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Messages - Lerin

#61
Ideas / Re: Working Prisoners
December 24, 2016, 07:04:23 AM
About imbalance:

Prisoners won't fight for you during Raids, or they can try rebel (factor risk), prisoners are in restraints and shackled, so their moving and manipulation can be reduced. Using prisoner as a haulers for long distance still is risk, cause they are slow and can just flee.

WE Cant directly use prisoner, only assign from Labor TAB.


So, if you got more prisoners than colonist, propably their break locks, steal some weapons and stab in back..

Balance can be reach
#62
General Discussion / Re: Slave labor
December 23, 2016, 05:04:53 PM
So back to the topic, 1000101 will continue his project ?
i ask in his topic, but still not response
#63
General Discussion / Re: Slave labor
December 23, 2016, 04:58:21 PM
All hope in 1000101.

If living garbage was enough confident to attack my base, now it need stand face to face with consequences: rebuild my base, pay with organs, starve to death, and rest of body will be used to make kibble or fertilizer...

After this i just shut down computer, and back to real life.

Probably in real life i wont enslave any living creature, better... i will pack old cereal, pet foods and i give it to the animal shelter..

Really people if you are not able to see border between game and life, you should not play any game.
#64
General Discussion / Re: Why this game never go on sale
December 23, 2016, 11:12:30 AM
Same crap about sales everywhere, i am ready pay another 30$, to motivate Tynan for big content DLC, this game is worth it.
#65
Mod was abandoned ?
#66
Good  i will go make popcorn and going to watch
#67
In Hardcore SK this is pretty presented, every leather, metal type, have their uniqe stats. Beds from ice creatures, are warmer, from rare creatures have really good medical factors, others are just really expensive... Unification is not cool ;)
#68
Yeah i can't wait too, this long gameplay is so awesome
#69
Ideas / Self Care
December 21, 2016, 12:18:49 PM
Quick suggestion, maybe Tynan will consider that, or any modder ?
i really like play 100% lone survivor, but i dont like dying from stupid reason.

To Keep Logic:
-People can self care every part without back?.
-We can't surgery
-We can disinfection every body part, we can bandage and change bandage on every body part until our arms are not broken or cutted.
-We can stop bleeding until we are not in shock, by compressing, tying bleeding area.
-We are able to transfusion blood, our blood using medicine better than herbal.
-If our limbs will be cutted deep, and our muscles was damaged we can't restore fully functionaly when self-cared but we are still alive.
-We can't do it good, but we are able to dodge grim reaper's scythe.


How i can see it a gameplay ?

I was bitten by rabbit (minor), i can self care, stop bleeding disinfection wound, and slowly restore my health, but this left a pain scar on my body.

I was shoot in leg, with local anesthesia i can save my life but probably my leg never will be good again.

I was shoot in lung - what i can say, i am dead.
In a fight with clubman from first raid my hand was broken - if i ever heal, my manipulation will be extreme low..
If my internal organs, will be damaged, i propably die in pain.

One word about blood transfusion, in rimworld we can use only our blood, we can delayed our death and slowly wait for end bleed.


Maybe other idea guys ?

PS. Sorry for bad english, i just tried wrote my thoughts

#70
SK is pretty immersive, i migrate from 15,16 to 14SK

About changes: Drugs, few technical changes, gameplay wont change too much. I miss only a few mods from 15.
#71
Game definitely need a Supply and demand system...

If my trade partner live in tree biomes, demand should be a really low for wood logs.
#72
Ideas / Re: Annoying behaviors
December 17, 2016, 02:21:53 AM
in first post more annoyning behaviors :)
#73
Ideas / Annoying behaviors
December 16, 2016, 10:03:36 AM
1.) After raid, bloody accident, when 2/3 my colonist need instant doctor treating... My doctors prefer.. sleep.. eating.. PLAYING IN HORSESHOE.. Everything but not rescue bleeding colonist...
I am tired to click on my doctors to treating anyone, when this idiot pawn got a joy whim.

Please Tynan or modders, make treating the most important thing... But not for pawn who already lying in hospital bed, or something cause sometimes they join to infinite loop, when all want to help all..

2.) Items lying outside of allowed area should be accessible, when i click on it and give order to take it, haul it, or something else... Why i must redesigned allowed area, or set and reset allowed area for pawn..
Too many micro... Temporary rules "thought" there are smarter than I ?

3.) My cook, prefer eat raw meat or raw vegetables though he is able too cook something, why he choose worse thing... he is not masochist... Same other colonist, if are my butcher table are able to obtain some meat, WHY they choose eat corpse, why they can't wait 10 minutes, to prepare meal ?

4.) Playing as rich explorer on ICE SEA, temperature was very low so until i build shelter my toe get infection from frostbite..  So i want ask, my survivor will was to small to self tending my toe ? - Mod Robots++ make this gameplay really cool, when i can land on harsh map with one ER Robot
#74
General Discussion / Re: World Scavenging
December 13, 2016, 01:23:20 PM
Oh, thanks buddy :)
#75
General Discussion / World Scavenging
December 13, 2016, 01:12:27 PM
So i played as a tribe on cold climate planet, my base was nicely developed until i got a food problems, no berries, no electricity, no animals, everything was harvested or hunted.. So what i want ask...

Will be possible to avoid nomadic game play, and just scavenge other hexagons and bring food to main base ? Actually one base can be made, and only options is a resettle, but what about temporary hunting camps, or others hunting grounds. or just simply option allowing back to previous base ?