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Messages - Toast

#61
General Discussion / Re: [B18] New Mental Breaks
November 23, 2017, 12:42:01 PM
A question, since I haven't seen any of them yet: at what level of mental break do you get item destruction and animal slaughter spree? I mean are they considered "extreme" or "major" breaks? (I certainly hope not "minor")
#62
Ideas / Re: Floor beauty overhaul
November 21, 2017, 12:46:49 PM
Intriguing idea. I also run into the problem of not wanting to upgrade my base because I simply don't like how the "nicer" materials look compared to wood. Not for everything, maybe, since I'm not sure concrete, for instance, should ever look GOOD... but the idea of being able to upgrade within the same material is appealing to me.
#63
Ideas / Re: Support for tundra tribal starts
November 21, 2017, 12:43:03 PM
I think some biomes are intended to be more "artificially more difficult" than others, and tundra is one of them. The tribal start is also intended to be more difficult than the spacer start and the game even labels it as such. Combining two forms of added difficulty *should* lead to a very difficult start. I'm not sure it needs fixing.
#64
Ideas / Re: Torso Infection
November 21, 2017, 12:34:57 PM
Well, there already exists a similar counterplay to torso infections: Luciferium. If you have a patient with very poor prospects of surviving a torso infection (age, other injuries? idk, I have never had anyone die of an infection) you can administer Luci and it will boost their rate of gaining immunity significantly. It's not exactly the same as replacing an organ or whatever but it's the same idea of a permanent change to the pawn's body enabling them to live through the ordeal.
#65
Bugs / Re: B18 - Bog biomes hard to generate?
November 21, 2017, 12:25:07 PM
Have you tried generating a world that's somewhat colder and wetter than average? (Don't go TOO cold and wet or you'll get an ice ball.)

ETA: okay, I just generated a world with the standard temp and wetness settings with the seed "eighteen" and 50% globe coverage. There are two cold bog areas of reasonable size, one in the northern hemisphere and one in the south. Give it a try, hope it works for you.
#66
Bugs / Re: Alone guy with asthma stay at bed.
November 21, 2017, 12:21:40 PM
As noted above, it's 99% sure he's waiting for someone to tend to his asthma. Open his medical tab and click "self-tend" so he can do it himself and he'll stop waiting.
#67
FYI, you don't have to re-recruit a colonist who's been put in the pokey. Just release them and they automatically rejoin (with the appropriate mood debuffs).

However, if they resist arrest, you may end up having to beat them down anyway.
#68
Bugs / Re: [A18] Manhunter Wargs broke through a Door.
November 19, 2017, 01:53:24 PM
So, here's the thing: manhunter animals WILL attack and break down doors IF they detect a colonist entering that door. Otherwise, they will just wander around enraged until they get too sleepy or hungry and leave. So if you are able to hide everyone inside before any manhunter animals are close enough to detect them, it works as the event text says.

I believe this behavior was changed in some patch a while back to prevent cheesing manhunter packs by popping out from closed doors to take potshots.

But I think you are correct that the text of the event is misleading because it does not explain this.
#69
They should also not need to be researched given that they have no gameplay effect, and calling a piece of cellophane over a bulb a "technology" is rather silly.
#70
Bugs / Re: Pawn bled out even when fixed.
October 28, 2017, 01:30:18 PM
Turn on Dev Mode in the Options menu. There's an icon, fourth from the left I believe, that has options allowing you to alter pawns. There's a couple different ways to heal injuries there: "Heal random injuries" and also "restore body part." If you use "restore body part," choosing "body" should fix all the pawn's injuries at once. It's a rather kludgy fix but it should allow you to save the pawn.
#71
It's not "easy" to increase population by buying slaves, no. Slavers will stop offering humans for sale once you get to a certain population and even before then they are very hit-or-miss about whether they offer any. Before the population cap, you can sometimes get lucky and find a few pawns well worth the asking price. But for an advanced colony it's not a viable replacement method, really.
#72
Sadly, you cannot get components with a deep drill. http://rimworldwiki.com/wiki/Deep_drill

You can get everything else that's mineable plus chemfuel, for some reason (I guess it's supposed to be like oil maybe?).
#73
Quote from: asanbr on August 15, 2017, 06:20:59 PM
Currently, emptying a group of graves to burn the corpses is a horrible micro job.

If I may ask, why not just mark all the graves for deconstruction? Colonists will remove the bodies before deconstructing the grave, thus making it impossible to re-bury them in that spot. It works well when I do it. Is there some reason you would need to keep empty graves around if you wish to burn all the bodies in them?
#74
General Discussion / Re: Cooldown between infestation
August 19, 2017, 02:46:26 PM
Fun fact: the cooldown is the same as the lifespan of the glowpods the hives spawn. So if you remove the hives promptly, but not so quickly that the glowpods don't have time to spawn, you can use them as a warning system; when they vanish, a new infestation is possible.

http://rimworldwiki.com/wiki/Glow_pod
#75
I believe Tynan said in another thread he was going to re-tune the probability of such relationships. Which I support, as I also find it immersion-breaking to have accidentally crash-landed colonists finding their entire extended families on some random backwater planet. It happens far too often right now.

Here, I found it: https://ludeon.com/forums/index.php?topic=34562.0