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Messages - Frankenbeasley

#31
Ideas / Re: Plastic Fantastic Surgeries
May 24, 2015, 03:00:16 PM
Well, I'm not suggesting that reconstructions are perfect, merely that they would be likely. You would still get that sense of development if the health menu listed 'Reconstructed Ear' or 'Gold Prosthetic Nose' or, even more amusing, 'Wooden Prosthetic Nose'.

[attachment deleted due to age]
#32
General Discussion / Re: Crematorium broken?
May 24, 2015, 02:41:43 PM
Oh, okay. I know what you mean. You can certainly prioritise them to haul a corpse and, if possible, they will take it straight to the crematorium but it doesn't always happen.
#33
Ideas / Plastic Fantastic Surgeries
May 24, 2015, 01:56:18 PM
I have long been confused by the apparent gaps in the medical tree. We have colonists with bionic arms and eyes, and surgeons capable of fitting them, but loads of simple medical procedures are somehow impossible. For instance, we surely should be able to fashion an equivalent to a peg leg for the arms, and fashion a hook for replacing missing hands. These procedures are old (who doesn't love a pirate with a hook?).

Furthermore, we get a lot of facial disfigurements which seem to have no real effect and also get no plastic surgery. In my latest colony, I have a sniper with a fetish for shooting noses off raiders, so about half my colonists have no nose (and yes, they smell terrible). In general, people who suffer sudden disfigurement would probably have some acute emotional problems, and often would have on-going emotional issues. In our colonies, however, people seem entirely unaffected. In historical terms, plastic reconstruction of missing ears and noses through grafting has been about since 2000 BCE. Or, if rhinoplasty is too much, how about prosthetic noses (think of Tycho Brahe and his brass nose).

I think tweaking this side of medicine would definitely be a positive move.
#34
General Discussion / Re: Sappers
May 24, 2015, 01:28:44 PM
Quote from: Tynan on May 24, 2015, 12:07:52 PM
They will handle the setup you described without special trouble.

I hope you typed that with a Schwarzenegger accent.
#35
Ideas / Re: Vanilla-friendly fog of war?
May 24, 2015, 01:26:50 PM
No for the simple reason that the next Alpha is already going to significantly change combat both mechanically and environmentally. I would like to see the next few alphas concentrate on more storytelling and events (including the approach to prisoners and colonist recruitment) and also, perhaps, on engineering the interface and skills systems (I would love a more nuanced approach to skills). Let's see how the A11 changes pan out before rushing headlong down the road towards potentially making RW more a wargame than a survival story.
#36
General Discussion / Re: Crematorium broken?
May 24, 2015, 01:16:36 PM
You probably still need a dumping stockpile capable of accepting humanoid corpses. Try putting a single-square stockpile next to the crematorium.
#37
Ideas / Re: On subraces and operations.
May 24, 2015, 01:10:57 PM
They transplanted a baboon heart into a baby in the eighties, though, and she survived 20 days or so. In all likelihood, we'll be using pigs to grow human-compatible organs in the next 20 to 30 years. How far that science would have advanced in the time it would take humans to seed the galaxy and become glitterworldly is unknowable, of course, but I don't think it at all unlikely that hybridisation would be possible.
#38
It's a very nice concept and well explained.

I suppose, if you had the pawn's faction as a sort of hidden trait, whereby it automatically adjusts their likelihood to surrender, then you could basically use the same mechanic as is in use for mental breaks (maybe also subverting the spacial environment factor so that instead of measuring the walkable spaces around the pawn, it count's the enemy/friendlies).

It could also mean that any prisoners you recruit would retain the faction's trait effect as a background buff/debuff for their mental state. You could either do it as a randomised factor on generation of the map, or as a more basic standard based on techno-cultural 'distance' from the colonists (i.e. tribal societies are far more separated from space-borne colonists than are pirates, and so have a harder time adjusting).

I definitely think you should be able to demand ransoms from other factions for prisoner returns. Selling to slavers should hit faction reputation, ransoming the captives back should provide no negative or positive effect, and releasing them with no demands should provide a boost to relations (maybe with a bonus if you have undertaken medical intervention to save the prisoner's life).

Definitely a +1 from me.
#39
Quote from: Tynan on May 21, 2015, 06:06:53 PM
If new races are put in the game they'll be xenohumans or trans-animals.

-People engineered for gladiatorial fights (super strong brutes) Russians
-People engineered for decision-making Germans
-Half-gorilla half-human hybrid with a gun Americans

People who are abrasive psychopaths? British/Me  ;-)

#40
Bugs / Re: Production tables cease working
May 20, 2015, 07:27:25 PM
Actually, I've experienced this, too, albeit less severely than the OP. I'm also running EdB Prepare Carefully and Interface mods (and no others).

I've only had it on the tailor's benches when I have multiple bills of the 'Do until you have X amount' type, and it seems to happen most often when the first bill is completed and the second bill is waiting on fresh resources. However, for me, simply cancelling all the bills and starting a new one seems to cure it. Next time it happens, I'll save the game while the table is borked and send the file in, if it hasn't been addressed by then.

#41
Quote from: Skissor on May 20, 2015, 06:20:54 PM
Actually Tynan has denied several times that he has dozens of tiny programmer goblins in his cellar, which is obviously the only explanation for his working tempo.

Or else sacrificing the other two at the shrine of the Void Gods really paid off.
#42
General Discussion / Re: RimWorld change log
May 20, 2015, 07:05:42 PM
Possibly it should be 'creatures' rather than 'creates', I think.
#43
I generally play Phoebe on challenge. I like using the architectural side of the game and micromanagement of my colonists in order to give them the happiest, most fulfilling lives I can.
#44
Awsomesauce! I'd offer you a fishy stick but, since we have no fishies, it'll have to be a boomrat bite.
#45
I was hoping someone could tell me the answers to these two questions:

1) Is there any way to remove a thin rock roof without simply mining everything to the point where it is unsupported? I figure that, since we can mine and can construct roofs, we might be able to cut away the overhangs. There have been a number of times when I can't fit in that "last" wind turbine because of a couple of squares of TRR - and my compulsion for symmetry takes it very badly.

2) Is there a set, variable 'height' for overhead mountain or is it simply an absolute? I often like to remove small rock formations near my chosen base and it's quite irksome when I have a couple of squares of mountain left. So, if I keep mining and collapsing 'overhead mountain' squares, will I eventually rid myself of the fallen rock columns that form or is this simply a sisyphean task I'm taking on?