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Messages - Quasarrgames

#1
General Discussion / Uh, guys...
July 03, 2017, 11:06:10 PM
...pawns can give birth now.

It's in the game. If you go into the debug menu (turn it on in the main menu settings and hit / ) it's an option.


It works, even on a colonist in their 60s. Instantaneously creates a fully grown, naked human with low skill.


There's also an option to add a pregnancy "heidiff", but it does nothing so far.

Just thought i'd leave this here...
#2
Playing randy extreme. 33 days in, already lost 5 colonists to raids. Have a scarcity of weapons (and pacifist colonists) and metal, only able to make 2-4 turrets at once.

This was my defence:

Turrets were helpful but barbarians would just melee them to death even if i surrounded them with sandbags. I put deadfall traps in the entrance to remove a few people upfront, but they only really damaged the first person and then the rest of the raiders just seemed to walk over them and disarm them.

So, i need a better defence. I have a few questions:
1- why were the deadfall traps so ineffective?
2- how can i make the most of having only a few turrets, not having researched mortars, bombs, or firefoam poppers yet?
3- is there a way to kill large amounts of raiders without a killbox?
4- i can't really expect to survive much longer can i?
#3
General Discussion / Re: Sea Ice Community Challenge
February 02, 2017, 09:39:44 PM
Am i the only one finding this challenge unnecessarily hard?

Attempt 7, everything was going right, got an exotic then bulk goods trader, had a smelter's table, and a greenhouse that was in the process of making food.
Then two raiders show up with a molotov while Engie's partner is going berzerk, and the fire burns the whole base down. Darn!
Okay, i know this is basically the hardest thing in the game, but still, if it's been done by many people already, it's gotta be less hard than i'm finding it.

Also, how do you keep a steady supply of power? Two solar panels, three wind turbines, and a battery, and i couldn't go a three-day stretch without running out of power. Thinking back, turning off the smelter would have helped, but still.
#4
General Discussion / Re: DROP YA QUESTIONS HERE!
January 20, 2017, 06:37:59 PM
Thank you for answering my question, Limdood.

I have another question for anyone who knows:

A colonist of mine just got gutworms. they've only had it for a few days, but despite treatment, i see no indication of it getting any better. There's no minor x% or immunity x%, and no "remove gutworm" operation. I can't find it on the wiki either. How do i get rid of it? Do i have to give this person a new stomach? Will they have it forever?
#5
General Discussion / Re: DROP YA QUESTIONS HERE!
January 19, 2017, 07:49:18 PM
Here's a question:

I'm completely new to animals. How do i restrict them to only using one zone? I like having them roam free hen they can, but i just found out the hard way that raiders will kill your animals without remorse.
#6
I understand that it's all just a part of the game, but still, I'm sure you've had at least one incident when the game seemed so narrowly and suspiciously unfair that you wondered if the RNG gods were purposefully messing with you...

...so post these situations here, if you like!

Here are some of the times i've encountered:
-The SECOND i built my first solar panel an eclipse started
-Only a 2.5% chance of an elephant going violent when a colonist tries to tame it, and the VERY FIRST TIME it goes insane and angers 5 other elephants near it, destroying my early base

And now the ones on the Sea Ice Challenge alone:
-The day after i get an electric heater going via wind power, the stops just long enough for Engie to die of hypothermia
-Engie goes out to chase a raider to get his rare muffalo wool parka, but she gets hypothermia and collapses THREE SQUARES AWAY from the door to warmth
-The minute Engie gets a smelter going and tries to use it, but as soon as she gets to it, the power cuts off, and she has a minor mental break right outside her door and won't go inside, and consequently dies of hypothermia
#7
Stories / Re: The plague hit and only one way out...
January 05, 2017, 12:09:29 PM
Clever. I didn't know you could find luciferium in old tombs.

Hopefully luciferium is the kind of drug that you don't die from if you stop taking...
#8
General Discussion / Re: Sea Ice Community Challenge
January 04, 2017, 11:53:20 AM
run 1: died before shelter could be put up

run 2: lasted a season, but got no traders, had to eat human meat, and a new colonist (engie's husband) went insane from it and burned the house down. Never under any circumstances recruit pyromaniacs here.

run 3: Engie got a trader and was about to start constructing hydroponics when she got sick with the flu and was attacked by 3 raiders with rifles and died

run 4: Lasted a whole year! Engie's brother came along early on, he was a psychopath, which was great because he could butcher and eat the corpses with no side effect. No traders in sight, so i tried to send him to the nearest town to get some steel. But we ran out of food so he had to return before he got there.
Then he started mental breaking from other things after a couple raids and i decided to let him freeze. Bad idea. Big happiness loss, plus Engie got sick with sensory mechanites. Silver lining though, she was attacked by 12 raiders, and due to her heightened senses she killed all of them herself! She is a steely eyed missile woman!
After many seasons, a seige! Most of the siegers died of hypothermia, gifting me with 400 units of sweet sweet steel! Got one hydroponics table up and some power. Then a 17 year old pyromaniac with good skills came along I decide to keep her for some reason. All this food rains down from the sky, so Engie doesn't go insane.
Pyromaniac does, however, and burns down the whole place. Dead.
NEVER UNDER ANY CIRCUMSTANCES ALLOW A PYROMANIAC INTO YOUR COLONY.

run 5: Tried the smelter approach. Took over a season to research it. Just as i finish building it and go to use it, the power cuts off, engie goes insane right outside the front door, and dies of hypothermia.

Now the game's just messing with me.
#9
General Discussion / Re: Sea Ice Community Challenge
December 30, 2016, 11:45:34 PM
Well, successfully survived a season! Only took two tries.



This new colonist is an ex husband of Engie, too! It happens way too often.
Survived many raider attacks, so there's enough food to last a while, but sanity isn't looking too great...

Also, Rhadamant, you know how in your video you had several traders within the first season? I kinda copied your strategy, but so far I haven't had one. Luck of the draw, i guess.
#10
General Discussion / Re: Sea Ice Community Challenge
December 30, 2016, 12:07:02 PM
Quote from: mumblemumble on December 30, 2016, 10:31:14 AM
You wacky rimworld challenge guys.

Here I struggle with a too far north tundra, and you guys are surviving on sea ice.

I hope tynan makes an active volcano biome, just so I could see you glorious, suicidal bastards (I mean that in an endearing way) give it a shot.

Seriously, even if I can't do this to save my life, seeing you guys try makes my day.

I agree with you so much! It took me five tries to survive on the equator of extremely cold planets, surviving on the poles is incredible.

And yes, a volcano biome would be SO GREAT! I'd love to build bases out of basalt and obsidian on a plain of volcanic glass, with occasional fire storms raining down like mortar shells around the base.
#11
General Discussion / How to screenshot?
December 29, 2016, 10:06:52 PM
Sorry, forgot how to take a screenshot. What is the button again? And can it be remapped?
#12
General Discussion / Re: Sea Ice Community Challenge
December 29, 2016, 04:39:59 PM
I like this idea!

Could there be a hardcore mode where you have to survive on an ice sheet where the average temperature is -90C or lower (aka at the poles of a planet with the lowest temperature setting)?

At that point it would be more about how long you could survive, and i doubt the highest score would be more than a season or two.
#13
Stories / Re: It never gets old.
December 29, 2016, 03:17:09 PM
That is a lot of metal...
#14
Ideas / Please. Add. Vehicles! :)
December 28, 2016, 05:26:37 PM
Now that we have a world to venture out into, we need vehicles more than ever.
1-they would make it much faster to travel to other colonies, making trade much more viable
2-they would add more depth to combat. You could face off against lowly scouts, straggling biker gangs, armored convoys, or even mad-max style raider trucks raming down the walls of your base.
3-It just makes sense that there would be ways of getting around the planet faster than walking, and more efficient than launching what are basically ICBMs.

Don't you agree? Vehicles are one of the best additions that can be made to the game at this point. Even something as simple as a bicycle would make the game so much better.
#15
General Discussion / Need Help: Tundra Planet Survival
December 26, 2016, 04:44:52 PM
Hello!

I've been away from this game for a long time (since alpha 12 i think), but i still remember how to play it. Wanting to do something challenging, i landed my colonists on a hilly tundra on roughly the equator of an ice planet, one with the lowest temperature and rainfall settings.

It appears as though many things have been rebalanced, because i've tried four separate colonies and all of them have basically failed.
In the first one i ran out of food.
In the second one i concentrated more on food, and things seemed to be going fine, until everyone went crazy right before a raid and the colony was overrun.
In the third one i concentrated more on boosting peoples' happiness from the start by building individual bedrooms and a table, but i made the switch to hydroponics too early, and the food and power shortages that followed made everyone crazy.
The fourth one is almost dead as well, as one of my colonists started a fire and burnt about a third of the food, so we'll run out before the first rice crop can be harvested.

So i'm having problems balancing keeping people fed and keeping them sane. If i focus on a greenhouse from day one, people start breaking by first harvest. If i make bedrooms or a table, people run out of food before harvest and go crazy anyways.

TD;LR What's the best way to give colonists an easy mood boost, or optimize food production indoors early on?

Thanks! :)