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Messages - giltirn

#121
This time round I'm trying the one-person no starting items scenario. I'm not finding it particularly difficult aside from the lack of components compounded by the 0 mining skill of my pawn (A17 this matters much more), but it's a refreshing change.
#122
General Discussion / Re: Infections in a17
May 05, 2017, 10:25:33 AM
Quote from: Limdood on May 05, 2017, 09:31:46 AM
- infection reaching 100% will destroy the body part and perhaps (50%?) spread to adjacent body parts to start again.  No more deadly pinky infections, but the chance to spread still gives incentive for amputation if it becomes obvious it can't be cured.

I like this idea. Nothing is worse than watching your colonist waste away with nothing you can do about it. With organ destruction you can at least fix the poor bastard back up given sufficient effort.
#123
General Discussion / Re: Infections in a17
May 05, 2017, 12:41:32 AM
Infections certainly are brutal now. I just lost a colonist to it for the first time since A15 to a scratch from a wayward panther. In A16, as long as you were careful and treated wounds immediately there was virtually no chance of an infection killing a colonist. A17 it seems that RNG plays a much larger role, which I can't say I'm a big fan of. Punish me for my mistakes, but not otherwise.
#124
I really miss the camping mod that I have been using in A16. My colony has mined all exposed components on a large map, which gave me enough for 1 solar panel, 1 battery and 3 coolers, but now I'm stuck because I'm way too early to have anything worth trading and there are no components in sight. I suppose I could start strip mining the hills but I'd much rather there be an alternative. Are these things much rarer than they used to be? Or is it just the new mining skill failure coupled with a "start with nothing" game and a big scoop of bad luck?