Use berserk and they will blow themselves up or sacrifice some animals
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#17
General Discussion / Re: Killboxes, Sappers and Drop Pods
March 14, 2020, 06:11:06 AM
Sappers avoid turrets so you can place them around your perimeter except for one entrance which is a pawn only kill box.
#18
General Discussion / Re: trait changes in 1.1
March 13, 2020, 06:18:17 AM
Seems like slow learner is -75% just because fast learner is +75%, which is pretty ridiculous since 25% is 4x smaller than 100% while 175% is not even 2x larger than 100%. At worst it should be -40%. Still a really boring trait without much gameplay interest.
#19
Releases / Re: [1.1] Overlapping Interaction Spots
March 10, 2020, 01:08:14 PM
Heart warming mod.
#20
General Discussion / Re: Royal Colonists Overpowered?
March 10, 2020, 02:08:23 AM
ooh let's make the swords have their own mood bars and you have to polish them, feed them, take them for walks, cuddle them to sleep etc. or they will be sad and become limp in combat
#21
General Discussion / Re: Stop biting my eyes out
March 09, 2020, 08:35:43 PM
Catch 22 if it generates funny Reddit posts it won't be changed.
#22
General Discussion / Re: Royal Colonists Overpowered?
March 09, 2020, 04:19:20 PM
Just give them a chance to backfire. That should be FunTM and lead to a lot of popular reddit posts.
#23
Bugs / Re: [1.1.2567] Sending a prisoner to his own faction counts as selling into slavery
March 09, 2020, 04:13:30 PM
The loading screen tips imply you should be able to do this. If unintended it should be clarified that "giving" a prisoner back to his faction doesn't count pods.
<li>You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.</li>
<li>You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations.</li>
<li>You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.</li>
<li>You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations.</li>
#24
Bugs / Re: [1.1.2567 (64-bit) Non-Royalty] Batteries Self-Discharge at 3.66W Instead of 5W
March 08, 2020, 11:54:30 PMQuote from: Homez on March 08, 2020, 11:47:26 AM
Also, this is my first post and I just started modding. Please be gentle.
This is probably the best first post that anyone will ever make about rimworld.
#25
General Discussion / Re: Unmetioned damage reduction
March 07, 2020, 01:23:03 PM
There's some RNG based oneshot protection. It's been in the game for a while, if not forever.
#26
General Discussion / Re: Mech clusters subvert the game
March 06, 2020, 06:56:29 PM
It's a joke, when the player gets screwed over with low to no counterplay, I call it "story telling". Who knows, maybe devs believe it unironically.
#27
General Discussion / Re: Mech clusters subvert the game
March 06, 2020, 09:43:23 AMQuote from: lt_halle on March 06, 2020, 12:53:44 AM
There's really no strategy that at all feels "well played" or effective. Any loss against them feels cheap and unavoidable.
That's obviously the whole point. Forcing pawn damage = story telling.
#28
General Discussion / Re: Please bring back camelhair!
March 05, 2020, 08:49:38 AM
Camelhide, but what are they hiding from?
#29
General Discussion / Re: Mech clusters subvert the game
March 05, 2020, 08:47:10 AMQuote from: RicRider on March 05, 2020, 07:38:39 AMQuote from: Ser Kitteh on March 04, 2020, 11:13:42 PM
Player turrets have a minimum range. Charge blasters don't. I'm surprised this got past beta.
Do they keep shooting when you melee them? Why would a charge blaster have a minimum range? It doesn't when it's mounted on a centipede.
They don't have 46 range when mounted on a centipede.
#30
General Discussion / Re: Ive been playing rimworld since alpha 5 , and i have alot of hours ask me anythi
March 02, 2020, 03:30:48 PM
You could try the ultimate degenerate killbox