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 - DeltaV

#46
General Discussion / Re: RimWorld change log
August 14, 2014, 08:55:57 AM
Edited the gibbet cage page to state that it was removed in alpha 5. I didn't remove the page entirely because it might come back in the future.
#47
General Discussion / Re: Wounds
August 14, 2014, 08:51:13 AM
You might as well mark loss of a leg as fatal on that spreadsheet, because losing one will turn any pawn into a vegetable.
#48
Ideas / Re: Your Cheapest Ideas
August 14, 2014, 08:44:49 AM
If a colonist with the 'cannibal' trait is assigned to be a cook and there's nobody in the room with him, he will occasionally butcher up a dead body and put it into the meal regardless of what you're telling him to cook. Non-cannibal colonists who eat it will get a -5 "Something tastes off" penalty, but as long as nobody sees it they're won't get the "ate human flesh" modifier.
#49
General Discussion / Re: Help: Leg cut off
August 13, 2014, 09:58:18 PM
Yeah, if a colonist loses a leg they're incapacitated for life. I generally get a good sniper into the hospital and put them out of their misery when it comes down to it.

Strangely, losing one or both feet is perfectly fine and only just slows them down.
#50
Ideas / Re: Cremating animal corpses?
August 13, 2014, 09:26:19 PM
Quote from: rdz1122 on August 13, 2014, 07:56:19 PM
I like the new rotting dynamic, but it would be nice if you could cremate the rotting animal corpses also.  Using graves isn't efficient.

Why not butcher them?
#51
General Discussion / Re: Traits! Finally! (Alpha 6)
August 13, 2014, 09:24:56 PM
The wiki page has been edited with every trait I could find via 20 minutes of pressing the 'random' button. I still need:

Exact effects for:
- Cannibal
- Bloodlust
- Psychically dull

Description of:
- Psychically dull

Otherwise, I think I got all of them as of now. If anyone would like to better format the page or add in any other traits they've found, feel free.
#52
Probably the worst job nowadays for my poor settlers is the position of anti-siege-sniper. I get two guys in power armor and send them out to try to disrupt mortar firing and pick off besiegers. But occasionally the enemy will get a lucky shot in of its own, and then it seems like ninety percent of the time a leg goes flying and I've lost one of my best shots.
#53
I would like to note that this is an amazing improvement on the game, because it really helps get you emotionally attached to your colonists. Back when they were bullet sponges you hardly felt much when the took damage, but now a single shot can turn them from 'super-duper-colonist-maximus' to 'vegetable' in a few seconds.
#54
General Discussion / Re: Traits! Finally! (Alpha 6)
August 13, 2014, 07:05:35 PM
To answer your question about the psychopath, yes, the 'convinced by warden' modifier does affect them. It's just the 'friendly chats' that don't. So they might get convinced a bit more slowly if they're prisoners.

EDIT: I also found the trait "Sanguine", which gives +15 to happiness all the time. It's basically the upgraded version of "optimist".
#55
General Discussion / Re: Traits! Finally! (Alpha 6)
August 13, 2014, 05:28:30 PM
Still needs more werelizards.
#56
General Discussion / Re: Help: Loss of Eating Ability
August 13, 2014, 05:19:49 PM
Quote from: ison on August 13, 2014, 04:00:59 PM
Indeed in A6 release colonists with 0% eating ability can still eat pretty fast. We're thinking on how to handle it properly in A7. Probably unfortunate colonists with damaged stomach/jaw will be capable of eating only nutrient paste and with highly reduced eating speed. However, there will be a new way of healing injured people added in next Alpha release - it will be possible to perform surgeries on colonists or prisoners. This will include removing inner body parts, replacing old ones or installing brand-new artificial parts like bionic eye with increased stats.

I had figured that part of the medical stuff was implied to be 'surgery', because they suture things like kidneys and lungs that you couldn't get to without cutting someone open.
#57
General Discussion / Re: Traits! Finally! (Alpha 6)
August 13, 2014, 05:15:43 PM
All non-functioning traits are gone. Here's a few of the current ones I know from memory:

Fast walker - slight walking speed increase
Nudist - +10 mood from being naked.
Jogger - bigger walking speed increase
Psychically sensitive (or something like that) - Psychic drone have a much higher effect. Essentially means that this colonist IS going to break in a psychic drone event.
Psychopath - No debuff from anything death-related (Death of stranger, saw corpse, etc), but no benefits from social chats.
Cannibal - Likes eating dead people, relatively obvious.
Iron will - lower mental break point.

I probably missed one or two.
#58
General Discussion / Re: Help: Loss of Eating Ability
August 13, 2014, 03:25:13 PM
The situation has resolved itself: It appears that even thought the health screen says he is completely unable to eat, he can, it just takes ~2.5x longer than it does for everyone else to eat.

On another note, apparently having your stomach shredded into nonexistence by a sniper bullet only makes you 'slightly impaired'. I have colonists who have scars on their hands and are considered 'slightly impaired'.

This poor colonist has been the subject of by far the most abuse out of any of them, because as the only one of my starting colonists with much shooting ability he was the first line of defense. He ended up shot in the eye (resulting in a scar and minor pain for his entire life on the colony), shot in the arm, shot in the leg, and shot in both lungs on various occasions, and every time he managed to completely recover. It's nice to see that even the lack of a major internal organ can't keep him down.
#59
General Discussion / Help: Loss of Eating Ability
August 13, 2014, 03:19:05 PM
So, in an unfortunate accident stemming from a besieger with an M-24, one of my colonists has ended up with his stomach completely destroyed. The health menu thus very rightly states that he is unable to eat. I assume this meant he was going to die of starvation immediately, but one of my colonists was able to feed him some potatoes while he was "recovering" in the hospital.

The worry is, he's now recovered from incapacitation and is walking around and such. I'm worried that now that it's not anybody's job to feed him, he won't be able to eat on his own and he'll die of starvation. I'm not going to just kill him because he was one of the starting colonists and I've got an emotional attachment to him after we rescued him at one health point.

So, then, my question is: is there any way to force the colonist to stay in the hospital as a patient? I can't jail him, because once they recover the prisoners are expected to eat their own meals.
#60
Are raider numbers adjusted for this, or are the occasional sniper-squad raids that come before you can do anything about them going to be even more OP?