 09:41:16 AMIncorrect, "The game takes place at a time about 3,500 years in our future. This is the year 5500 in our calendar." -Rimworld official backstory https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub
RimWorld is set in an alternative universe anyway
The oldest person I've seen someone posting on the forum was born somewhere between 2030 and 2050, so I think Tynan is rather optimistic about near future technological progress
#26
General Discussion / Re: Botched Surgeries
April 04, 2015, 03:33:02 PM
On the other hand if the damage from failed surgeries have been affecting part of the same group it'll make eye surgeries life&death roulette. Problem is it's not easy task to modify surgical failures in more realistic / less fun way.
#27
Outdated / Re: [MOD](Alpha 9) Warhammer 40k Bolter / Bolt Pistol / Chainsword V2.0
April 04, 2015, 03:19:51 PMQuote from: Killaim on April 04, 2015, 10:58:00 AMOne Headshot - one kill.
emperah is sad over the damage output
I guess it's a Modder Conservation Law - once rooki1 disappeared we've got another great modder.
#28
General Discussion / Re: Food for thought; 3D Rimworld.
April 04, 2015, 03:09:18 PMQuote from: ja7833 on April 03, 2015, 09:40:03 PMThere are some non-planar schemes that can't be built on one z-level (like good old puzzle about 3 houses and 3 wells), but enough to introduce at least one additional z-level to make all non-planar schemes buildable. If you had played flat version of DF you would understand how better it became when came to 3D.
I don't believe 3D would add anything of substance to the game; Z-levels absolutely but with a significant increase to overall colony management/micromangent. As a player I think I would rather see the time invested elsewhere (better trading system, water utilities, etc.).
Having new z-level underground will allow to avoid roof issues, aiming to other levels issues, temperature transfer and such, and it's not hard to improve pathing to handle multiple levels. On the other hand more than one additional z-level is redundant in my opinion.
There is no adequate way to mod such thing (as well as water mechanics) into the game.
#29
Releases / Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
April 03, 2015, 02:26:08 PM #30
Outdated / Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
April 02, 2015, 06:39:44 PMQuote from: bartekkru100 on April 02, 2015, 11:41:01 AMFor now there is only one hard and unreliable way to make synthetic organs more resistant. But even now injuries to synthetic organs do not cause pain, bleeding and infection. I think it's enough. Or if you think it will make playing funnier you can increase it on your own. XML modding is nothing more than copy-paste and is not more difficult than making essay.
I've got a question, can you make syntetic organs more efficient than normal ones? For now, they are pretty much useless, because you need a non-syntethic organ to craft them and they still have the same efficiency...
Also what about adding nano machines? They would increase breathing, blood pumping and filtration efficiency (eventually metabolism). They would make curing diseases and injuries curing easier.
Oh and Glitter Tech caompatibility.