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Messages - eadras

#16
General Discussion / Re: Bionics in A17
June 25, 2017, 03:39:10 PM
This is one reason that I always use the EPOE mod.  The other being how ridiculously easy it is for colonists to have fingers and toes destroyed, and how much of an impact on their performance that causes..
#17
General Discussion / Re: Taming by doctoring at A17
June 25, 2017, 03:30:59 PM
Quote from: Canute on June 25, 2017, 03:22:28 PM
"less frequently" does that mean you got a bond at this way so far, or do you still trying and don't got one so far ?
Does anyone got a succesful bond while tending an animal with A17 so far ?

I have a colony that is 6 years old, with over 50 animals which I use in combat frequently.  Thousands of wounds have been tended, and I've only seen a doctor bond with an animal once.  I haven't rescued many wild animals - just a half dozen manhunter grizzly bears, which did not bond while they were tended.
#18
General Discussion / Re: Taming by doctoring at A17
June 25, 2017, 01:59:06 PM
The bonding while tending event seems to occur much less frequently in A17, compared to past versions.
#19
I can see it now.  Jill is scratched in the eye by a manhunting squirrel, and becomes "disfigured", resulting in everyone instantly hating her and voting her off the island.  Sound fun  ::)
#20
I have a chicken farm in my current A17 colony.  This was not part of my plan, but I got the "chickens join" event, so figured I would give it a try.  Managing the population is not difficult.  Simply cull most of the roosters, and separate the remaining roosters from the hens until you want to expand your flock.  They do eat a lot, though.  The only real benefit is that each egg replaces the meat component in a fine meal, reducing the amount of hunting micromanagement required.  Overall I prefer farming muffalos, as they provide wool, milk (works for fine meals as well in a17), and very sturdy defense vs. raiders or manhunters.
#21
Realistically, colonists should be able to carry both a melee and a ranged weapon, and switch between the two if engaged in melee combat.
#22
Ideas / Re: Caravans and deadfalls
June 16, 2017, 08:00:06 PM
I had 3 exterior doors, and all were open.  The caravans just decided to set up in the middle of my trap maze for hilarity of mayhem.  If they don't set up on top of your traps, they park their hungry muffalos right on top of your 80% grown devilstrand field.
#23
I've noticed babies being born with random addictions as well, but since they are cured of it before toddler stage, it isn't really a major issue (incapacitated pawns cannot break).  The only exception would be if a baby was born with a luciferium addiction...

On another note, my doctor just gave birth to triplets.  What are the odds of that?  I know they are quite low irl without the use of fertility drugs.  It's hilarious watching her ping pong back and forth trying to breastfeed all those screaming mouths.
#24
Ideas / Re: Caravans and deadfalls
June 16, 2017, 05:45:47 AM
I also noticed this behavior on my one A17 extreme attempt.  I don't usually use trap mazes, but I was struggling and pawns were losing body parts, so I put one up.  Every caravan went straight to it and pathed over all the traps, often setting them off.
#25
I have seen this happen as well, including the "friendlies" showing up and milling around aimlessly until they go berserk or pass out.  Are you using any mods?  I didn't see anything in my debug log that would help me narrow down the problem.
#26
I noticed a minor issue in my last colony, where my priority 1 doctor was also a new mother.  Every time the baby would start crying and need rescue, I'd get errors like this:

Isolde starting job BreastFeedBaby A=Thing_Human165943 from JobGiver RimWorld.JobGiver_Work while already having job TendPatient A=Thing_Human161987 without a specific job end condition.

Sometimes she would put the baby back to bed after feeding.  Other times should would drop it and leave it crying.  If I have more than one high priority doctor, they will rush over with a meal to feed the baby at the same time as the mother is trying to breastfeed it.  Not game breaking stuff or anything, just some minor prioritization issues that I wanted to give some feedback on. 

Also still hoping to see child raiders forbidden if it's not too difficult.  Great work on the mod so far, it really adds a missing dimension to the game by adding meaningful familial connections and the need to protect the young.
#27
Ideas / Re: Aquatic creatures and threats
June 15, 2017, 07:33:42 AM
Some good ideas here.  I'm looking forward to seeing what Tynan does with the river and sea water in Rimworld.  So far he's done a great job balancing detail and micromanagement with fun.
#28
Ideas / Re: Hunting boomalope in the rain
June 15, 2017, 07:30:39 AM
I frequently hunt boomalopes in the rain, and noticed this behavior.  The "prone" accuracy debuff does seem to be a bit extreme, and could use some tweaking.
#29
General Discussion / Re: Mining for gold
June 15, 2017, 07:29:03 AM
Wood flooring + incendiary launcher has been my recipe for infestations in A17.  The only downside is that it cooks the meat and jelly.  As someone else said, gold deposits are very small, so make sure not to leave undiscovered tiles in your exploratory tunnels.
#30
I want to complete one of those map missions, but I haven't managed to yet.  Either something happens to stop me from sending them out, or upon arrival, I find that the force I sent is insufficient to pacify the objective.  Some of those objectives have 6-8 turrets, incendiary mortars, and several heavily armed guards.  If I send enough of my best fighters to have a chance at taking it, there is invariably a massive mech or sapper raid at my base.  Been playing Randy and Cass at Intense level in A17.