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Messages - KillTyrant

#46
General Discussion / Re: Infections in a17
May 03, 2017, 07:07:03 PM
I know in the through the lens of the modern world that the flu doesnt seem that deadly but even with current standards of medical care around 12000 to 56000. The flu kills more people on average than AIDS which is at about an estimated 13,712 people in 2012. Now put that into the context of this game. Middle of nowhere, no medical infrastructure, poor personal hygiene (no one washes their hands or showers) and people are in close proximity to each other and food might not be the most nutritious. The Flu should have a high rate of mortality in that setting.   

Citations - Flu related deaths https://www.cdc.gov/flu/about/disease/us_flu-related_deaths.htm
             - AIDS related deaths https://en.wikipedia.org/wiki/HIV/AIDS_in_the_United_States

I know wiki is usually a no-go for citations but this isnt a book report.
#47
General Discussion / Re: Frozen pawns
May 03, 2017, 06:57:44 PM
Quote from: Mistrornge on May 03, 2017, 06:47:33 PM
About half of my pawns get frozen while on task.  Will just stand in place though they have a job showing. 
Changing jobs and putting them on military duty doesn't change anything.

Maybe a little more information might help. Are you on the current unstable build or are you still on A16?
#48
Ideas / Re: More lighting/lamps
April 24, 2017, 05:20:05 PM
Yeah, it would also be nice to have a light source that doesnt fizzle outside. Very hard to combat "in darkness" when your base is setup outside.
#49
Doesnt really affect it at all. Bewared though, this is realy only good against melee peeps. Those with ranged weps will stop at fire as soo as they are within range and can see you. I would just make sure your pawns that arent in combay be restricted to a safe zone otherwise youll have a pawn trying to repair your bags in the middle of a firefight
#50
It still triggers it but its not immediate. Usually the map will burn for a day or so before you get some rain. I recommend building a 3 wide floor between the wild flora and your farms. Concrete is a nice barrier for this.
#51
Haha yeah, Im almosy positive that half of the relationships in my colony are co-dependent. Its actually kinda annoying. I have 1 couple that constantly turn down each others proposals so they practically have a permenant -35 mood yet they never break up. Their opinion of each is at 1 or 2.  Its such a screwed relationship.
#52
One issue with chunks is that they get damaged and cant be repaired. Sandbags might be easier and effective. Also if ugliness breaks your pawns than you need more time allocated to joy and improve your rec room and diner.
#53
When one of your colonists are downed by a raider, the raider doesnt go up to said pawn and knife them to death, they will walk past him/her and continue on their way. I think there is some sort of unspoken rule that AI follows that I would want this flood inspired enemy to ignore
#54
Indeed, thats what I would love to see in this game. An absolutely terrifying enemy that gets stronger and better the weaker they make you. In a game wherr people eat each other and harvest organs, I would like an enemy that still feels like its violating an unspoken rule.
#55
Animals atm can be a bit tricky to work with minimal effort. You might need to set up a small freezer and store small animal meat there. Thats about the easist thing I can think of atm
#56
I think it would be cool to have an enemy that collects bodies to add to its biomass to improve its knowledge/technology and instead of bases its graveminds.

Also I kinda liked the flood. From how they attack and multiply to how accurate their name describes them.
#57
Not sure if its a bug or tynan trying to imitate animals ignoring humans. Either way, the best thing is to just rotate them between 2 fairly large grazing areas. 4 snakes shouldnt be too hard to manage in this fashion
#58
Quote from: The Man with No Name on April 14, 2017, 05:56:23 PM
... The trader has an elephant for sale at $1,407...

So began the march to rome by genghis khan.
#59
General Discussion / Halo inspired event/gamemode
April 14, 2017, 05:17:37 PM
Okay ill first say im not sure if this should go in the suggestion section or not but atm i kind of just want to discuss and bang out details on how this could actually work. That said, let me try to coherently elaborate.

Im sure many of you guys and gals know if the Halo series as well as some of the protagonists. I want to specifically talk about the flood and how their mechanics might be a cool change of pace in rimworld (obviously this in my opinion) Anywho, I was attackrd by a massive tribal force and it vaguely reminded me of the feral stage of the flood. Huge numbers and super aggressive but lack cohesion. Once that idea entered my head, I couldnt help but think how cool it would be if their was an entity that behaved like the flood with the different stages of evolution as well. Obviously, this is just a husk of an idea and im sure there is flaws/issues with my idea but im curious if anyone else is at least interested in an enemy like this and how they might function.

ps I typed this on my phone so sorry for any typos or weird wordings.
#60
I had this issue with my chickens. I found that the best course of action is to make sure your animals are no where near it. Its not enough to just restrict it behind some doors and such. You need to put a decent number of blocks so they cant.... uhh.... detect it? For me, 50 or so blocks away in my meat freezer was enough to completely stop them from "finding" it. Make a new animal area and invert 50 or so blocks in all directions and im sure this issue will stop.