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Messages - Facepunch

#106
Mods / Re: [Mod Suggestion] Realistic Medical System
September 13, 2016, 08:39:00 PM
Quote from: Master Bucketsmith on September 13, 2016, 03:40:49 PM
There's at least two mods that make the medical system more realistic, but out the top of my head I don't know if they do exactly what you're searching for.
I know a few, and they certainly do make very good improvements. Combat Realism is a must for my playthroughs,  but it still feels empty when I can get a colonist to walk back to base with a 7.62 round in his heart.
What I'm really after is a hardcore sorta mod, that adds combat injuries, along with, as Ive said previously, the necessity of battlefield medicine. A good example of a combat injury is a tension pneumothorax, or a sucking chest wound. Treated with a needle decompression kit, your medic can only carry x kits. Minor (Non-arterial) bleeds could be treated by something like Quikclot, and, again, your medic could carry x Quikclots, and so on. Rimworld has a good framework of an outstanding medical system, but it could be so much more than it currently is. Unfortunately, what I'm looking for is a pretty ambitious project. The basic stuff would be easy, but time consuming, and everything else would likely be pretty difficult.
Surely I'm not the only one that wants a more realistic medical system
#107
Mods / Re: [Mod Suggestion] Realistic Medical System
September 13, 2016, 01:46:46 PM
I agree with you. It is a game, but there is no urgency to treating injuries. To expand on what you said in the other post, maybe instead of straight up forced beedrest priotitized bedrest with consequences, like tearing stitches out, or reinjuring a broken bine
#108
Mods / [Mod Suggestion] Realistic Medical System
September 13, 2016, 01:20:27 PM
Yeah, I know there's a lot of mods out there, and they all add a little bit here, and there. That's not what I'm looking for.
What I want is a mod that's basically CR, but with a more advanced medical system. I want the ability to equip pawns with first aid kits, because if a colonist takes a round to the heart, he won't survive walking back to the colony. I'm looking for the necessity of treating wounds sustained outside of the colony, on the spot. Also wound recovery times need to be seriously nerfed. Ive had people all but have their arm shot right off, and they've completely recovered in a couple days. I slipped with a pocket knife and nicked my hand last week, that's still healing. If this exists, please point me in it's direction.
#109
Outdated / Re: [A15] Realistic Medical System (31.08.2016)
September 11, 2016, 07:07:41 PM
Expanding on the above, with increased healing time, perhaps a pawn that is up and about with healing injuries has a chance to re-injure themselves (Sutures can tear open, for example), which increases the chance of scarring, infection, etc.
#110
Quote from: dubwise56 on September 11, 2016, 06:38:37 PM
Quote from: Facepunch on September 11, 2016, 06:26:56 PM
Would be nice to have some source of steel income, otherwise great mod.

You smelt it from iron using the electric smelter

Maybe I'm having a brain dead moment, but you gotta mine iron from mountains or hills or whatever, don't you? Im talking about a structure that you can assign a pawn to, and it slowly produces iron, or steel, or whatever.
#111
Would be nice to have some source of steel income, otherwise great mod.
#112
Any chance you could put it on Dropbox, or Github? Nexus forces you to make an account for downloads 2Mb+
#113
First mod I ever had on Rimworld, A8. Nostalgia, would be great to see this mod taken up, again.
#114
I encountered a few bugs...And they ate my colony.

Like what this mod does, but what the above says, sounds like removes the worry of infestations from mountain bases for the most part.
#115
Stories / Re: I'm hooked on this game
September 09, 2016, 08:17:44 AM
Rimworld is a cruel game...
I remember when I thought I was doing great. My doctor and cook get into a social fight (I had 3 colonists). Cook literally tears my doctors head right off his shoulder. My remaining colonist can't do medicine, my cook dies from an infection he developed in a finger he had knocked off in the fight.
#116
I remember I built a self-sustaining non-mountain forest in A11, or so. Just had 2 full bionic lvl 20 shooters man a sandbag perimeter that stretched all around my base. Combat Realism, and  Cybernetic Storm. Got all my resources from farming, and traders. How it fell, is Randy gave the 2 guys with guns the plague, and sent a manhunter pack at me, and as soon as that was done, a raid, and then a blight, and then a cold snap (In a -50C winter) and then a short circuit, and then a eclipse immediately after (Silly me was solars only) , and then when that ended, a solar flare. Randy hates me.
#117
Had a few.
A13(I think. Whichever added deer, maybe. It was a while ago), I got raided by 2 people in a boreal forest really early game. I send the only colonist that knows which end of the gun to hold to fight them, dispatches the first one without a problem, and engages in a 2 1/2 day long gunfight with the other. Like 9 cells from eachother. Killed 2 does, injured a buck, 3 KIA squirrels. What eventually happened, is both of them were starving, and the raider had a mental break. The only reason my colonist didn't, is because of the iron-willed trait. Also, they tore up half the forest in that gunfight.

2. I had 1 guy with a shotgun defend the colony against a mid-game tribal raid. Admittedly, I did have good defenses set up (Natural chokepoints w/ barbed wire from CR). He pumped hot lead out like it was going out of style. Slaughtered a good 20-25 of them, another 5-8 retreated. Had his eye shot out, lost a few fingers, lotsa holes all over. Bleeding rate of 600%/d after that fight.
#118
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 07, 2016, 08:21:12 PM
This really should be part of the vanilla game, tho.
#119
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 05, 2016, 07:10:17 PM
Quote from: AtomicRavioli on September 04, 2016, 08:05:38 PM
Quote from: Facepunch on September 04, 2016, 06:26:38 PM
Any possibility of an ETA? Not gonna pretend I know anything about how Rimworld modding works, but I have done mods in the past for other games in another language, and I know it can be a bitch. Just wondering if we're looking at days or weeks

Never ask for ETAs, its impossible to tell most the time, see above posts: Its alot of prodding around in the dark to see if things work (because they don't have the source)

Sure, but it usually isn't too hard to approximate an approximation. If they're halfway through, double the time they've spent on it and that's good enough for me. I understand what the holdup is, too, and I'm not complaining at all. I've got a lot of respect for the CCL team sacrificing way more time than they should have to, to maintain very probably the single most important mod to rimworld.
#120
Are we getting an A15 of this..?