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What's this about attaching leeches to your cock, sounds intriguing
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# ? Dec 28, 2016 06:18 |
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# ? May 22, 2024 18:51 |
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Flesh Forge posted:What's this about attaching leeches to your cock, sounds intriguing You say that now, but trust me; it always ends with your spine being surgically cut out.
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# ? Dec 28, 2016 06:44 |
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It's just dumb that in a game based on realism you can call someone a Planet-class Master and they still slice up someone's torso when installing a prosthetic leg
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# ? Dec 28, 2016 07:11 |
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When do they add the nurse roles to improve surgery chances? I say this and then he does then it becomes legit impossible to do any medical task without the extra help.
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# ? Dec 28, 2016 07:36 |
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Leal posted:I wasn't kidding when I said Tynan left in failures like that because it happened in medieval times. He legit thinks that since some hicks who thought attaching leeches to your cock made you more virile would do things like that during 1100 AD that a space faring civilization should have the same medical understanding. It's understandable if the surgeon is completely untrained. Surgery is loving hard, and you need to know where the arteries are to not murder your patients constantly. But above 15 skill or so your pawn should be a better surgeon than most that exist today.
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# ? Dec 28, 2016 08:01 |
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Cup Runneth Over posted:It's understandable if the surgeon is completely untrained. Surgery is loving hard, and you need to know where the arteries are to not murder your patients constantly. But above 15 skill or so your pawn should be a better surgeon than most that exist today. I get failing surgery, but some things they fail at is just too much. I went to stitch this guy's leg and ended up slicing off his ear. I'm not surgeon but even I, some random retail worker, could probably successfully stitch up a guy or at the very least not slice the man's ear off. And speaking of doctors, my current game's doctor is a man named Giggles who was a traumatic child and a mental patient. For some reason this makes him have the highest medical abilities, I mean this guy has mental issues so at least then I guess I can accept him slicing off a man's dick when trying to bandage a pinky.
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# ? Dec 28, 2016 09:15 |
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So I guess that Psychology mod finally updated.
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# ? Dec 28, 2016 09:22 |
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Cup Runneth Over posted:So I guess that Psychology mod finally updated. quote:All pawns are graded on the Kinsey scale instead of using sexuality traits.
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# ? Dec 28, 2016 09:26 |
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Gay takes up a trait slot. Makes you think.
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# ? Dec 28, 2016 09:50 |
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I almost wish they kept the old system because it was hilarious seeing people freak out about imaginary computer game mini people not being bisexual It's like being upset that Lego men don't have genitals
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# ? Dec 28, 2016 11:09 |
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KyloWinter posted:Gay takes up a trait slot. Makes you think. This honestly bothers me a lot.
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# ? Dec 28, 2016 11:13 |
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Flesh Forge posted:This honestly bothers me a lot. Boy do I have the mod for you then
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# ? Dec 28, 2016 11:17 |
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What's the most difficult biome/start? Solo explorer / flat / super hot? Solo explorer / flat / freezing? I've got a hankering to try and survive the most difficult possible zone instead of just temporal forest
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# ? Dec 28, 2016 13:41 |
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Teikanmi posted:What's the most difficult biome/start? Solo Explorer / Sea Ice I would have thought
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# ? Dec 28, 2016 13:51 |
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endolithic posted:Literally every colonist is a very drunk Robert Liston. Liston's second most famous case posted:
Liston's most famous case posted:Amputated the leg in under 2 1⁄2 minutes (the patient died afterwards in the ward from hospital gangrene; they usually did in those pre-Listerian days). He amputated in addition the fingers of his young assistant (who died afterwards in the ward from hospital gangrene). He also slashed through the coat tails of a distinguished surgical spectator, who was so terrified that the knife had pierced his vitals he dropped dead from fright. Hahahaha this might as well be a Rimworld let's play.
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# ? Dec 28, 2016 14:13 |
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Aren't those stories completely hearsay and most people agree it never happened?
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# ? Dec 28, 2016 14:30 |
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Regardless of the truth of Liston's surgical record, his hand can be felt upon every surgery in the Rimworld.
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# ? Dec 28, 2016 14:35 |
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Hilariously botched surgery good. Would be more hilarious if it happened less often.
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# ? Dec 28, 2016 14:47 |
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And more logical. Add more location of the surgery errors, remove I went to get a leg set and he removed my heart.
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# ? Dec 28, 2016 15:08 |
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Lunethex posted:When do they add the nurse roles to improve surgery chances? He'll do this and then make a 90% chance for woman to be nurses and 0% for men, then tell us he's doesn't believe men can be nurses.
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# ? Dec 28, 2016 17:47 |
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NatasDog posted:He'll do this and then make a 90% chance for woman to be nurses and 0% for men, then tell us he's doesn't believe men can be nurses. Tynan's the kind of guy who's more likely to look up the statistical gender spread of the nursing profession and hard-lock your colony to resemble that.
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# ? Dec 28, 2016 19:55 |
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I've played a medieval historical simulator called Crusader Kings II once and it had my horse Glitterhoof work as my court physician. Glitterhoof accidentally amputated my face while trying to cure a case of Aztec syphilis, so I guess accidents like that were pretty common in preindustrial society.
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# ? Dec 29, 2016 01:19 |
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Well I guess we just need a mod that allows animals to perform surgery then.
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# ? Dec 29, 2016 02:14 |
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I want this mod for this, and this alone:quote:- Desensitized: This numbed pawn no longer gets mood penalties for witnessing death or observing corpses. They will still be upset by colonists' deaths in general, and by other moral outrages. This trait can potentially be gained during play whenever a pawn sees someone die or looks at a body.
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# ? Dec 29, 2016 02:20 |
Ok, here's an A16 fort I'm happy with: Still haven't played much with the caravan stuff. Every time I try my colonists collapse from exhaustion while loading up.
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# ? Dec 29, 2016 03:10 |
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Your bases/colonists are loving terrifying but at least this one has a cool yin/yang symbol in the middle.Turtlicious posted:I want this mod for this, and this alone: Which?
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# ? Dec 29, 2016 03:21 |
Is there anywhere that breaks down precisely, in detail, exactly what tasks can be improved by bionic eyes, arms, and legs? It's all such a mishmash; for example, I found this chart that supposedly shows what Sight influences: quote:Ranged: 0.95 So Sight is a big part of surgery, but bionic eyes don't help surgery because it turns out the benefit from Sight is capped at 100%. So I don't know what info to trust because there are so many weird codicils. Is there a good breakdown somewhere of what eyes, arms, and legs DO help? Precisely and in detail? Cup Runneth Over posted:Your bases/colonists are loving terrifying but at least this one has a cool yin/yang symbol in the middle. Not enough people do mosaics. Hieronymous Alloy fucked around with this message at 03:34 on Dec 29, 2016 |
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# ? Dec 29, 2016 03:25 |
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Hieronymous Alloy posted:Ok, here's an A16 fort I'm happy with: Do you build this in phases and poo poo? I've got my own colony going that was slightly influence by your guide and the whole "urban combat" thing. It does seem to work surprisingly well, except for when the bad guys have grenades. I really need to get weapons manufacturing on line so I can defend myself with more than just a Pistol, a survival rifle, a lovely looted H.SMG, and some grenades on the girl that can't shoot/melee for poo poo. (all the switches are because I'm in the middle of switching to electrical lighting, though its leaving me feel that motion sensor switches are more trouble than they're worth) As a general question (not just to Hieronymous) the whole "stack ingredients" next to the kitchen stove is great, but it tends to result in meat spoiling a lot. I'm assuming this is mostly just a problem thanks to my small population, not many meals get made (I think I've got it set to 25 fine stockpiled) so the meat just sits and spoils. BTW food poisoning cases seemed to go down a good amount when I partitioned the kitchen and created a separate room for butchering.
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# ? Dec 29, 2016 03:39 |
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I don't believe there is a chart of the way you want it, the game works it out the other way. Essentially, each final statistic of a pawn is calculated using the results of all modifiers. So, say, crafting speed would be modified by crafting skill, sight, manipulation, and consciousness (maybe other things, can't remember) this is listed on the pawn information panel for the crafting speed stat, it gives you the statistical breakdown of how much each modifier affects the skill and their relative values for that pawn. It's fairly intuitive, fiddly things need more sight and manipulation, some things can be done more by feel and less by sight, social stuff is harder if someone shot your gob off and you can't talk that sort of thing. You'd have to go through every final stat in the pawn's information page and look for the relevant modifier in the list at the right, as well as its weighting for that statistic. That, alas, may not help if there are hidden caps on some skills. But fundamentally, bionic limbs usually improve the basic function of the limb or organ they replace, and sometimes have specific buffs hardcoded into them which will be listed on the bionic part, they usually have something like "part efficiency" which means it will function as say a 120% effective arm, giving you +20% manipulation because you use your arms for that. And sometimes they specifically improve stats like say robokidneys from mods giving you extra blood filtration or something. So bionic eyes will actually give you +whatever% sight, as listed, and the weirdness is that presumably medicine doesn't accept that buff. OwlFancier fucked around with this message at 03:44 on Dec 29, 2016 |
# ? Dec 29, 2016 03:41 |
Galaga Galaxian posted:Do you build this in phases and poo poo? Oh yeah absolutely. I built the top right quadrant first, then enclosed the fields and power, then the bedrooms. quote:
Yeah the stockpiles in the kitchen leads to a little wastage. Keeping it at 45 F ("refrigerated") helps minimize that. Separate room for butchering is probably smart too. One trick I'm still debating putting into the guide is having a forever order to make pemmican at the bottom so everything left over from meals gets turned into something that will keep long term. Hieronymous Alloy fucked around with this message at 03:59 on Dec 29, 2016 |
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# ? Dec 29, 2016 03:44 |
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Hieronymous Alloy posted:Still haven't played much with the caravan stuff. Every time I try my colonists collapse from exhaustion while loading up. The reason this happens is that it takes the pawns you've designated a motherfucking long-rear end time to load up all of the garbage you've designated. Possible approaches include designating more pawns, designating less garbage, or preemptively staging all of your desired garbage out into a pole barn and hoping your pack animals decided to park nearby for loading. e: also, making sure your pawns are well-fed and -rested before they start loading.
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# ? Dec 29, 2016 04:01 |
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LonsomeSon posted:The reason this happens is that it takes the pawns you've designated a motherfucking long-rear end time to load up all of the garbage you've designated. Possible approaches include designating more pawns, designating less garbage, or preemptively staging all of your desired garbage out into a pole barn and hoping your pack animals decided to park nearby for loading. I am going with not balanced yet. Your caravans operate under different rules than NPC caravans. He either needs to abstract player caravans or give them the same advantages as NPC ones.
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# ? Dec 29, 2016 04:07 |
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Cup Runneth Over posted:Which? The psychology mod.
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# ? Dec 29, 2016 04:36 |
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How do you guys organize your crafting rooms and stockpiles?
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# ? Dec 29, 2016 05:10 |
TipsyMcStagger posted:How do you guys organize your crafting rooms and stockpiles? Well, my example you can see in the colony screenshot a few posts up -- basically, I use one huge "low" priority stockpile in the center of the base, mostly roofed over,set to hold just about everything except nonperishables and corpses, with an unroofed center and in that center a separate stockpile for nonperishables (steel, plasteel). Then each workshop bench gets a "high" or "critical" priority stockpile of base materials right by the chair. Hieronymous Alloy fucked around with this message at 06:24 on Dec 29, 2016 |
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# ? Dec 29, 2016 06:02 |
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For a moment I thought that would cause a hauler loop, but then I remembered the demand is too low for that to matter unlike cooking.
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# ? Dec 29, 2016 06:11 |
oohhboy posted:For a moment I thought that would cause a hauler loop, but then I remembered the demand is too low for that to matter unlike cooking. It won't anyway -- haulers always take things to the highest priority stockpile with space available. Only time "nearest" stockpile happens is with finished crafted goods and those will get taken back to the roofed central stockpile (though they should all be using drop on floor anyway). or wait maybe i'm misunderstanding you
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# ? Dec 29, 2016 06:18 |
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Hieronymous Alloy posted:Well, my example you can see in the colony screenshot a few posts up -- basically, I use one huge "low" priority stockpile in the center of the base, mostly roofed over, with an unroofed center and in that center a separate stockpile for nonperishables (steel, plasteel). Then each workshop bench gets a "high" or "critical" priority stockpile of base materials right by the chair. Can materials in stockpiles stack in the same spot?
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# ? Dec 29, 2016 06:18 |
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I have an issue where, upon hitting Generate at the Create world screen, it goes through the generation process, and then returns me to the Create World Screen. Anyone else have this problem?
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# ? Dec 29, 2016 06:21 |
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# ? May 22, 2024 18:51 |
TipsyMcStagger posted:Can materials in stockpiles stack in the same spot? you can get "stacks" of the same material but those stacks don't stack -- i.e., you can have a stack of, I think it's 25 devilstrand, but not two stacks of devilstrand in the same tile, and nothing else can flop into that tile. This can cause problems sometimes if you're butchering in a freezer or refrigerated room -- butcher too much at once and you'll flood the room tiles, the overflow will hold the room doors open, letting all the cold air out, then everything spoils . . . so much muffalo wasted.
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# ? Dec 29, 2016 06:23 |