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Messages - Limdood

#1381
it is the adjusted comfortable temerature.

High quality camelhair cowboy hats and dusters can get the hot comfortable temp up to over 300F.  High quality muffalo wool parka and tuque can give comforatble temp down below -200F

#1382
Ideas / Re: Animal feeding bins
November 21, 2015, 04:35:57 PM
a good idea, actually.

What most players use now is usually a "barn" - as advanced or simple as you want, a barn almost always has at least these two things:

1) a "hay only" stockpile.
2) an enclosed area set to be a separate animal area.

The hay only stockpile is generally in an area that animals are limited to (and you can have non-hauler animals restricted from your main food stockpiles).  The stockpile is inside the enclosed room, and all non-hauler animals are usually restricted to there permanently.  All non-combat animals get restricted to there in the event of a raid to keep them safe.

My barn is usually set up as two rooms.  1 is usually a 10x10 up to 15x15, the other is a 3x8 or something smaller with 1-2 coolers set to freezing.  my stockpile is in the cooler room, and all the beds or sleeping spots are in the other room.

Dogs and other haulers still occasionally eat from my main freezer, so your suggestion could be of great use there.
#1383
Ideas / Re: Hold Fire
November 21, 2015, 02:50:54 PM
micromanaging grenades is just the worst...

grenades have caused about a 3 to 1 ratio of friendly deaths vs. opponent deaths in all my games combined (this counts both player and computer thrown grenades...colonist killing colonist or pirate killing pirate are both friendly deaths)
#1384
Ideas / Re: Gear
November 21, 2015, 02:47:47 PM
if you defend multiple weapons for the sake of realism, then, for the sake of realism, you'd have to accept the drawbacks.

There should be significant work speed penalties for having multiple weapons equipped (or even single weapons of the 2-handed variety) or be limited to knives/shivs.


Secondly, you say that the playing field will naturally even out, but in this game, at least so far, that isn't true.  Multiple weapons evens the damage out in a fight...no longer will you be able to melee rush a rifle-wielding pirate or bow bearing tribesman with your swordsman and expect to get off relatively unscathed.  Instead, any melee action will always be "equal" in terms of give/take of damage between the participants...sounds great, right?  except that equal damage is fundamentally UNEQUAL in rimworld, where the player cannot sustain the losses that the innumerable pirates and tribesmen can.  A single dead colonist in a raid is significant.  Not necessarily devastating or unbearable, but certainly significant.  A dead pirate...even killing the entire raid is fairly inconsequential...a slight increase in loot/colony wealth...a slight reprieve before the next raid (excepting Randy), and thats it. 

The more equal the pawns are made, the more difficult it will be to strategize and make those meaningful choices.  There will be no more clever jumping out of doors to surprise a gunman who wandered close...cuz he also has a gladius now and RNG and the fact that your colonists go thru many MANY more raids than any given pirate pawn means that eventually you're going to lose an arm, leg, or the whole head to a lucky swing.

It cuts the TACTICS of the combat side of the game down to either a standoff shootout trading shots and hoping you come off better, or a bum rush in melee with 6 guys to 1, hoping the one hit the enemy pawn gets before he goes down doesn't lop off an arm.
#1385
Ideas / Re: Colonist needs and collectables
November 21, 2015, 02:33:08 PM
i don't understand why so many people like trying force the human excretory system into all the games they play...

I LIKE having a game with no poo...
#1386
Quote from: zandadoum on November 21, 2015, 07:04:56 AM
Quote from: Komyets on November 21, 2015, 04:02:47 AM
2nd. Building the power conduit in a wall does not prevent it from exploding, not does it reduces the chances of the event from happening.
i am not 100% sure about the wiring itself, but any electrical thing (like a cooking table) WILL blow up under the rain.

there are two kinds of zZt events: the one with yellow warning (meaning: this event could not have been prevented and was random) and the one with red warning (meaning: something blew up and it's your own fault)

as said, i am not sure if the red event can happen on electric wiring itself, but just to make sure, i'd rather build it into walls.
if those walls are stone/steel/anything_but_wood, even better, because the zZt event won't break the walls in that case.

also: if there is a toxic fallout, wouldn't you rather be able to repair your wiring and walls from withing the base, without haveing to step outside?

#1 red Zzzts happen to electric OBJECTS that get rained on, not wiring.  And the fire starts on or around the object that shorts out.  Running an electric cord thru the rain won't explode (til the cord wears out) but watching TV outside?  dumb.

#2 explosion amount depends on the stored energy in your batteries in the system the explosion takes place in.  A stone wall won't blow from 3 batteries at 100%.  But even a plasteel wall, triple layered will be incinerated by 40 batteries at 100% all exploding...and god help you if a colonist was next to the explosion...
#1387
Ideas / Re: Flu - Unbalanced?
November 20, 2015, 12:46:18 PM
i also generally set my colonists to be treated with herbal meds exclusively EXCEPT in the case of some disease (or a crazy high damage single hits, like sniper rifle/hunting rifle/longsword hits that take a long time to heal...good medicine to avoid infection which would otherwise make them use MORE medicine)

I wish i could set one kind of medicine for damage and another kind for illness though...
#1388
you can just set the meals to "drop on floor" in the details tab of a bill.

they won't haul the meal anywhere, just drop it at their feet and haulers will take care of it.

Not that i don't support your idea, its just a bit counterintuitive.
#1389
i certainly don't see it as "beyond believable" that a medieval lord would be SO stuck up that he'd rather die than dirty his hands.

The limitations on jobs might not be completely believable as realistic, but they add a challenging aspect to the game to work around.  Game mechanics > realism.

If everyone could do anything, then the only skills that matter would be shooting, medicine, crafting, and art.  But when you need to carefully assign each colonist based on their abilities and restrictions, it makes for a more interesting game.
#1390
Ideas / Re: Fruit Trees! Apple, Oranges, Peaches, etc.
November 19, 2015, 08:35:15 PM
plus, if anyone is reading the concurrently running "why live outside mountains" thread in general forums, it would give another reason NOT to settle in mountains...pretty sure fruit trees won't fit in hydroponics troughs :D
#1391
They DO sleep for most of the day...

by the way, put in a few really nice art objects (+10 from space).  Feed them fine meals (+5).  Make the med bay HUGE (+10)
#1392
Ideas / Re: Flu - Unbalanced?
November 18, 2015, 07:56:23 PM
months?  Flu lasts like 5 days.

Sleeping sickness is what lasts months.
#1393
Ideas / Re: Power Stat
November 17, 2015, 10:58:51 PM
you can already check this (mostly) by clicking on a battery or power generator of any sort.

you can't see total produced or total consumed, but you can see the far more useful "produced minus consumed" and stored power.

In other words...the 2 numbers separated by a "/" will show you the amount of extra, unused (or going into batteries) power in your system, and the second number shows how much power is in your batteries.

By the way, i suggest trying out isolated battery rooms.  Get a group of batteries with NO cable attached to them, and put a switch adjacent, with cables into the switch.  When the batteries are full, turn OFF the switch and you'll have backup power in case of attack on your other battery room or a "Zzzzt" event.  If the event hits, flip that switch on and you get a minimal power interruption.  The lack of cables directly on the batteries seems to prevent Zzzzt events from hitting the backup batteries, as i read something about Zzzzt only striking CABLES that were connected to batteries with at least 1 50%+ full battery.

Another reason to separate power grids is for killboxes or turret rooms, at least using a switch to keep those off most of the time, as turrets are such a huge power draw.
#1394
Ideas / Re: Flu - Unbalanced?
November 17, 2015, 10:51:51 PM
i just don't understand this.

I've never had someone die of any disease except a wound infection.  Ever.  On any difficulty.

Seriously though...keep them in bed.  Change work priority, draft/undraft when joy gets low, let it get up to around middle, then SEND EM BACK TO BED.  A regular bed, herbal medicine, and not more than about 8 hours out of bed every couple days is plenty for overcoming flu, malaria, sleeping sickness (which SUCKS), and plague.

Are you treating 85 year old colonists or something?  or colonists with missing kidneys so their blood filtration is crap?  I simply can't understand how your colonists could be dying to flu.
#1395
Ideas / Re: Power Stat
November 17, 2015, 03:30:05 PM
but power is tracked per circuit.

Unattached batteries, stand-alone solar panel/battery/turret emplacements, cross-map outposts all use their own power generation and usage/storage.  There wouldn't be able to be just one power tracking number.