Quote from: cultist on May 12, 2016, 09:32:23 AMThis. If you had a husky or lab you could have trained it in Rescue. The cat has only one skill: Murder.
The cat probably planned this years in advance. Your colony is doomed.
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#301
General Discussion / Re: No healing when incapacitated?
May 12, 2016, 11:00:50 AM #302
General Discussion / Re: Can you create bionic parts in the vanilla game?
May 02, 2016, 02:49:17 PM
I play with the Expanded Prosthetics and Organ Engineering mod (https://ludeon.com/forums/index.php?topic=10571.0), highly recommended. It adds a number of new prosthetics complete with research and tables. Quite a lot of content that requires extensive resource acquisition to get the advanced stuff, and meshes with the vanilla game quite nicely.
#303
General Discussion / Re: How to deal with centipedes?
May 01, 2016, 02:47:57 PM
If you have a killbox, about 5 IED traps around the ship and one guy with a sniper rifle to get the ball rolling. the IEDS will do splash damage, soften up the mechs and get the ship <50%, which will cause the mechs to charge your colony. Get sniper dude to safety and let the turrets do the work. Then go back with a few shooters and put the ship down.
If you don't have a killbox, 3-4 snipers in cover at close-to-max range will work. I recommend NO IEDs in this case as it will just piss off the mechs and they'll probably charge your shooters. Otherwise they'll just mill around the ship while you pick them off.
If you don't have a killbox, 3-4 snipers in cover at close-to-max range will work. I recommend NO IEDs in this case as it will just piss off the mechs and they'll probably charge your shooters. Otherwise they'll just mill around the ship while you pick them off.
#304
General Discussion / Re: Randy seems VERY tame
May 01, 2016, 02:38:59 PM
I've had to savescum a lot, especially in the first year with this Randy playthrough. My map has a lot, and I do mean a LOT of exposed plasteel, and I mined it up and got my colony wealth huge fast. Zerg tribal raids before I had anything resembling a killbox were game over.
#305
General Discussion / Re: 1) I have a bug problem, 2) I hate you.
May 01, 2016, 02:35:28 PM
That is an... impressive amount of bugs. If you have a handful of skilled shooters and care to engage in some micro they can be dealt with. But since they always spawn indoors for me, unless the room is totally vital, I think it's easier to lob molotovs and let the temps soar, then clean up hives with melee fighters.
#306
General Discussion / Re: As a long time player (Alpha 3 or so), I'm frustrated with gold, components.
April 30, 2016, 03:24:47 PMQuote from: Nictis on April 20, 2016, 05:53:33 AMAs much as I love this, I think balance-wise we need to stop seeing small-stuff weapons in tribal raids. Uranium shivs I can sort-of understand, but the gold/silver spears and maces are absurd.
Let the tribals come, my first gold in source was smelting down a golden spear, amd it gave me 700 gold because of the weight.
Anyway, I've been shamelessly dev-moding trade ships when I run out of space for raid loot, and I was struggling with components before I got a trade ship. Now I'm double my bottom limit (60 components just lying around for breakdowns). I think when Tynan balances the frequency and we get trade ships regularly again, most of the component headaches will go away. Even on a mountain map my main source is traders.
#307
General Discussion / Re: My kitty.
April 29, 2016, 12:34:00 AM
I came home today to my cats slowly torturing a giant cockroach to death. I smashed it to end it's suffering and my cat ate it up once it stopped twitching.
#308
Ideas / Re: Opportunity to recruit visitors
April 19, 2016, 11:19:57 PMQuote from: Nictis on April 19, 2016, 09:44:07 PMLooks intriguing but according to the thread it bugs the work tab. I'm more interested in an integrated vanilla experience, hence the thread.
Might want to go take a look at the "Hospitality' mod, it's already updated.
#309
Ideas / Re: Social events are a thing now, but the most important one is still to come-
April 19, 2016, 07:29:03 PMQuote from: mumblemumble on April 19, 2016, 07:21:51 PMYeah, that too. Some way to lessen the blow from losing a friend (it's a massive debuff IIRC.)
Actually, instead of a mood buff, maybe reduce the current penalty afterwards. Reason being the mood shouldn't worsen if the funeral expires, and shouldn't go up if the death expires before the funeral.
Quote from: Captain Sho on April 19, 2016, 07:17:41 PMI like it
i thought you were gonna say orgies but yeah that too
#310
Ideas / Opportunity to recruit visitors
April 19, 2016, 07:27:03 PM
So I recently had a group of visitors so I looked over the pawn stats like the voyeur I am. I thought to myself, "I wish I could recruit these people... you know, without possibly killing them."
Pawns are free agents, essentially. The new social mechanics shows they have desires like anyone else. I think it would be cool if while a visitor was on the map, there was a "chat and recruit" option like we have with prisoners. I don't think it should be EASY, but it would be a nice way to bolster the ranks when we're playing anything other than Randy, or our favorite medic just got the frail trait. I'm playing Phoebe Rough and in a standard tribal raid I'll be lucky if one pawn survives my assault rifle barrage. This is too slow. Give me some options here. It would also give us the opportunity to bring family pawns into the colony. I mean, I think if I found my brother (or hypothetical child) on a Rimworld, I'd prefer to live with him instead of apart. Just my thoughts.
Pawns are free agents, essentially. The new social mechanics shows they have desires like anyone else. I think it would be cool if while a visitor was on the map, there was a "chat and recruit" option like we have with prisoners. I don't think it should be EASY, but it would be a nice way to bolster the ranks when we're playing anything other than Randy, or our favorite medic just got the frail trait. I'm playing Phoebe Rough and in a standard tribal raid I'll be lucky if one pawn survives my assault rifle barrage. This is too slow. Give me some options here. It would also give us the opportunity to bring family pawns into the colony. I mean, I think if I found my brother (or hypothetical child) on a Rimworld, I'd prefer to live with him instead of apart. Just my thoughts.
#311
Ideas / Re: Social events are a thing now, but the most important one is still to come-
April 19, 2016, 07:19:02 PM
I like it. Should come with a small positive mood buff to offset time lost to grieving. Honor the dead and all that.
#312
General Discussion / Re: Components shortage
April 19, 2016, 06:44:41 PM
Now that I'm starting to manufacture components, I can say definitively they take too long to make. Something needs to change here:
-Components need less time to make. A component needs an intermediary stage, so if a colonist can't complete a component in one sitting, the steel doesn't get hauled off erasing all the effort.
-Breakdown events need to be roughly halved; I'm still growing the colony and it's getting ridiculous.
Either tweak I feel would greatly balance the components issue. I'm even ok with 30 steel per component, though that does seem a tad high.
EDIT: I just had a colonist collapse from exhaustion trying to make a component. REALLY DUMB.
-Components need less time to make. A component needs an intermediary stage, so if a colonist can't complete a component in one sitting, the steel doesn't get hauled off erasing all the effort.
-Breakdown events need to be roughly halved; I'm still growing the colony and it's getting ridiculous.
Either tweak I feel would greatly balance the components issue. I'm even ok with 30 steel per component, though that does seem a tad high.
EDIT: I just had a colonist collapse from exhaustion trying to make a component. REALLY DUMB.
#313
General Discussion / Re: Best use of devilstrand?
April 19, 2016, 04:31:52 PMQuote from: Rahjital on April 19, 2016, 09:05:14 AMReally? I just made an excellent Thrumbofur duster, it's got a market value of 10k. Excellent protection but if it's going to be wrecked in one fight I'll just sell it.
Devilstrand is great if you want to bother with armour. High quality armour protects so well it gets degraded to being nigh-useless after stopping only a couple of shots. Realistic, but your colonists might suddenly find themselves unprotected in the middle of a firefight.
#314
General Discussion / Re: Components shortage
April 19, 2016, 02:51:21 PM
Epic trolling.
I like the idea of compacted steel/plasteel/machinery, as well as the occasional empty room you find buried underground. It makes the Rimworld feel like it has ancient history. Civilizations; other colonies rose and fell on this spot. You're digging up their legacy.
I like the idea of compacted steel/plasteel/machinery, as well as the occasional empty room you find buried underground. It makes the Rimworld feel like it has ancient history. Civilizations; other colonies rose and fell on this spot. You're digging up their legacy.
#315
General Discussion / Re: Components shortage
April 19, 2016, 02:39:40 AM
You can manufacture them. Its gated behind a massive amount of research and when you get there, you need 30 components to build the assembly bench. Recovery on investment takes some time, to say the least.