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Messages - 5thHorseman

#166
Not a modder so don't know how possible it is, but could a mod add a second map, like that mod that adds underground mining, and could that map be just a big indoor storage area for clothes, with an entrance being an item in the real world, a wardrobe?

Now it would look weird for a pawn to walk up to a wardrobe and disappear and then watch them walking around in this big room, but you could RP it that the time spent there is them rifling through the closet :D

I don't think I'd use it, I don't keep enough clothes for it to bother me. But it was just an idea.
#167
Quote from: Ruisuki on November 10, 2018, 04:07:08 AM
what did 1.0 change to have you building smaller bases?
Colony wealth and number of pawns are two big factors in raid sizes, so it's always a good idea to not keep expensive junk you're not or are barely using (including rooms and machines and silver floors and that masterwork jade chess table), and instead make sure anything really expensive is there to defend the rest of your stuff.

Some think this is less reasonable than others :)
#168
Quote from: jayman1000 on November 09, 2018, 08:11:54 PM
Where is the kidney stored until I can install it, is it like any other item in the world, can it get damaged if it just lays on the floor etc?

Like horseshoes, every Rimworld is littered with sealed boxes to put organs in. The organs never deteriorate while in these boxes, though the boxes do deteriorate if left outside like other things do. When the procedure is complete the box with the kidney will just become an item in the world.
#169
Capture the enemy pawn, put him in a nice room with a prisoner medical bed, lights, etc.
Health tab, add bill, remove kidney.
When that is done you'll have a kidney, then on your hapless bear hunter do the same, only install kidney instead of remove. And of course use a non-prisoner medical bed.
#170
Quote from: zizard on November 09, 2018, 11:47:08 AM
Storytelling evasion loopholes are continually being closed.
Yes, hiding tens of thousands of silver from the wealth calculator, digging it up again whenever a trader showed up, was superfun. I hope they don't patch out intricately zoning your home area around art pieces so nobody will repair them, and then throwing grenades at them because that's the only fun left in this game.
#171
I'm enjoying Kitsch and Marbozir's Rimworld games. Both are familiar with the game but don't follow development like those on the forum do so are frequently tripped up by things we don't even think about they're so ingrained now.

Kitsch is 100+ episodes into a 1.0/0.19/1.0 run, and has reloaded several times because it was that or quit, which I'm fine with as he did it openly and states that he lost, and just wants to see how it plays out if he didn't lose.

Marbozir just started a 1.0 run. He's also pretty amazing at Xcom considering how from-the-hip he plays it.
#172
Quote from: jayman1000 on November 07, 2018, 04:16:06 PM
Calm animals should not set off traps, but these boomrats keep on setting off the traps blowing themselves up because they die. Is this a bug?

No. They tried it many ways in the beta and decided on this so it is not a bug.

Quote from: jayman1000 on November 07, 2018, 05:10:04 PM
The tooltip for the traps says "Animals can sense these when calm".
Hm that sounds like the bug. Though animals don't ALWAYS set off the traps, as you have likely noticed the boomrats don't always die on your first trap but sometimes several in. Maybe it should say "Animals sense these when calm, at least most of the time" or something.

Quote from: jayman1000 on November 07, 2018, 05:11:57 PM
But are you saying pawns can get hit by their own traps?
Yes they can, and can die instantly from them. They will avoid traps if they can but will walk over them if they must and there is a slight chance (I've heard 0.2% but have no proof of that) they will trigger them when walking over them. Note, they also have this chance when moving a trap, but they do not have a chance when uninstalling or installing a trap, which annoys me to no end.
Quote from: Nameless on November 07, 2018, 08:46:12 PM
Rabbits and Rats and Squirrels keep triggering my traps its super annoying especially in winter when all the animals tries to come inside my base to eat that one bush for some reason when there are few thousands outside.
Put a door at the end of your trap corridor and only open it when being raided.
#173
That is a feature (as in aspect, not bonus) of the game, once you abandon a settlement you can't go back.

Either you can load an old save from before you abandoned the settlement, or the corpses are gone. I don't know of another option.
#174
I just don't light my barn. Creatures don't care and people aren't in there enough for it to matter.

And I don't even keep hay.
#175
Quote from: trihero on November 06, 2018, 02:36:59 PM
In practice, two things happen as a result of you slowly killing centipedes:

3) You get sick of doing it and see how much you can push standing still (or you simply forget for a split second to move again) and suddenly your kiter is on fire or missing leg.
#176
I think that was my post. It was met pretty negatively by the community and not at all by the devs or modders, and no I've not seen any mods that implement it even in a discussion.

I'd love to try it as well, though I admit it'd be a pretty huge change and would likely require a lot of balancing.
#177
Quote from: zizard on November 04, 2018, 12:27:03 AM
@5horse

Goal is not to simply be poor, it is to be as strong as possible with least wealth.

I understand that. Getting strong weaponry and armor without also accruing other wealth proved difficult, as did protecting my base with static defenses without the same. Either my wealth was rising or my pawns were going on mental breaks every other day.

I'm not saying I'm the greatest player in the world. I'm saying this felt not much (if any) easier than the way I play the game normally.
#178
Did he stay in his room or start to walk off the map? If he stayed in his room, could he path to the edge of the map or did you trap him there somehow?

The moment a guest gets up, he decides if he's going to join you or leave the map. If he joins, you control him. If he does not join, he does his own thing (including self tending) with a big priority on heading off the map.
#179
Quote from: jchavezriva on November 03, 2018, 08:42:39 PM
An ascetic guy had a 20 something percent parka for a long while now. Im waiting for him to change it automatically but he doesnt do it.

I dont know if it has something to do with being ascetic, but the guy did bother to change other clothes in bad shape. And the mood debuff is there.

Yes there are replacements avaliable. Yes they are in his allowed zone.

Are the replacements better? Not in quality, but in armor/temperature protection?

If you want people to not wear tattered clothes, set their clothing restrictions to not allow tattered clothes.
#180
Quote from: eugeneb on November 03, 2018, 07:21:10 PM
Not sure if it's a bug or works as intended (combined with my luck) but will report just in case. I am playing naked brutality and have 3 people: 2 with short bows, one with club. Hostile outlander with a gun shows up and after a fight, my guys win but are badly injured. After a dramatic attempt to patch people up, everyone ends up unconscious, bleeding and certain to die.

But then, sensing trouble, a mysterious stranger in black shows up to help my colonists. Sadly he is incapable of doctoring and just watches everyone die. It was pretty comical, in a way. Now I have a mysterious stranger, 3 bodies and a tribal warrior in prison that I was attempting to recruit earlier.

I'm pretty sure that's the Lone Ranger's origin story. But no I don't think it's a bug. I recall Tynan mentioning the MIB is not tailored to your situation, just a random person like anybody else.