Quote from: BoogieMan on August 12, 2017, 01:10:14 AMTwo words: solitary confinement
assaulting other prisoners
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#151
General Discussion / Re: How do you deal with addicts?
August 12, 2017, 11:39:34 AM #152
Ideas / Re: More socializing variation
August 07, 2017, 11:30:34 AM
I'd rather have they did more things together in the first place. No more playing chess or "socializing" alone. Or add things like taking a walk together.
#153
General Discussion / Re: Toxic Fallout
August 01, 2017, 07:24:55 PM
What micromanaging? You simply set up zones to keep everyone under roofs. Then everything runs smoothly as long as you have food. Food is the main issue. You either need a large stockpile or a greenhouse. No hydroponics needed. With a greenhouse you could have toxic fallout indefinitely
It's more of an annoyance as it ruins the whole map and trees take ages to regrow
It's more of an annoyance as it ruins the whole map and trees take ages to regrow
#154
General Discussion / Re: Extreme Desert Survival (I need help.)
July 22, 2017, 01:22:55 PM
Unless something changed rice is horrible in gravel because of its fertility sensitivity
#155
General Discussion / Re: Extreme Desert Survival (I need help.)
July 19, 2017, 11:46:27 AMQuote from: Canute on July 19, 2017, 10:07:53 AMI meant the initial start to set you up. In the arctic too you can farm potatoes in gravel. At least when you're not on an ice shelf. Ideally you find a geyser and a gravel patch that covers as much of a sunlamp as possible.
but you will have a hard time to plant anything.
#156
General Discussion / Re: Extreme Desert Survival (I need help.)
July 19, 2017, 09:39:11 AM
It's the same as for arctic survival really
1.) As said ration your food. You can starve for a while and just one meal is enough to reverse that
2.) Get the nutrient paste dispenser. Also helps a little with stretching your resources. Once you have a stable food source you can dismantle it
3.) Hunt all animals. Even lizards help
4.) Grow potatoes in gravel. That will take a while, but you can harvest part of them at 80% or so to at least have some food until the rest is done.
5.) Cannibalism is ugly, but eating the first raider can really help to get over the rough start
6.) Get on researching hydroponics immediately
1.) As said ration your food. You can starve for a while and just one meal is enough to reverse that
2.) Get the nutrient paste dispenser. Also helps a little with stretching your resources. Once you have a stable food source you can dismantle it
3.) Hunt all animals. Even lizards help
4.) Grow potatoes in gravel. That will take a while, but you can harvest part of them at 80% or so to at least have some food until the rest is done.
5.) Cannibalism is ugly, but eating the first raider can really help to get over the rough start
6.) Get on researching hydroponics immediately
#157
General Discussion / Re: Mortars: any good?
July 05, 2017, 06:36:08 AMQuote from: Tynan on July 05, 2017, 05:54:32 AMYes please
We're also considering redesigning mortars so there's just one mortar building but different munitions for it.
#158
General Discussion / Re: Pawn Icon Question
July 04, 2017, 08:13:44 PM
The Colonist Bar mod allows you to sort by weapons. That would but people without weapons to one sight. But its other sorting options aren't what you want
#159
Ideas / Re: It's not my fault you got eaten by monkeys
June 30, 2017, 12:23:59 PM
The problem is that you can't do anything about it, but rush out to your doom. You can't tell visitors to not come by when you're under siege by manhunters. And you can keep them inside until the threat has passed.
#160
Ideas / Re: Traits: green thumb but for doctors and asexuality
June 29, 2017, 06:58:21 PMQuote from: Toast on June 29, 2017, 12:16:48 PMThat's because there is a difference between emotional and physical attraction. Plenty of asexuals form relationships because they like someone, but just aren't interested in the physical aspects.
Of course in real life most asexuals are not incapable of forming any human attachments at all!
#161
Ideas / Re: different temp range for plants
June 28, 2017, 12:07:56 PM
Agreed. Other settlement building games often do this and it gives you an incentive to to build different crops or make some tradeoffs with yield
#162
General Discussion / Re: How to make a good defence with resource scarcity
June 27, 2017, 09:47:31 AM
Deadfall trap damage depends on the material:
http://rimworldwiki.com/wiki/Deadfall_trap
Wooden ones are just useless
A zig zag pattern is better, so they can't just completely avoid them, but even then there is only a chance for them to trigger one.
http://rimworldwiki.com/wiki/Deadfall_trap
Wooden ones are just useless
A zig zag pattern is better, so they can't just completely avoid them, but even then there is only a chance for them to trigger one.
#163
Ideas / Re: bad UI
June 25, 2017, 06:09:25 AM
Some sort of log or scrolling would be nice
But those are two different types of messages. The white ones are effects that stay for some time. The popups are onetime events.
But those are two different types of messages. The white ones are effects that stay for some time. The popups are onetime events.
#164
General Discussion / Re: Medieval Starting Tech?
June 21, 2017, 06:28:37 PM
If you don't mind mods, check out these:
https://steamcommunity.com/sharedfiles/filedetails/?id=732569232
https://steamcommunity.com/sharedfiles/filedetails/?id=754010247
https://steamcommunity.com/sharedfiles/filedetails/?id=732569232
https://steamcommunity.com/sharedfiles/filedetails/?id=754010247
#165
General Discussion / Re: sleeping animals
June 15, 2017, 09:11:31 AM
They get a cover bonus for laying on the ground.
It's a bit silly that they don't wake up when you're standing next to them shooting all around them
It's a bit silly that they don't wake up when you're standing next to them shooting all around them