Chaos Reborn by the designer of the original X-com.
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.
#182
Mods / Re: Food refridgating
January 29, 2015, 12:22:05 PM
Also make sure that the cooler is venting the hot side to an area labeled as outside. If you are venting into an inside room that gets too hot, the cooling will not work effectively.
#183
Bugs / Re: Bug? Destroyed torso (0 hp), still can eat.
January 29, 2015, 11:28:27 AM
You don't have to execute him. You can continue to feed him and benefit from his wisdom.
#184
Ideas / Re: Automatically Remove Parts
January 27, 2015, 11:21:29 AM
There are plenty of times that I want to haul bodies before stripping them. Specifically, if they are far from the base. If you strip them first, and they are wearing 3 items, you suddenly have 4 hauling jobs. If you carry the body back to base at and strip it there, it is only 1 hauling job. A factor of 4 is a huge win.
#185
Bugs / [Linux(ubuntu )|0.8.657] Infinite Bionic Arm Harvesting
January 24, 2015, 10:37:06 AM
Version Found - What version did you find the bug in? 8(657)
Title - Infinite Bionic Arm Harvesting
Summary - I found that when a prisoner with a bionic arm died, I was able to schedule an operation to remove the bionic arm. After the surgery, he still had a bionic arm, so I tried it again and sure enough...I was able to harvest another bionic arm...and a third.
Steps to Reproduce -
1. Capture a prisoner with a bionic arm
2. Let him die
3. Schedule surgery to remove the bionic arm
4. Repeat step 3
Expected Results - Once the bionic arm was removed the corpse should no longer show a bionic arm that can be harvested.
Actual Results - Bionic Arm Farming
Attachments - Save game attached
[attachment deleted due to age]
Title - Infinite Bionic Arm Harvesting
Summary - I found that when a prisoner with a bionic arm died, I was able to schedule an operation to remove the bionic arm. After the surgery, he still had a bionic arm, so I tried it again and sure enough...I was able to harvest another bionic arm...and a third.
Steps to Reproduce -
1. Capture a prisoner with a bionic arm
2. Let him die
3. Schedule surgery to remove the bionic arm
4. Repeat step 3
Expected Results - Once the bionic arm was removed the corpse should no longer show a bionic arm that can be harvested.
Actual Results - Bionic Arm Farming
Attachments - Save game attached
[attachment deleted due to age]
#186
General Discussion / Re: Self made embrasures
January 20, 2015, 11:44:36 AM
you should also put sandbags in the entranceway to prevent enemies from hiding there. A minor improvement to an already good kill box.
#187
General Discussion / Re: Changelog Question
January 16, 2015, 03:27:42 PM
It ought to be possible to have non-contiguous zones as far as the AI is concerned, while still maintaining a single zone from the users perspective. This would allow the best of both worlds.
#188
General Discussion / Re: "Temperature now equalizes chiefly through walls."
January 16, 2015, 02:57:18 PM
Keep in mind, if I am interpreting things correctly, that natural walls in mountain bases currently are considered in contact with the outside, and so they cool inside rooms, even if the outer rooms are heated. This is based on the fact that hovering over natural walls in mountains the temperature reads as "outside". That and the loss of heat through the roof make interior rooms in the current alpha move towards the outside temperatures. The new change, if I read it correctly, will make this less of an effect because the transmission will be dominated by walls and not roofs. In mountain bases, unless there are additional changes, the natural walls will still be in contact with the outside, so unless you build non natural walls on the interior, you would still have heat leakage.
#189
General Discussion / Re: Rimworld changelog from 14, Jan
January 15, 2015, 05:39:34 PM
I predict a new alpha release within a few days...maybe a week...a couple of weeks max...no more than a month...Seriously within 6 months we will have a new release and absolutely before next year...
#190
Mods / Re: Ice blocks
January 15, 2015, 04:35:00 PM
You can always set a room up as a freezer with a ridiculously low temperature. When the solar flare hits during a heat wave, first thing you should do is get everyone inside, and lock the outermost door. This will prevent your likely largest source of heating -- open doors. After that, if necessary, you could lock them in the freezer. This should easily last you for a day as long as no psychotic squirrels come knocking down your doors.
Still, +1 for ice blocks. Maybe you could mine them in cold environments and use them to make ice walls. Igloo anyone?
Still, +1 for ice blocks. Maybe you could mine them in cold environments and use them to make ice walls. Igloo anyone?
#191
Ideas / Re: What do you want in alpha 9/10?
January 14, 2015, 11:16:09 AM
The ability of visitors to buy/sell items near your orbital beacon as an alternative to uber-powerful spaceship transporter technology.
#192
General Discussion / Re: "Temperature now equalizes chiefly through walls."
January 14, 2015, 11:14:10 AM
It seems to me that natural walls should fall into two categories. Those walls that are close enough to the outside that the space if empty would be covered by a "constructed roof" should be considered in contact with the outside temperature. Natural walls that are deep enough that they have an "overhead mountain" roof should be considered to be in contact with the average climate temperature. This would enable permafrost like effects without too much computational overhead.
#193
General Discussion / Re: "Temperature now equalizes chiefly through walls."
January 13, 2015, 05:13:39 PM
I assume that this is a relative balancing between walls and roofs. Transmission through roofs means large rooms are much harder to keep at a specific temperature. By changing it so that roofs are heavily insulated it should be possible to only need to heat rooms with an exterior wall.
#194
General Discussion / Re: Why does my colony suck at combat? pls help...
January 09, 2015, 11:17:09 AM
In real life, kevlar will stop some bullets, but it will not stop a club. Heck, Kevlar will not stop knives. It should be no surprise that different armor types will effect attacks from different weapons differently.
#195
General Discussion / Re: How's the disease balance?
January 07, 2015, 03:24:38 PM
I think disease spreading would actually significantly help make infections interesting. In particular, different diseases being spread in different ways (airborne, blood(wounds), food, touch, dust, insects, rotting corpses, etc...) Combine this with furniture to stop spreading (hospital bed, mosquito netting, hand washing station, bio containment fields, bio scanner doors) as well as gear (face masks, gloves, bio-hazard suits, personal bio containment fields), the player will be faced with new interesting choices. Currently, the only choices for infected individuals are "do I use medicine?" and "do I let them get out of bed?"