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Messages - Kagemusha12

#121
As for heat:
Don't leave the doors open in a heatwave ... the innards of your base may be cooler than the outside.
I for my part always take care (as the game progresses) to build 2 layers of walls between inside and outside ... makes it a little bit easier for my coolers and heaters.

I can only recommend that you build 2 coolers for your refrigerator room. In case of a heatwave there is no other way to keep the temperature in the refrigerator room below zero

As for the difficulty level ... I recommend that you use Phoebe as AI Storyteller. She has a really relaxed speed with regards to the sequence of events and the rising difficulty level ;)
#122
The answer obviously would be a brush (i.e. einen Pinsel aus Pferdehaar ;) )
#123
Ideas / Re: Pets vs doors
July 31, 2016, 09:56:15 AM
Quote from: b0rsuk on July 31, 2016, 09:07:02 AM
Quote from: Kagemusha12 on July 31, 2016, 06:45:29 AM
Pets being intelligent enough to open doors actually fits the universe backstory of Rimworld:
Lazy design.

* * *

Bears are very inteligent, but do they have enough dexterity to operate doorknobs ?

Depends on the design .... here in germany for example we have door handles that just have to pressed down in order to open the door.
Surely doable for a bear ... they even are capable of operating the door handles on car doors ;)
https://www.youtube.com/watch?v=aPxkNpSL5z0
#124
Ideas / Re: Pets vs doors
July 31, 2016, 06:45:29 AM
Pets being intelligent enough to open doors actually fits the universe backstory of Rimworld:
https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub

Quote
...
The adaptive and engineering processes that have branched baseline humanity into these uncounted variations have also applied to our flora and fauna. Where we colonize, we bring our ecosystems of plants and animals with us. These creatures subsequently adapt to their new conditions of moisture, chemistry, light levels, gravity, temperature, and seasonal cycles. In addition, plants and animals have been bred and engineered for countless purposes across the galaxy.

One consistent class of modification we've seen applied to a wide variety of creatures is intelligence enhancement. Dogs, pigs, monkeys, gorillas, whales, dolphins, and elephants have all been engineered and combined with human DNA to produce smarter variations. Some variants are created as pets. Other are made to do work too dangerous or unpleasant for humans, and beyond the capacities of a culture's AI. Some are created as warriors and weapons - hyper-intelligent guard dog, a bird scout that can speak what is sees, a bomb-carrying suicide monkey. These brain modifications are often paired with physical changes - fingers so a pig can manipulate tools, or a humanlike larynx and mouth so a dog can talk.

Such intelligence-enhanced animals are collectively classified by their degree of brain power and called by a specific prefix like so:

    Opti - Indicates enhanced but still sub-human intelligence. Optianimals can usually use tools, form long-term goals and organize into primitive social groups, but can't speak more than a few words, read, or think abstractly. Optidog, optipig, optiwhale, optimonkey.
    Trans - Indicates intelligence in the human range. Transanimals can read, use tools, form teams, hold conversations, and think about complex ideas. Transdog, transbear, transgoat, transsimian.

Many times, these modified animals have, during a regressive catastrophe, been forced into interbreeding with an unmodified animal population, producing descendants of widely varying levels of intelligence.
...

I would think about the animals we use as pets as Opti-Animals
(after all we can train bears, for example, to rescue colonists and to haul things between workstations and storage area ... sounds more intelligent than bears you can encounter in the wild during the 21st century ;) )
#125
Definitely sounds like a bug with one of the mods ... at least I for my part (playing Vanilla) never have encountered such a problem
#126
Ideas / Re: The ability to rename bills.
July 31, 2016, 12:29:29 AM
I absolutely agree.
There are often cases where you have multiple bills for the same item, just different materials ... a little bit annoying that you have to look into "details" if you have forgotten which order was what
#127
Ideas / Re: Escape pod rescue
July 30, 2016, 03:30:16 PM
Quote from: Lightzy on July 30, 2016, 03:16:00 PM
Rescue in this situation should automatically recruit.

...

I disagree ... no autorecruit.
But I would be strongly in favor of giving you the chanc e to build up your relationship with the rescuee and for giving you the option to ask him to join the colony before s/he leaves.
With the chance that s/he agrees to join being dependant on how well you were ab le to build up the relationship with him/her during the time.

That you only have the chance to recruit the rescuee when you capture him/her ... and have not a single chance to get him/her to join when you "just" rescue him/her definitely doesn't make sense.
Especially considering the fact that s/he is stranded on this planet, s/he doesn't know all too much about the planet ... and the next settlement may be several days travel away   
#128
General Discussion / Re: the new traits
July 30, 2016, 02:20:55 PM
I definitely agree ... it would be very nice to be able to reject him/her

As for getting rid of an unwanted joiner:
Why do you all think in so lethal dimensions?
Why don't you just arrest him/her and then sell him/her to the next trade caravan (or pirate/slave trader)?

(haven't tried it myself yet, as I didn't have any joiners who were so bad that I didn't want to keep them, but it would make sense ... and the 300-500 silver you get for a slave are well worth it (unless you are so tight on food, that you cannot afford feeding another mouth.)
#129
Ideas / Re: Shared bedrooms
July 30, 2016, 01:32:11 PM
Hm, nope ... I don't think that the debuff should completely vanish for people like soldiers or miners.

No matter how much people are used to living in a shared bedroom, fact still remains that in a shared bunroom they are housed in rather tight accomodations with no room to retreat, no matter how much tensions there exist between themmselves and their room mates.

I would say, however, that the amount of debuff should be dependant on the relationship between the room mates.
Means:
If all room mates like each other (i.e. social standing of +50 between all of them) the debuff should be minimal but it should rise the less the room, mates like each other.

To be more exactly:
Tjhe shared bedroom debuff (for all room mates) should be determined by the lowest relationship of any of the room mates (why? because even room mates that aren't involved in quarrels of any other room mate will get amnnoyed by having to be witness of those quarrels and therefore have their mood decrease)

Example:
A, B and C share a bedroom.
A has relationship 100 (and vice versa) with B and C.
B and C however don't like each other (and both have -30 relationship towards each other)
-> A, B and C get a shared bedroom debuff of -10 (A, because he cannot flee from the quarreling between B and C and B and C, of course, because they have to share a bedroom with each other)

If A, B and C would be best buddies and each had +50 relationship, the debuff would only be -3
#130
Bugs / Re: Unable to haul or use food
July 30, 2016, 12:01:08 PM
Maybe your pawn is neither a warden nor a hauler?
#131
General Discussion / Re: Gut Worms
July 30, 2016, 10:58:09 AM
I guess, if it has "developed immunity" with a certain percentage behind it in the description, then your colonists can get rid of it
And if it says "needs treatment" behind the disease, it is something that can actively be treated.

In reality gut worms in humans (and other animals) can be treated ... therefore I assume they can be treated in Rimworld as well
#132
General Discussion / Re: eggs (fert)
July 30, 2016, 06:17:35 AM
Quote from: Mikhail Reign on July 30, 2016, 05:47:55 AM
Quote from: Kagemusha12 on July 30, 2016, 03:56:25 AM
I should add that fertilized eggs you buy from a trader also are tamed.

LOL @the 150 wild birds in your fridge :D

Last time I checked, brought eggs also started untamed, although I do remember reading someone posting about it, and it may have been addressed.

Well, I can say for sure certain that all the birds that hatched from the 5 fertilized Emu eggs I bought from a trading caravan were tamed
#133
General Discussion / Re: eggs (fert)
July 30, 2016, 03:56:25 AM
I should add that fertilized eggs you buy from a trader also are tamed.

LOL @the 150 wild birds in your fridge :D
#134
Bugs / Re: Constant backstory conflicts
July 30, 2016, 03:54:24 AM
I'll throw in the case that I reported:
https://ludeon.com/forums/index.php?topic=22321.0

A vengeful child (= no Medicine/Caring) that became a Healer on adulthood

I also hope that a checkup will be implemented ... after all this shouldn't be too difficult:
First roll for the childhood occupation ... and then, when rolling for adulthood occupation just reroll if the occupation conflicts with childhood taboos, or just roll on a limited list of adulthood professions (that comes without any professions for which the pawn has taboos) 
#135
Bugs / Re: Armless guy can't warden?
July 30, 2016, 03:02:41 AM
Being able to doctor with both arms missing definitely sounds like a bug ...
cannot imagine someone holding a scalpel with the mouth in order to do surgery ...
or bandaging someone just with the help of his feet and teeth

:D