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Messages - Foefaller

#16
General Discussion / Re: Rimworld Logic
January 05, 2018, 10:23:16 PM
Quote from: Names are for the Weak on January 05, 2018, 12:47:26 PM
Oh trust me, on sea ice, manhunting elephants are perhaps the best thing that could happen to you. And people complain about infections, but I find that they are only a problem if you let them go untreated for a long time. And in a real survival situation, infections would be a likely occurrence from an untreated wound. Did you treat the guy's injury at all before the infection?

Infections can kill if it's on top of other injuries, especially if it was enough to incapacitate a non-wimp in the first place and/or you had no meds to treat the infection. I think I've lost about half of potential recruits to infections not because they got to 100%, but because at about 85-90% they die from 0% consciousness from that and the cumulative effect of all their other wounds.

Also, kidney and liver damage will greatly slow down a pawn's ability to build immunity to any disease. Almost lost my builder because of chemical damage to one of her kidneys thanks to pre-existing flake addiction. Thankfully, one of the surviving raiders still had a perfectly good kidney of their own...
#17
General Discussion / Re: Someone's organs harvested
January 05, 2018, 01:15:23 AM
Quote from: Harry_Dicks on January 04, 2018, 04:05:15 PM
Quote from: muffins on January 04, 2018, 07:53:33 AM
If they were recently captured after a raid or harmed a colonist they get a "considered guilty" tag for a little while where you can chop, butcher and execute to your hearts desire without getting the "innocent prisoner harmed" debuf.

Oh my gosh, that's what that stands for! I always wondered what it meant, and always forgot to look it up. That's so great, thank you so much.

Note that killing a "guilty" prisoner will still give a mood debuff, but in most cases will be a measly -2 instead of what it normally is.
#18
Ideas / Re: Your Cheapest Ideas
January 01, 2018, 10:53:28 AM
-Colorblind-friendly colors for graphs in the History tab. (literally cannot tell the difference between the material and building wealth graphs)
-Nice pawns are more likely than almost any other to go violent when breaking.
-Ability to smooth natural rock walls to remove ugliness, like with rough rock floors.
-Long-established colonies can get dirt roads built to connect them with nearby roads if they weren't already on a road.
-special conduits that let us overlap separate power grids.
-windows: good for beauty, lets in outdoor light (capped at 50%) and can be shot through for better-than-sandbag cover, though this "breaks" them till repaired, allowing people to crawl through them, and are weaker than regular walls to begin with. Needs research to unlock.
#19
General Discussion / Re: Closed vs. Open Colonies
December 30, 2017, 11:49:57 PM
If I drop in a mountainous region or even just some good-sized hills with natural chokepoints, my inner dorf sets in and I tunnel a vast closed mountain complex.

Otherwise it's usually open. Buildings are separate with paths open to the sky and there is rarely a wall surrounding it, mainly because my haphazard playstyle of insufficient planning means I'm constantly expanding outward in almost every direction, making sandbags and most other defensive emplacements feel like they are constricting me, not protecting me.
#20
Bed Rolls could get a rest/comfort bonus from nearby campfires, and remove the penalty from sleeping outdoors.

Might even have colonists with the "Outdoor Lover" trait that will get more comfort and rest with this setup than they will with regular beds with end tables and dressers.
#21
Ideas / Re: Hidden Planet Stats
December 29, 2017, 03:47:27 PM
I think natural disasters, like raiders, are governed by the storyteller.

If you want fewer disasters, ATM you should pick Phoebe Chillax.

Though... this is a good point to add that I would love to see more types of storytellers, like one with an emphasis on natural disasters, one on raids, one on animal attacks and/or diseases, or one that's more likely send you oddball colonists like nudists and cannibals and former pop idols.

Also like the idea of more variants between planets, especially the idea of seasons and day/night cycles that don't match up to a normal day/month.
#22
I think the issue is water, or rather, the fact that it's worthless and isn't required for anything. Having a lake or a river on your plot should be a boon to your settlement's survival, not some annoying thing that gets in the way of your perfectly-designed fortress. The lack of water should be the actual challenge of arid biomes, but since you never need water in the first place, the only real long-term challenge is the heat, and as people have said, it is nowhere as punishing as extreme cold is.

If there were things like fishing (especially Ice fishing) hydroponics requiring a steady water supply (either to work or to get better-than-fertile-land results), the ability to irrigate farmland to increase fertility, with the ability to melt ice and snow to get these things... There are a lot of things you can add to make the (frozen) water abundance of arctic climes compared to arid ones a boon for them without having to add a thirst meter.
#23
Quote from: Limdood on December 29, 2017, 11:49:29 AM
remove the sandbag immediately above your topmost turret.  replace it with a wall (like pawns, turrets can "lean" out to shoot around an adjacent wall).  Then, to keep enemies from taking cover behind the wall, place a sandbag directly above the newly placed wall.  a raider could stand behind the sandbag, but would not be able to shoot due to the wall (you can only shoot around adjacent walls, not walls 1 tile away)

This will move the supports 1 tile further out, which SHOULD be enough to prevent cave ins.
Actually,  I believe he would need to put the wall where the topmost trap is. Sandbag is still too far. So he'd have to put two wall tiles- one at the sandbag and another at the trap- to get the shoot around effect, and then a sandbag behind that to make sure raiders can't use it for cover.
#24
Ideas / Re: Scars -- Pain level
December 29, 2017, 12:04:45 PM
I've always felt "scars" were just a shorthand to "injury that didn't heal properly, leading to chronic pain and/or a less-than-full recovery of motion/sensation."

Mainly because I'm pretty sure more than a few of the injuries my pawns have gone through would *absolutely* leave scars, regardless of the medical care involved (well, maybe not glitterworld medicine, but you know what I mean) Heck, I've had prisoners that were cut and shot full of bullets, bleeding out, treated with NO medicine, and they healed with no scars... If we're talking scars in a literal sense, I'm pretty sure that's simply not possible with injuries severe enough that they could die from blood loss.

You could definitely argue that the naming is bad; instead of "scars" it should be things like "chronic pain" or "limp" or "scarred lens" (for eye injuries) Thing is, while "stiff joint" might be an accurate descriptor to why your pawn's arm isn't at 100% after getting shot there and receiving crap medical care, it doesn't convey that it's because of an injury. In fact, if I saw that on a randomly generated pawn, I would think ageing, especially if they were in their 50s. Scar woefully underrepresents what it likely actually is, but it clearly conveys that it's the result of injury, not something else.
#25
General Discussion / Re: I don't get Food priorities
December 29, 2017, 01:15:49 AM
Have you tried forbidding the meals and pemmican as your cooks are making them? Might not help the raw food issue (which sounds like a bug) but it will at least let you stockpile those things in the meantime. Just remember to unforbid them before you form the caravan.

I do agree that we kinda need ability to blanket forbid certain foods (especially setting meal quality to prisoners, same as medical care), or at least set the priority of what colonists eat (instead of them always going for the best food that is closest to spoiling)
#26
Ideas / Re: More variant raid for tribal faction.
December 27, 2017, 02:17:11 PM
Quote from: khun_poo on December 27, 2017, 02:10:49 AM
Quote from: Songleaves on December 27, 2017, 01:35:55 AM
Maybe they can surround your base at a distance and set everything on fire? Various native peoples used to do something similar to funnel deer and other herd animals into a small corridor to attack them.

I love the idea too. I like to add some sort of raid that seem like sapper to tribal too. At first glance, I thinking the same thing that about those tribal lay waste of everything on fire. Sadly, I think most of people use to make wall of stone instead of wood. That'll make them just burn themselves though  :-\.

There are still farmlands for the things you can't grow with hydroponics, like hay or cotton or hops, and most people at least start with wood buildings, and probably still use them when they need an emergency room (like more beds for sick/prisoners)

It would still be a good way to surprise a player who might still be majority wood buildings and/or hasn't cleared the brush from next to their farmlands.

As for burning themselves. Might be the first thing they do is clear the brush around the area they plan to stand when they set the fire off. Could be the hint that these aren't run-of-the-mill tribals who are bringing clubs to a gunfight.
#27
Probably is a bug related to temperature. I had one map that had a small hive to start with, and during the first cold snap the bugs left the cave they were in and started wandering around my base. Best I could tell it was because it got so cold that the hive that anchored them to the cave was destroyed.

Weren't aggressive at first, but after one of my pawns got struck by lightning from a flashstorm (what luck) and fires started popping up, had no choice but to kill them since most of the colonists fled in terror at the sight of them.