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Messages - Blato

#16
Quote from: Yoshida Keiji on August 18, 2018, 02:39:29 AM
I'm having two additional problems:


* When electrical devices break, like the Wind Turbine, I get no notification letter. I can however, witness how my builders repair them and the mechanisms showing the break red spark.

* Deadfall traps are disappearing after being triggered once... even by a rat...
Those are intended I think. I know that the notification for a machine breakdown was removed, and it does kinda annoy me as I like to keep tabs on how much components are siphoned out that way.

Deadfall traps have been changed to single-use, so tgey have to be rebuilt after triggering.
#17
General Discussion / Re: Getting a handle on meat
August 17, 2018, 08:38:35 AM
As it stands, manhunter packs are fine for me. Sometimes I ignore them because it's not worth risking injuries to colonists since later packs can deal a lot of damage.

As for herding, I'm also in the camp to have lavish meals need eggs/milk to make them. Also, an idea came to mind from reading these posts. Right now, we have a "body parts missing multiplier" for meat and leather, maybe it would be possible to make a third bar that goes with a tame animals' food gauge. If the animal is regularly fed, it's "fatness" would go up, which would increase the meat received multiplier by a %, and if the animal starts suffering from malnutrition, that bar would empty which would in turn quickly lower the meat multiplier.

Maybe adapting the addiction bar from colonists, as it only shows up for addicted colonists. Fatness would only show for tame animals, no bonus meat from wild animals.
#18
Quote from: Drewski on August 17, 2018, 06:22:42 AM
Guys. Guys. Whatever the arguments about complexity vs. simplicity, and I'm of mixed mind, you don't mine steel ore in Rimworld. You mine compacted steel. Probably from old fallen spaceship chunks or an ancient civilization, but that doesn't matter. Steel ore isn't, you know, a thing. Not in real life, and not in Rimworld.

Cotton, chocolate, stone, beer, all that's fine and an interesting discussion, but stop with the "making steel from steel ore would be more realistic and immersive" stuff, because it's silly.

That is a quite valid point, as a realistic approach would be mining iron ore from mountains, extracting iron from rocks, firing wood to make charcoal and then making the iron+carbon alloy known as steel.

Now that would be a long process, i'm in the category of fine as it is because I consider, in RimWorld, wood and steel as basic resources, and as such I don't mind them requiring no refining. Stone on the other hand is purely for construction of tougher structures. (whereas steel is used in everything; weapons, armor, buildings etc.)
#19
Quote from: Koek on August 08, 2018, 09:33:23 AM
Quote from: anitram on August 08, 2018, 09:12:19 AM
emus destroy 6 turrets

Well, they are emus, what did you expect?
Makes me remember how Australia gets jabbed for losing a war to emus... playing RimWorld taught me why.

Maybe I should replace my war party of boars with emus
#20
General Discussion / Re: My Doc can't operate
July 07, 2017, 01:52:07 AM
The allowed medicine is on the health tab, not the drug policies. By default it should allow colonists to take up to glitterworld, though I manually lower that to herbal. I only use real medicine for ops and dire situations.
#21
General Discussion / Re: My Doc can't operate
July 07, 2017, 01:42:56 AM
Do you have medicine that's not forbidden? And is the patient allowed to take said medicine?
#22
Ideas / Re: Mark for smelting
July 03, 2017, 07:07:41 AM
Quote from: Aerial on June 29, 2017, 12:32:39 PM
Quote from: Limdood on June 29, 2017, 10:35:05 AM
i just thought....there is a downside to this...it removes the ability of the smelter to determine smelting range - unless both the smelter bill AND the stockpile have to be set right, which just doubles the work instead of making it easier.

"Mark for smelting" should simply take priority over any bills in the smelter.  That way you can still have a bill to smelt all awful melee weapons that are smeltable, but you can also mark a specific non-awful melee weapon and it, too, will get smelted.
+1 On this idea.

Just like having an option to mark an item for hauling (eg. marking stone chunks to be taken to stockpile), an option to mark a certain item for smelting would be great.

Example when to use it:
My smelter is set to melt down all low quality/low durability items. But in the last raid, a raider dropped a good quality plasteel spear with 90% durability. I don't use spears, and would really like the plasteel from just that spear without accidentaly compromising my good or better weapons.
#23
Ideas / Re: More Ways to Regulate Temperature
August 16, 2016, 05:10:42 PM
I'm aboard with this. Simply because my colony suffered many heat strokes during a summer solar flare...

A campfire can keep you warm, but there's no way to cool off without electricty
#24
My valuable supplies are always firmly tucked inside my base, only thing that radiers ever did is go after unwalled solar plants and kidnapping downed colonists

Mostly because I like to sail out when they are prepping and counter assaulting them, gives me room to fall back if things don't go as planned
#25
General Discussion / Re: Fuck this game!!
August 10, 2016, 09:39:25 AM
Besides, contrary to a popular opinion, a club to the face is not a non-lethal option.

Skull fractures, internal brain bleeding and strokes caused by physical trauma are all very real, and very common in a baseball bat+face marriages
#26
Quote from: RetPaladinlol on August 09, 2016, 03:50:16 AM
I thought about that too but as you recruit additional colonists they won't have the cannibal and psychopath traits right?
When you set the option, it gives you a choice of Colonist, NPC, or all characters IIRC. All characters would give that trait to later additions as well
#27
Ideas / Re: More Types Of Severe Mental Break
August 09, 2016, 03:21:24 AM
Quote from: twoski on August 07, 2016, 10:51:45 PM
- Destructive mental break: The pawn walks around and punches furniture/etc, damaging it.
- Verbal abuse: The pawn goes crazy and takes out their anxiety on any nearby pawns, ruining their relationship (ie. their relationship with that pawn suffers greatly and goes into the negatives). This would have implications for marriages/lovers.
I'm all up for these two, the Verbal Abuse would go well with certain "hates men/women, psychopath" etc. traits, and the destructive behavior would give your repairmen a reason to take another look at that furniture, not just the electric appliances that the AI director decides to poop on.
#28
The thing I did on one colony was make a custom scenario with all the presets as the base, 3 survivors crash landed start. And simply added a 100% chance that characters will get a "Cannibal" and "Psychopath" trait on generation.
#29
General Discussion / Re: Why is milk a vegetable?
August 08, 2016, 01:00:50 PM
Or Tynan could decide and throw in a Dairy section of food, with milk, cheese, yogurt and the like.

Just for the lolz... and then add a "lactose intolerant" trait to our colonists
#30
General Discussion / Re: Why is milk a vegetable?
August 08, 2016, 08:46:48 AM
My best guess is that because fine and lavish meals both require a measure of meat and a measure of vegetable ingredients. That way, milk and meat could be used to make a fine meal.

So, game balance?