Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Darkfirephoenix

#61
Quote from: Rahjital on June 02, 2015, 12:07:21 PM
Well, I really hope there will be an "avoid this place" zone too. It gets tiring to see colonists constantly choose to go straight through the dead body pile outside the colony when hauling things and get the mood penalty, but creating an allowed zone over the entire map with exception of the dumping pile sounds like a hugely cumbersone solution.
I think you can put a "forbidden" zone around your body pile with a small corridor in for the haulers. So the colonist would never enter inside (as they can't use it as a shorter way to their target) unless they have work there to do (hauling bodies)
#62
Quote from: Rahjital on June 01, 2015, 05:46:13 PM
You don't need to actually set them on fire to kill them, you just need to give them heatstroke. A properly insulated room with a geyser gets up to 100C when it's 20C outside, so just wait until they die, then collect their possesions.
And ppl thought cooking dead Humans is evil, here we have a example of someone cooking Humans ALIVE! :D

If you don't have a steam geyser to spare you could just make the same set up (without geyser ofc), lock them in and wait till they break/starve (and if you kill someone on rampage/berserk you don'tget a relationship hit). It isn't really fast but it get's the job done too.

Another one: Why should we destroy the ship part if we have more than enough psychic tin foil helmets? Just wait till all your visitors break on their own (and even siege parties don't last long as they start to fight eachother soon), only problem may be the mad animals or visitors that go apeshit in your base (that's why I have the "visitor" area a bit off the main compound).
#63
General Discussion / Re: How to find traded goods
June 01, 2015, 07:10:06 PM
Quote from: Kozer on June 01, 2015, 06:32:42 PM
Yes. But I cant find the silver that was traded for the AI core I had. I sold it for 2500. I only have 720 silver. The drops are not being made anywhere I can see.
Maybe you haven't found all open air spaces near the mountain yet? Happend to me before.
#64
Quote from: Adamiks on May 27, 2015, 04:20:55 PM
Quote from: Darkfirephoenix on May 27, 2015, 04:03:22 PM
Bamboo (or wood 2.0 if you want): It is extremely durable (makes good tools/weapons/building material), grows like crazy (1 meter per day), is edible (the young sprouts can be eaten raw) and even if you cut it off it will grow back (the base grows underground and spreads on this way). So once you have bamboo growing you can harvest it nearly daily.

Try plant bamboo on cold biome 8)
Aye that is a problem. But then again it is a problem that 99% of the plants have. :P
("Why is this bamboo growing even though it is -20°C out there?!" "Nanomachines... Ermmm Genetic engenieering!")
#65
Bones and Bamboo also Silk and Hemp.

Bones is pretty simple: Why not use everything from the animal (person)? Even if the corpse is fully rotten the skelleton stays there, whic would give us (finally) some use for them. Also: Bone is nice for decoration and tools.

Silk is Silk, you can't argue against that. The only problem that may arise: Silk isn't based on a plant but on a animal, maybe there are some native animals that produce silk?

Hemp is one of the more versatile plants: As already posted it can be used for a wide range of things (cloth, drugs, food)

Bamboo (or wood 2.0 if you want): It is extremely durable (makes good tools/weapons/building material), grows like crazy (1 meter per day), is edible (the young sprouts can be eaten raw) and even if you cut it off it will grow back (the base grows underground and spreads on this way). So once you have bamboo growing you can harvest it nearly daily.
#66
Ideas / Re: Do peglegs need medicine?
May 27, 2015, 03:45:48 PM
Quote from: inman30 on May 27, 2015, 02:41:06 PM
Quote from: SSS on May 26, 2015, 08:55:12 PM
They're actually slicing open the bottom of the stump and jamming a stick up in there so it touches the bone and letting it heal up that way. Not very efficient, and quite painful, but who wants to make a proper peg leg with fastening, right?

Support.
Thank you for telling me, I didn't know that if that is true of course... I feel kind of embarrassed now, lol but then again i didn't know. Did I? But if it is only painful you still don't need medicine though, do you ^^
Pfff they are all weaklings! In the past ppl had their (infected/heavy wounded) legs amputated WITHOUT any meds, anesthesia and only with knifes and a bonesaw. But then again they needed 2+ ppl to do it, because the patient wouldn't keep still (who would have thought). :D

As for the ingame peglegs: They take just a log and start the operation, so I don't believe that it could be removed without another operation. How about a peg leg that can be strapped onto the person without a operation?
#67
General Discussion / Re: Colonist age
May 27, 2015, 05:47:26 AM
Quote from: TLHeart on May 26, 2015, 11:52:27 AM
has nothing to do with ship building, has to do with crash landing in an escape cryo pod, and being sick for the first week, and pausing to throw up all over the map.
Not exactly correct: They get Cryo sickness via waking up from Cryo sleep, be it you waking them up from their caskets on the planet or your first colonists that land on the planet (those were also in cryo sleep before the ship got destroyed).

The reasoning behind that is: How do you think a human body would react to beeing deepfrozen and then forcefully tawed/woken up? Yep the body won't like it, you can imagine it like getting forcefully woken up from deep sleep times 10.
#68
General Discussion / Re: Spam Bots
February 03, 2015, 07:53:08 PM
Quote from: loc978 on February 03, 2015, 11:43:43 AM
Ouch.

Very apropos with the timing of this thread. I think we need some bot prevention. This is going to turn into a living hell for the moderators otherwise.
Where are those symbols from? Mandarin/Chinese? It's for sure not Japanese or (south) Korean. Damn you China and your spam bots!

There was a wave in the Cata: DDA forums too not too long ago and the mods/admins made a question system for registration... As far as I have heard they went a BIT over the top thanks to questions about ingame content and changes, many of them which you can only know if you have lurked the forums for a while already (at least 1-2 months). And to be honest: Even some of the veterans in the forums tried the questions for fun and wouldn't get them right 50% of the time (especially if you have to TYPE in the correct answers and you have to type them EXACTLY as wanted.)
#69
General Discussion / Re: RimWorld change log
January 27, 2015, 04:17:55 PM
Quote from: REMworlder on January 27, 2015, 02:02:12 AM
Yeah, tribals are definitely going to turn my distillery colony workers into walking pincushions now that they can just keep going and going.
"Yo Jack, you have a pila in your head!" "Really? I'll go to the medbed after I finish my drink. (So that is this stinging in the back of my head)... Ok after the next one."
#70
Quote from: Mihsan on January 23, 2015, 05:00:54 PM
Quote from: Ramsis on January 22, 2015, 04:23:49 PMnot much of a beer person myself

Same thing. As russian i do not understand this "beer" thing. In 1985 we had our dry law and homemade alcohol became part of our culture. But beer? Come on, guys: for beer you need to grow special ingredients and then go through long and complex process to get this light stuff.

The better way is making moonshine (spiritus, hooch, samogon...). Distillation, right? All you need is heat, cold, water and fermentation product. Fermentation product from any stuff with sugar in it. Any sugar. Potatoes, berries and agave have sugar in them. Chop some potatoes into water, leave it in warm place for some time, then distillate and then BANG: strong alcohol, that will really make you drunk.

IMO moonshine can fit well in RimWorld.

But wine is fine too. I can imagine the luxury merchant ship, which will trade good wine.
Hrmm... But don't forget that such a process may also produce the kind of alcohol you don't want. There are Ethanol and Methanol (I think Ethanol is the bad kind), one of them is good to drink and won't have a permanent affect on you body but the other one is HIGHLY poisonus and may kill you.
People with experience can make purely the good kind, while others just make a mix from both (there are many stories about some greedy ppl "thining" their good "healthy" brews with the waste bad alcohol just to make more money and through that kill ppl), that's why most governments have regulations for brewing and such.

If we get high % alcoholic stuff may we get "fuel" as a byproduct (maybe for generators, lamps etc.)? Unless you wanna serve your visitors "surprise" brews that may make them blind, have liver failure etc. ;P
#71
Quote from: Rhopunzel on January 09, 2015, 05:14:17 PM
Eventually after a few more weeks I finally succeeded, but wondered why he was brought straight to the infirmary. I clicked on his health and saw: "Spine: shattered"

I wasn't even mad when I selected him to be euthanised. :(
That's why I would love some way to "patch up" such injuries. I can imagine that they have developed some type of bionic/medicine to repair such things, like some kind of artificial spine part that replaces the damaged section (artificial spine or for medicine: Nanomachines, son).  ;)
#72
General Discussion / Re: Selling In Bulk?
December 21, 2014, 10:27:03 AM
You could click and drag and when it starts to slow down (the increase rate of items) do it again! The first 300 or so go pretty fast but everything after it goes rather slow. So: Click, drag until slow down, rinse and repeat
#73
General Discussion / Re: Dying of old age?
December 16, 2014, 08:39:09 AM
They can die of old age. I got some pretty old ppl in the beginning and in my 3 year only one of them was left... sadly I don't remember the age they died on, but it was after 69 for sure...
#74
General Discussion / Re: Bunkers
December 14, 2014, 09:17:53 AM
I usually make the "heart" of my colony inside of a mountain (hydroponics, food preparation, beedrooms, dining area) and outside the not so important stuff (relativ speaking) including the workshops, open air farming, power generation (I prefer to have a steamvent inside the mountain.
The reason for my kind of layout is simple: Mortars. I HATE them! Especially if the sieging-party has 10+ ppl fully equiped and I only have ~5-6 ppl (why do they send 15 raiders for 6 colonists even if I have no turrets? -_- ). Most of the time I try to sit sieges out, simply because it's most of the time suicide to attack the siegers (and they have at least 2-3 ppl with sniper rifles in every damn raiding party I encountered so far and don't let me start with the M4s and charge rifles 3-5 of them carry...)
#75
Well it kinda makes sense. The main reason you take your own ppl prisoners is when they have a mental break and either run amok or try to run away. It sounds logical if you capture and let them come down a bit that they would rejoin your colony without much work required.
"So did ya cool down?" "Yes. Sorry for losing my cool, can I go out now?" "Sure!"