Quote from: Ghasty on January 19, 2017, 04:07:12 AMKept them fed and in bed?
Yeah, I got the plague a couple times on my latest save. Used full glitter world medicine treatments. No survivors. Such BS, Tyrone really has got to fix this.
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#61
General Discussion / Re: Plague unbeatable early game?
January 19, 2017, 04:53:53 AM #62
Ideas / Re: Mass Assign Allowed Areas
January 19, 2017, 12:26:33 AM
Simply letting us creating custom groups/herds would work, so for example mature predators can hunt for colony and babies stay safe in base.
#63
Ideas / Re: They should add cancer to the game.
January 18, 2017, 04:51:12 PM
Well, right now Toxic fallout is "grab free meat outside colony and work inside for some time" kind of event.
#64
General Discussion / Re: Tribal Ranged Weapon Accuracy
January 18, 2017, 11:14:36 AM
They have chance to stop bullet themselves and take damage.
#65
General Discussion / Re: Tribal Ranged Weapon Accuracy
January 18, 2017, 09:28:52 AM
Attacks that miss pawn in ranged combat will hit other pawns adjacent to it.
Some weapons can hit bigger area when they miss like minigun, inferno cannon etc. so 1 tile of space from target pawn may not be enough.
Some weapons can hit bigger area when they miss like minigun, inferno cannon etc. so 1 tile of space from target pawn may not be enough.
#66
Ideas / Re: Cryo Healing Caskets "stasis regenerative chamber"
January 17, 2017, 06:40:55 PMQuote from: Wishmaster on January 17, 2017, 03:23:46 PMSuch healing is honestly not healing. Luciferium is more of extending colonist life that otherwise would be dead because you eventually will run out of it and he will die.
Did anyone mention that scars can be healed in vanilla ?
Yes, luciferium randomly does.
http://rimworldwiki.com/wiki/Luciferium
#67
General Discussion / Re: Things that could make you quit playing Rimworld
January 17, 2017, 01:53:24 AMQuote from: cracksys on January 16, 2017, 09:23:59 PMIts Beta syndrome, you played game so long while it was unfinished that you don't want to play it anymore when its finished and game is probably at its best.Quote from: Sola on January 16, 2017, 03:25:39 PMHeh, that's what happen to my Darkest Dungeon.
The only thing that would keep me from playing it is a complete lack of updates. If he says "Kay, I'm done", I'll probably play it for another month and quit.
As for mood micromanagement, it's a little unpleasant, but not a gamebreaker for me. Doesn't the lower difficulty setting increase mood in general, too?
Right when it goes 1.0, I played for like 3 hours and never touch it again after.
I played that game for 60-70 hours before when it is still in EA.
#68
Ideas / Re: We make bad suggestions and come up with horrible ideas.
January 16, 2017, 02:12:08 PM
Make ammo micromanagament of Combat Realism mod part of the vanilla game.
#69
General Discussion / Re: Things that could make you quit playing Rimworld
January 16, 2017, 02:05:13 PMQuote from: ProFF7 on January 16, 2017, 01:39:42 PMIts your game, mod it all way you wish, but if you had whole colony under hard mental break treshold then you clearly did something wrong.
Its not like I already went VERY out of my way to avoid mental breaks. Build flower gardens in dinner room, placed lots of art even on individual rooms, extensive use of beer (and smokeleaf on A16), cook always fine/lavish meal, tried to solve all things that were causing negative effect on mood...
It doesnt matter, sooner or latter tiny or large things would snowball a crisis of non-stop berserk zombies that would cripple my colony and ruin my experience.
Maybe its not game breaking for you, but for me it was and it is, and so I decided to mostly remove berserk, and Im having fun with the game again.
#70
Ideas / Re: Neolithic Weapons? Neolithic Armor.
January 16, 2017, 01:37:50 PM
People hunted animals instead of domesticating them because they were on the move once there was no more game to hunt, so they would not have much of wool. You most likely mean bronze age. During stone age people people simply weared animal skins to protect from cold.
#71
General Discussion / Re: Things that could make you quit playing Rimworld
January 16, 2017, 01:22:54 PM
But you can avoid madness just like any other thing, just grab some small animals that eat little, preferably yorks and your colonists will walk with top-notch mood most of the time if you restrict these animals to inner part of your colony, just remember to delete tiles where colonists will do some kind of action that does not store work such as eating, butchering, cooking etc. and from hospital.
And you get up to 25% working bonus.
And you get up to 25% working bonus.
#72
General Discussion / Re: Mortars: Useful or not?
January 16, 2017, 01:07:26 PM
Mortars are great if you have bonus steel, usually you have shells from sieges anyway and they are cheap from traders, they really punish staging raids and help while blitz raid is still far wrecking meat spam and power shields alike...
Barrage itself is worth it enough for me.
Barrage itself is worth it enough for me.
#73
Ideas / Re: Neolithic Weapons? Neolithic Armor.
January 16, 2017, 02:40:27 AM
Never had tribals with swords, considering this is not medworld but rimworld with different communites and technologies it would not be still BS to see them with that, they can always raid pirates or outlanders.
But plate armor which is useless for fighting such place? Someone would need contact with exotic good trader and buy it then lose it during raid/be mad and use it or such ship to crash.
Though some BS is here because you can use console to contact tribals, lol.
But plate armor which is useless for fighting such place? Someone would need contact with exotic good trader and buy it then lose it during raid/be mad and use it or such ship to crash.
Though some BS is here because you can use console to contact tribals, lol.
#74
Ideas / Re: Neolithic Weapons? Neolithic Armor.
January 14, 2017, 10:18:47 PM
Chain/Plate armor in stone age? M'kay...
#75
General Discussion / Re: Solar vs wind power
January 14, 2017, 02:48:35 PMQuote from: Shurp on January 14, 2017, 02:41:11 PMIt's easier to balance batteries with solar power.But then you need more solar panels than wind turbines to produce that power, you also need more panels and batteries to store it for the night during which they kind of eat 200% power due to 50% loss from storing. Balanced power minimises store loss because even small amount produced is worth twice at that time.