One pawn play through.

Started by TMAN80SS, September 12, 2015, 11:05:19 PM

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Too-DAMN-Much

Quote from: JimmyAgnt007 on September 17, 2015, 09:00:31 AM
a single pawn cant treat himself no matter how good his gear or meds are.  Id love to play with a single pawn if he could.  we need an auto doc and a timer on the stasis pods.

the medical beds do a tiny tiny bit automatically though, even more with vitals monitors, i've stopped myself from doing it these days, but i never used to build any type of beds that weren't medical beds just so people would heal while sleeping, either way, thanks for answering.

Simon_The_Space_Engineer

Now that I think about it, shouldn't there be a way for a colonist to treat themselves for disease and infection? If anything it would probably be just taking a pill
In the end, we all make the same leather hats.

CB elite

Quote from: Stone_enderman on September 17, 2015, 05:38:58 PM
Now that I think about it, shouldn't there be a way for a colonist to treat themselves for disease and infection? If anything it would probably be just taking a pill

Being able to treat your own infections/diseases/wounds is a major part of survival in my opinion.
I don't know why it's not possible to force self treatment yet :(
Hoping it will be implemented in the future.

Coenmcj

Quote from: CB elite on September 17, 2015, 07:17:16 PM
Quote from: Stone_enderman on September 17, 2015, 05:38:58 PM
Now that I think about it, shouldn't there be a way for a colonist to treat themselves for disease and infection? If anything it would probably be just taking a pill

Being able to treat your own infections/diseases/wounds is a major part of survival in my opinion.
I don't know why it's not possible to force self treatment yet :(
Hoping it will be implemented in the future.

Atleast for the minor stuff, no surgery or anything (That Russian was a badass... he doesn't count, lets assume they're "Normal"-ish people?)
Like dealing with infections or applying bandages to lighter wounds and stuff.
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CB elite

Yeah, exactly. Im not asking for the ability to give myself a bionic eye (ow). I just wanna be able to drink my own cough syrup or put my own bandaids on. Lol

TheDirge

Quote from: CB elite on September 18, 2015, 12:45:49 AM
Yeah, exactly. Im not asking for the ability to give myself a bionic eye (ow). I just wanna be able to drink my own cough syrup or put my own bandaids on. Lol

'A colonist drank too much cough syrup' event popping up, imagine that.

CB elite

"Medicine tastes bad" -5 mood

Lol

If I could have things my way, the medical system in this game would be so overly complex, it might as well be called "Hospital Architect" haha

MisterVertigo

I'd love to be able to self-treat wounds. Just like you can right-click on a meal to "consume" it, we should be able to right-click on medicine to "Treat Wound".

This would be very helpful, because 90% of the time it's my best doctor who gets sick and needs the treatment.
"In vertigo you will be..."

"Relax, people. It's a teeny indie game; don't kill it with love." - Bozobub

Too-DAMN-Much

there's quite a lot of self treatment you can do, almost all of it minor though, i recall one time i fell and messed myself up a bit, should have called an ambulance but just went for the plastic adhesive stitches, found a nice big rag to get the blood to start to coagulate and stop dripping so much, sat down, finished the bowl of weed we were smoking and the movie, then walked 45 minutes to get real stitches.
my eyebrow has healed perfectly as well, you can't even see the spot honestly.

then there's the time i was building a PC for someone and one of the metal shields didn't want to come loose the entire way, that i straight up and rushed to the hospital for because it was a huge cut vertically on the inside of my wrist (not the bottom the way your hands face while typing) deep enough i could see a little of the fat and right near the arteries, of course tried to stop bleeding as much as possible and actually rushed out there instead of just lazily walking.
that had professionally (supposedly) done stitching and yet that leaves a huge spider with 8 dots for feet that will never go away.

i could never give myself proper stitches with needle and thread, no way in heck, that's a job someone has to do for you for the most part, but while there's a lot of quick stopgap stuff like pills and antibiotics for infections and diseases and bandaids and splints for others, i think for a lot of diseases or infections the problem is self diagnosis, correctly.

A Friend

Quote from: Too-DAMN-Much on September 18, 2015, 10:27:45 PM
then there's the time i was building a PC for someone and one of the metal shields didn't want to come loose the entire way, that i straight up and rushed to the hospital for because it was a huge cut vertically on the inside of my wrist (not the bottom the way your hands face while typing) deep enough i could see a little of the fat and right near the arteries, of course tried to stop bleeding as much as possible and actually rushed out there instead of just lazily walking.

Damnit, my imagination just showed me something horrifying.
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"

milon

Quote from: CB elite on September 18, 2015, 02:29:22 PM
"Medicine tastes bad" -5 mood

Lol

Ha ha!  Yeah, either that or else one with Chemical Interest will chug the cough syrup for the alcohol content.  ;)

But a single-pawn game sounds like fun.  I'll give that a try sometime.

Spectre

I'm just wondering would raids become insane after awhile? I'm still not quite sure on the relationship between raid strength and colony wealth. Does raid strength go up over time anyway? Or is it only directly effected by colony wealth?

So if I wanted to play as a single guy called Paul who lives in a 2 x 1 wooden house, and his only possession is a stick called Mike would 30,000 power armoured pirates eventually feel the need that Paul and Mike are an affront to their senses and murder them?
Holding hands whilst the walls come tumbling down.

TLHeart

Quote from: Spectre on September 19, 2015, 05:48:48 PM
I'm just wondering would raids become insane after awhile? I'm still not quite sure on the relationship between raid strength and colony wealth. Does raid strength go up over time anyway? Or is it only directly effected by colony wealth?

So if I wanted to play as a single guy called Paul who lives in a 2 x 1 wooden house, and his only possession is a stick called Mike would 30,000 power armoured pirates eventually feel the need that Paul and Mike are an affront to their senses and murder them?

NO, the vanilla story tellers will keep sending wanderer joins events, as the minimum number of acceptable colonists is 4.

Spectre

Quote from: TLHeart on September 19, 2015, 08:09:34 PM
Quote from: Spectre on September 19, 2015, 05:48:48 PM
I'm just wondering would raids become insane after awhile? I'm still not quite sure on the relationship between raid strength and colony wealth. Does raid strength go up over time anyway? Or is it only directly effected by colony wealth?

So if I wanted to play as a single guy called Paul who lives in a 2 x 1 wooden house, and his only possession is a stick called Mike would 30,000 power armoured pirates eventually feel the need that Paul and Mike are an affront to their senses and murder them?

NO, the vanilla story tellers will keep sending wanderer joins events, as the minimum number of acceptable colonists is 4.

I understand that colonists count towards a colony's worth. But if you turn those wanderers into meat and leather, then surely that would keep the colony wealth down? Again, if someone who can explain this system to me could, I'd really appreciate it.
Holding hands whilst the walls come tumbling down.

TLHeart

Quote from: Spectre on September 19, 2015, 08:13:33 PM
Quote from: TLHeart on September 19, 2015, 08:09:34 PM
Quote from: Spectre on September 19, 2015, 05:48:48 PM
I'm just wondering would raids become insane after awhile? I'm still not quite sure on the relationship between raid strength and colony wealth. Does raid strength go up over time anyway? Or is it only directly effected by colony wealth?

So if I wanted to play as a single guy called Paul who lives in a 2 x 1 wooden house, and his only possession is a stick called Mike would 30,000 power armoured pirates eventually feel the need that Paul and Mike are an affront to their senses and murder them?

NO, the vanilla story tellers will keep sending wanderer joins events, as the minimum number of acceptable colonists is 4.

I understand that colonists count towards a colony's worth. But if you turn those wanderers into meat and leather, then surely that would keep the colony wealth down? Again, if someone who can explain this system to me could, I'd really appreciate it.

no raids will NEVER become insane if you keep the colony wealth down.