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#16
Quote
Based on man-hours, Alpha 17 will probably be the most substantial update yet. RimWorld has become quite a beast in terms of design complexity, so it does take a lot longer now to design and tune things so they integrate into the rest of the game well, don't overwhelm players with complexity, and don't create weird exploits or nonsensical outcomes.

Hehe, that's the very same reason why Dwarf Fortress will never see a "final 1.0" release.

The more you add the more you have to rethink most of the things you add.


But, keep on working, the results so far are beautiful.
#17
General Discussion / Re: Kibble - Is it worth it?
March 24, 2017, 05:49:38 AM
It's still the best use for all the human meat and the even larger amount of insect meat (from the bug-"farm").
#18
I stopped using anything lower than glitterworld for colonist medical purposes in case of operations and surgery.

Additional, I only do surgery with skill 12+ medics, anything below is too risky in my eyes. But still, there are always a few casualties, sadly.
#19
General Discussion / Re: Skill Decay
November 29, 2016, 10:25:38 AM
Maybe another approach may be better.

Half the amount of experience needed after you've reached a higher level already. It's not like you totally forget everything you once learned by not doing it for a few days, it all comes back as soon as you start again.

So, for example, if you reach skill 16 and drop back to 14 over time, you will need only half the amount to reach 15 and 16 again (or double the gain to 200%, of course according to the compassion for a skill), also, double the max amount learned/day for these skills before it drops to 25% skillgain.

Sure, it's a bit sad to see someone drop from 20 to 15 for example, but hey, things happen.
#20
General Discussion / Re: Boomrats noturrets
November 22, 2016, 12:31:40 AM
Multiple exits on the base, a good shooter with a good sniper rifle or survival rifle should do the trick, just run back in after every kill and get out someplace else. Rinse and Repeat.
#21
You destroyed all, which means: everything is dead in that moment: -> message triggered.

Doesn't matter if you add a colonist AFTER that you "destroyed all".
#22
Bugs / Re: Prisoners falling out of bed
May 09, 2016, 02:33:42 PM
Also happens on unmodded game. Mostly after some surgical activities on prisoners, like installing a peg leg (seldom), or removing organs (more common). Does not happen every time.

I'll keep an eye on it should it happen again and file something more appropriate.
#23
Quote from: b0rsuk on April 28, 2016, 08:13:08 AM
I just had an evil idea. I noticed my colonist who lost a kidney to a charge lance has a market value of only about $880, compared to the typical $1300 of a healthy colonist. Kidneys and perhaps lungs have little practical use in the game right now - I believe blood filtration might be involved in resisting diseases ? Anyway, if you have a great doctor you can mutilate your colonists, extracting a kidney and/or a lung from each of them to artificially keep their market value low and have easier raids.. There is a slight chance that those colonists take a hit to second kidney or lung, killing them instantly, and there's one less body part to destroy. But for the ruthless there's a way to keep raids smaller... and train Medicine! You can even sell those kidneys.

Without that they may die to a simple infection ... happend so often.
#24
General Discussion / Re: Component assembly irony
April 16, 2016, 11:14:26 AM
I'm pretty sure there will be quite some reblancing regarding components, as they were just introduced with Alpha 13. Maybe in the end we end up with 1 component using 10 steel, 5 silver and 1 gold. Everyone happy then?

We will see what Alpha 14 brings in.

It's the same with smelting metal slags, they give 10 steel ... is that worth the energy it costs alone to have that smelter running?
#25
Mods / Re: Mod Request Bugs nerf
April 16, 2016, 08:43:03 AM
What exactly is your issue with them?

They're easily killed, can be kited (since they won't move away too far from their hive), and are rather studid AI-wise, like moving around a corner and they "forget" what they were doing.

Having one colonist with a survival rifle, one with a shotgun and one with grenades works wonders, but even one colonist with shotgun/survival rifle is enough, and enough to take out a whole hive-spawn before the next ones hatch out of it.
#26
Well, served for 4 years, long time ago. I'm getting old! =)

Was a nice time in the army, but I don't really miss it.
#27
Though all in all it's nice that it's gone, it's still a bit annoying. Especially in WINTER, when bears and other stuff sometimes decides to "hunt" down your colonists due to hunger. A bear attacking a colonist due to hunger does NOT trigger turrets to fire upon the bear, they only fire if the bear is maddened and on manhunter status. Which actually IS annoying.

Maybe add a research option for turrets to set them to "free fire against anything not tame".
#28
After no tradeships for about 2 years, I had 2 Pirate Merchants at roundabout the same time. Another trader, an Exotic Goods one, arrived shortly after but since then, and since my silver is down to 0 now, no more tradeships for 3 seasons.
#29
Quote from: Alistair Lindsay on April 10, 2016, 05:04:39 PM
I just wanted to say a huge thank you for all your kind words and feedback about the music! I've loved every minute spent writing it and I can't begin to tell you what a huge buzz it is for me when I hear that you're enjoying it.

I have to say, I like "Chaos Bringer" most, seriously, that reminds me of a specific track made by Pink Floyd. I'm pretty sure you know which one I am talking about. =)
#30
General Discussion / Re: what's wrong with hauling?
April 11, 2016, 03:22:09 PM
What is required, especially with crops and stuff, is an option as with the workbenches "take to best stockpile" or "drop" and so on. Should be able to be set on farmplots too, so that anyone with hauling and currently priority high enough for hauling goes and hauls the crops to the "best stockpile".