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Messages - dearmad

#121
General Discussion / Re: "Repair" Needed or not?
December 29, 2016, 01:15:44 AM
Quote from: Draegon on December 29, 2016, 12:32:21 AM
It kind of makes sense to have it merged though,  I mean knowing how to put something together and fix something broken sort of go hand in hand. At least in my opinion.

They are derived from the same skill but they are not the same activity...
#122
Ideas / Re: Fences
December 29, 2016, 12:13:12 AM
there is a mod with this already. i think one of "T"s?
#123
Quote from: raonull on December 28, 2016, 09:34:33 PM
as I recall, animals in game don't commit incest, so to have a proper herd you need more than 1 male... true?

In the time frame of the game f is more valuable by far. You have 7 f llama and 1 male. you will soon have an infinite herd and can sell all the males you get and it will still pop explode. you only need one generation.

try that with males...
#124
General Discussion / Re: "Repair" Needed or not?
December 28, 2016, 09:31:05 PM
I would like it back. Please... :-\
#125
Quote from: Lightzy on December 28, 2016, 05:15:48 PM
Weapons are made cheap because you can get infinite weapons from massive raids.
I've yet to play a build of rimworld where I actually built a weapon. That'd be almost pointless since you get superior sniper rifles from raids starting on like the 3rd raid.

There's no real solution I think.

You can make it so that raiders don't drop weapons but that would be very immersion breaking.

You can make it so that all dropped weapons are of really low structural integrity, which is fine but guns don't really deteriorate so much with use that I've noticed so it's not likely to make any difference

You can make guns deteriorate with use but you'd STILL be overflowing with weaponry from raiders

Hm

Dunno.
No real solution that I can think of

So... introduce ammo requirements? Loads of useless weapons, relatively cheap. And your resources go to ammunition crafting and purchasing? Ammo is sort of a currency in a lot of post apoc worlds. As long as the mechanism to load weapons and sustain a firefight isn't overly complicated.
#126
Quote from: LordMunchkin on December 28, 2016, 05:40:30 AM
Even with a hospital bed, medicine, and a level 15 doctor, a so called "Planet-class" level of skill, I'm barely getting 50/50 good treatments. I don't even plant herbal medicine anymore because it's completely useless for anything but 15+ skilled bionic doctors WITH hospital beds. Unless the dev intends for no one to ever use herbal medicine, I think some rebalancing is in order.  :P

My level 11 doc has transplanted a lung, a leg, implanted a brain soother. With normal meds. A normal bed (superior) designated as hospital and not other equipment.

I think there is some selective experience remembering going on here when a favorite person dies.

I personally like the risks! I mean really... new eyes? Not simple...

And if weapons were expensive think about that- they are unlimited: generated by waves of raids... talk about a harvest.
#127
Ideas / Tiny suggestion: Female animals are too cheap...
December 28, 2016, 08:54:54 PM
They should be pricier since it only takes one male and off you go...
#128
I know this is a sort of necro... but I was updating this guy's graphics to A16. Got through the other set of graphics he did and went looking for this... the link is dead.

Does anyone have the SteelRockSlag_v1.1.zip? If so I could use it to quickly update....

thanks.
#129
Just wondering what changes were made... can't find a changelog forum or posting.

oh edit- my mistake- it was workshop content updating. Sorry for false alarm...