Well, there was one that had a longer biological than chronological, seeming like he was a "time traveling squirrel" going back in time or maybe some type of accelerated growth (body 4 years old but only a year passed, etc).
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#47
Stories / Re: Here lies Squirrel...
March 05, 2015, 07:26:02 PM
I believe it's 1 year in cyro + 4 years alive = 5 years chronologically.
#48
Bugs / Re: Removing bionic leg bug
March 05, 2015, 04:51:28 PM
Make 2 rooms with doors.
Make one bed in each.
Set one bed/room to prisoners.
Arrest test subject.
Add "install denture" bill.
Watch as they pick him up and put him in a non-medical colonist bed.
In my test, the eventually picked him back up and put him back in prison and the operation started.
Doing the same thing again but with only one colonist bed but set as medical, they drop him in and fumble him about and then they move him to prison and the operation starts.
Maybe not returning him to prison is a path-finding issue, but I just put a maze prison bedroom across the mapa nd they still move him there.
They move the test subject to a colonist bed to sedate them, they fumble him for some reason, then they find a path to prison and move them.
Firstly, the problem is taking them to a colonist bed to sedate them. The second problem, I can't reproduce in a new colony. I did it 2-3 times in his save though no problem.
Make one bed in each.
Set one bed/room to prisoners.
Arrest test subject.
Add "install denture" bill.
Watch as they pick him up and put him in a non-medical colonist bed.
In my test, the eventually picked him back up and put him back in prison and the operation started.
Doing the same thing again but with only one colonist bed but set as medical, they drop him in and fumble him about and then they move him to prison and the operation starts.
Maybe not returning him to prison is a path-finding issue, but I just put a maze prison bedroom across the mapa nd they still move him there.
They move the test subject to a colonist bed to sedate them, they fumble him for some reason, then they find a path to prison and move them.
Firstly, the problem is taking them to a colonist bed to sedate them. The second problem, I can't reproduce in a new colony. I did it 2-3 times in his save though no problem.
#49
General Discussion / Re: The most useless colonist ever.
March 05, 2015, 04:16:34 PM
Think I have everyone beat.

Extremely good hunter/defender, but that is it.
ALMOST recruited him. But then I seen this:

Though, I suppose some of that is from being in restraints.

Extremely good hunter/defender, but that is it.
ALMOST recruited him. But then I seen this:

Though, I suppose some of that is from being in restraints.
#50
Bugs / Re: [W|0.9.725] Medicine has no effect on treatment
March 05, 2015, 01:30:23 PM
This all effect medicine:
brain damage
missing arm/hand/fingers/eye
scar on arm/hand/fingers/eye
cataracts (eyes)
I have 3 decent doctors (5/8/10). My best one lost a hand and had to give him a prosthetic (can't afford bionic) and still gets near 0%
Got a new replacement doctor with lvl 10 skill with passion and he has cataracts and bad back. 0% all the time despite best skill.
Until I got the prosthetic arm, I would get 0% with any doctor. It was pretty bad.
Saving up for either bionic arm or bionic eyes. Eventually both, I guess, unless I recruit a better doctor.
brain damage
missing arm/hand/fingers/eye
scar on arm/hand/fingers/eye
cataracts (eyes)
I have 3 decent doctors (5/8/10). My best one lost a hand and had to give him a prosthetic (can't afford bionic) and still gets near 0%
Got a new replacement doctor with lvl 10 skill with passion and he has cataracts and bad back. 0% all the time despite best skill.
Until I got the prosthetic arm, I would get 0% with any doctor. It was pretty bad.
Saving up for either bionic arm or bionic eyes. Eventually both, I guess, unless I recruit a better doctor.
#51
Bugs / 0.9.727 Can't place door blueprint over power conduit blueprint
March 05, 2015, 01:25:40 PM
You can't place a door blueprint over power conduit blueprint
You can do the opposite though (place conduit blueprint over door blueprint).
You can do the opposite though (place conduit blueprint over door blueprint).
#52
Stories / Re: Here lies Squirrel...
March 05, 2015, 12:15:57 PM
I don't spend much time looking at dead animal/mech corpses, so, no, I didn't notice at first. I was blinded by the fact it said "Squirrel" as if a proper noun (name) and that I had colonist before with that exact name. I like to think he was reincarnated as an actual squirrel and went mad from being a tiny animal for 4 years on a frozen tundra planet.
#53
Ideas / Re: Brain damage should affect colonists' skills
March 04, 2015, 07:12:37 PM
Brain damage can do all sorts of things, including making you "smarter".
Someone with brain damage or a mental defect from birth can be super intelligent and great with numbers, but can't do every day things like feed themselves, speak, or have constant seizures.
The likelihood of someone becoming "rainman" from bullets to the head is highly unlikely, but it also doesn't mean they are instantly bad at anything that involves thought.
I agree to the extent that having brain damage should be "I can do everything the same but walk/talk/manipulate", but I don't agree to the extent the game would have to be modified to make this a variable rather than a hard can/can't do intellectual stuff (part of brain damaged, etc).
Someone with brain damage or a mental defect from birth can be super intelligent and great with numbers, but can't do every day things like feed themselves, speak, or have constant seizures.
The likelihood of someone becoming "rainman" from bullets to the head is highly unlikely, but it also doesn't mean they are instantly bad at anything that involves thought.
I agree to the extent that having brain damage should be "I can do everything the same but walk/talk/manipulate", but I don't agree to the extent the game would have to be modified to make this a variable rather than a hard can/can't do intellectual stuff (part of brain damaged, etc).
#54
Outdated / Re: [MOD] (Alpha 9) In-Game Clock (Feb 28)
March 04, 2015, 07:05:51 PMQuote from: Justin C on March 04, 2015, 03:22:34 AMSeemed to fix it. Thanks.Quote from: tommytom on March 02, 2015, 11:18:38 PMThat's odd. This new version should leave the text alignment in the state the game is expecting it in.
Still getting the error from the other thread. Overview seems to be fixed, but I don't know when that started either so it may still do it.
Has anyone else gotten the error with the newest version (uploaded on March 2nd)?
Edit: I think I derped and uploaded the old one on the 2nd.
One last version. Everything should be fixed.
#55
General Discussion / Re: Give us time to save someone on death's door?
March 03, 2015, 05:50:15 PMQuote from: CodyRex123 on March 03, 2015, 09:44:24 AMHeh.
It would give us a reason to keep a veg alive...
-25 moodlet for "using colonist to grow organs"
#56
General Discussion / Re: Valve and Steam
March 03, 2015, 08:29:16 AM
People are weird.
"Phoning home" is such a stupid term.
90% or more of your apps connect to the Internet and the majority of them connect to the developers website ("HOME"), so that means 90% of apps are spyware?
Third time now. This still has nothing to do with Steam. That's VAC, which wouldn't be used.
Any app at any time cant spy on you. Closed source can have code in it doing just about anything. Just because you use this or that app for the last 100 years doesn't mean someone won't trojan it one day and do nasty stuff without giving you the slightest idea. So, in that regard, I honestly don't give a **** as I'm not compiling everything from source after reading every single line of code (yes, an OSS can be compiled with trojans or bad code not in the public code or simple have trojan code right in the public code but no one reads it).
"Phoning home" is such a stupid term.
90% or more of your apps connect to the Internet and the majority of them connect to the developers website ("HOME"), so that means 90% of apps are spyware?
Third time now. This still has nothing to do with Steam. That's VAC, which wouldn't be used.
Any app at any time cant spy on you. Closed source can have code in it doing just about anything. Just because you use this or that app for the last 100 years doesn't mean someone won't trojan it one day and do nasty stuff without giving you the slightest idea. So, in that regard, I honestly don't give a **** as I'm not compiling everything from source after reading every single line of code (yes, an OSS can be compiled with trojans or bad code not in the public code or simple have trojan code right in the public code but no one reads it).
#57
Outdated / Re: [MOD] (Alpha 9) In-Game Clock (Feb 28)
March 03, 2015, 08:21:14 AM
You know you have been playing too much RimWorld when...
Quote from: Dragoon on March 03, 2015, 12:57:45 AM
LOL I thought this would add in a clock to tell what time it is in rimworld.
#58
General Discussion / Re: A game where I can't get any new colonists
March 03, 2015, 08:20:12 AMQuote from: Teague on March 03, 2015, 07:05:52 AMMakes sense. I guess I was half right.Quote from: tommytom on March 02, 2015, 09:41:50 PM
C. I was under the impression that is simply a trait of the prisoner. Otherwise, why is it not 100% or more? I have started a colony with terrible social and have recruited people with less chance. I think the social just gives them a higher "talked with warden" buff. Like lvl 1 = 1x30 = 30 where lvl 10 = 10x30 = 300. lvl 10 is well over the 99 happiness requirement where worst warden is not even 1/3 of the way there. You need to boost their happiness passed the recruit requirement, so you need a better bed/social/beauty/food/space/lighting/non-shared/etc or otherwise your warden will have to talk to them a lot more before you reach the 1% chance threshold and even then it's only 1% chance (has to be max on happiness AND only 1% chance).
And this was pulled directly from the rimworld wiki
Each point increases social interaction impact by 10%
Each point increases recruitment chance by 5%
Social boosts the warden social interaction, allowing that 1% for 99ers to kick in sooner. There is 20 lvls of social, split into 5% blocks (5x20=100%). Tynan must have programmed in a 99% cap though to prevent completely unrecruitable prisoners.
#59
General Discussion / Re: Controlling priority - what is it?
March 02, 2015, 11:23:00 PM
When you toggle power, there is a faint "light switch" that appears over the object and then a "controlling" colonist will come switch it on or off. You can prioritize anyone with 1-4 priority.
Me? I just set everyone to priority 1, which makes the whole thing kinda moot in the first place. Also, the button switch thing is instant, so it kinda renders switching things with colonist moot as well.
Me? I just set everyone to priority 1, which makes the whole thing kinda moot in the first place. Also, the button switch thing is instant, so it kinda renders switching things with colonist moot as well.
#60
General Discussion / Re: A game where I can't get any new colonists
March 02, 2015, 11:20:24 PMQuote from: Coenmcj on March 02, 2015, 10:34:53 PMHas anyone verified that? From what I read, so people were suggesting that instead when you have a 10+ pop that you generally have better weapons and more bullets which would cause more deaths than incaps.
All storytellers apart from Randy random have a soft popcap I believe.
