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BurntCornMuffin posted:Traders with boomalopes are the worst. An unfortunate hunting accident burned both my base and relations with that faction. Can you really say it was an accident?
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# ? Jan 19, 2017 07:00 |
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# ? Jun 6, 2024 21:38 |
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I have not played in Jungle biomes for a long time and apparently now Malaria is 100% fatal for low tech dudes. That seems pretty wack.
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# ? Jan 19, 2017 10:03 |
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Is there a way to tell my people to not wear dead men's clothing? There appears to be a "only wear dead men's clothing" button for some dumb reason, but I don't see anything that says "please don't wear clothes that will make you feel bad you assholes", am I just missing it?
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# ? Jan 19, 2017 10:20 |
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Zhentar posted:The impression I've always had is that the insectoids are simply feral, with no masters around to serve (their civilization(s) collapsed, and not necessarily at the hands of either mechanoids or insectoids), rather than having turned against their masters. I don't think that any official lore states either way. It states somewhere in the game that insectoids where genetically engineered to be dropped on a mechanoid infested world and destroy them without further supervision. Like all of these sorts of things, they went out of control and are now a major threat to everyone.
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# ? Jan 19, 2017 10:26 |
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Eddy-Baby posted:Doors can easily become walls. I've never tried it but if I was designing the game I'd have traders that become trapped by walls and then die cause a rep hit. Seems like a pretty easy way to detect this sort of thing.
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# ? Jan 19, 2017 10:36 |
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Azhais posted:Is there a way to tell my people to not wear dead men's clothing? There appears to be a "only wear dead men's clothing" button for some dumb reason, but I don't see anything that says "please don't wear clothes that will make you feel bad you assholes", am I just missing it? There should be an option in outfits to specify not allowing corpse clothing, same as the "allow rotten" tick for stockpiles.
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# ? Jan 19, 2017 10:37 |
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Chalks posted:I've never tried it but if I was designing the game I'd have traders that become trapped by walls and then die cause a rep hit. Seems like a pretty easy way to detect this sort of thing. Pretty sure the game was changed back in 14 so that if you trapped traders, they'll just beat their way out.
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# ? Jan 19, 2017 11:14 |
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Flesh Forge posted:I have not played in Jungle biomes for a long time and apparently now Malaria is 100% fatal for low tech dudes. That seems pretty wack. Penoxcycline is really low on the research area and instantly gives anyone who contracts disease 61% immunity.
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# ? Jan 19, 2017 11:58 |
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Grinning Goblin posted:Raiders using boomalope as cover during a firefight sounds pretty great for you. Well you shouldn't let pacifists off the compound grounds in general. I usually have a home zone that includes my defenses for fire protection that they are generally resigned too but also a secondary zone that ends at the base wall that I flip them to when a fight starts. Also there is a mod that let's you place trader spots similar to marriage spots inside your base so they'll go through the front door and away from the fight and chill where they won't do damage.
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# ? Jan 19, 2017 12:44 |
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Teikanmi posted:Penoxcycline is really low on the research area and instantly gives anyone who contracts disease 61% immunity. Not all disease! But it does do it for malaria, yes. I think you can actually administer it after contracting malaria, but I'm not sure. It's cheap enough to produce once you have an economy going and you only need to take a pill every 5 days so it's not a major drain to just keep everyone on it at all times though. I have multiple pawns with chemical fascination and boy is it a pain. Having drugs around is drat useful for when you really need something done, but now I have a bunch of addicts and I keep needing to replace kidneys. Regular pawns getting addicted is fine since I can just eat the productivity and mood hit until they get clean, but ones with chemical fascination just go on binges even if their mood is good. And overdose constantly.
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# ? Jan 19, 2017 12:45 |
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Life is great! *chugs 2 bottles of go juice*
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# ? Jan 19, 2017 13:51 |
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Azhais posted:Is there a way to tell my people to not wear dead men's clothing? There appears to be a "only wear dead men's clothing" button for some dumb reason, but I don't see anything that says "please don't wear clothes that will make you feel bad you assholes", am I just missing it? Honestly I would just use the mod that eliminates the dead man's clothing tag.
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# ? Jan 19, 2017 13:58 |
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Well, after 5 years and recruiting way too many people, my game is now lagging too much to play effectively, so it's time to restart. Pity, liked this base. Started off somewhat humble And grew And grew And grew even more Ok, getting out of hand now And this is where I ended it, in the middle of a massive hydroponics refit Lost 4 people all together. One lost to mechs, one lost to a loving hungry wolf, one executed after she went nuts and starting slicing up the dogs (she went into the furnace) and one offered sanctuary but was shot and kidnapped before he could get to safety (later got a mood penalty from his relative in my colony, so I guess they offed him). But defensively, the gun complexes from the vanilla turrets mod are maybe a bit too effective. Certainly had no trouble fending off raids with them. Time for a new biome, with a self-imposed rule of only recruiting spacers to keep the numbers below the lag line. Non-pirates get released, pirates get beaten to death where they lie.
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# ? Jan 19, 2017 14:12 |
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Man I cannot bring myself to strip mine, it looks so loving bad. I'd rather use ground penetrating scanners and buy whatever I need from traders.
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# ? Jan 19, 2017 14:20 |
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Speaking of scanners, are there any mods that increase the mining radius of deep miners? Even a 5x5 would be a huge improvement over 3x3.
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# ? Jan 19, 2017 14:25 |
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Devdisigdu posted:Since I didn't see anyone answer this: I'm using the mods and it's perfectly viable to keep animals. I'm 3+ years into my current colony and have had no issues with pets going mad. Well. Thanks, I've been feeding them exclusively strange kibble because I didn't know what else to do with all the strange meat in my freezer. No more strange kibble.
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# ? Jan 19, 2017 16:09 |
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Teikanmi posted:Penoxcycline is really low on the research area and instantly gives anyone who contracts disease 61% immunity. I didn't have it researched but I spawned a couple of those to see how they worked and taking one added a medical effect, but it didn't affect the disease or immunity at all, does it not help after infection?
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# ? Jan 19, 2017 20:03 |
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It bumps your immunity up to 61%, but it doesn't do anything if it's already higher than 61%. Also it only works on the three listed diseases.
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# ? Jan 19, 2017 20:31 |
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Carcer posted:It states somewhere in the game that insectoids where genetically engineered to be dropped on a mechanoid infested world and destroy them without further supervision. Like all of these sorts of things, they went out of control and are now a major threat to everyone. The actual descriptions: Megascarab posted:A large, genetically-engineered beetle. Once the worker caste of an artifical ecosystem of insectoids designed to fight mechanoid invasions, it is now usually seen without its deadlier insectoid cousins. Megaspider posted:Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long deadly ripper-blades make it deadly. That they were genetically engineered for combat is without question; but why they are hostile to your pawns is never stated. Slime posted:Not all disease! But it does do it for malaria, yes. I think you can actually administer it after contracting malaria, but I'm not sure. It's cheap enough to produce once you have an economy going and you only need to take a pill every 5 days so it's not a major drain to just keep everyone on it at all times though. Flesh Forge posted:I didn't have it researched but I spawned a couple of those to see how they worked and taking one added a medical effect, but it didn't affect the disease or immunity at all, does it not help after infection? Penoxycycline immediately sets the pawns immunity to the diseases it affects to 61% (if it is currently lower than 61%), regardless of whether or not they are currently infected. Immunity slowly decays over time after that, dropping 2% per day for plague & sleeping sickness and 3% per day for malaria. This means that you can take Penoxycycline less frequently than every 5 days; even every 25 days you're guaranteed to get at least a 2% immunity boost and very likely much more. When malaria is revealed, a healthy <40y.o. pawn will have already developed between 55%-58% immunity, so it gives a pretty small boost immunity taken reactively (plague & sleeping sickness on the other hand get revealed around 30% immunity, so there's an enormous benefit to taking it reactively). But even a small 3% boost to malaria immunity shouldn't be underestimated; the diseases are designed to be real close calls, so even a small boost makes a huge difference in how well you need to roll on your tends, Zhentar fucked around with this message at 02:18 on Jan 20, 2017 |
# ? Jan 19, 2017 20:33 |
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But you aren't shown the infection progress until after 63% (unless you cheat) so ... basically if anyone gets malaria early in the game those colonists are almost certainly doomed. Guess I need to start with a cheesier doctor colonist because Medicine: 6 was not enough even with constant micromanagement. It's neat that the disease is perfectly made to trash your whole autosave history, sort of a stealth iron man mode. e: this happened late in the first season, and I don't think I could possibly have had a drug lab unlocked, built and batches of this stuff produced at that point even if I had ignored stonecutting and any defense research.
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# ? Jan 19, 2017 20:40 |
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Malaria is especially nasty because it reduces the pawn's Blood Filtration stat, which in turn reduces their immunity gain speed. It's pretty important to keep your pawns in bed all the time - resting in a bed gives you +10% to your immunity gain speed. Set their work priorities to be Patient at level 1, take everything to the left of that to 2 or worse) Set their schedule to be 100% sleep, sometimes even sick pawns pawns get out of bed during scheduled Joy times. If you don't have a TV in your hospital their joy will hit 0, so if you can, make your hospital to be Spacious and pretty with plant pots so hopefully you get enough positive mood bits to prevent a mental break. If someone gets a mental break and starts wandering they'll spend so much time out of bed they'll probably die.
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# ? Jan 19, 2017 20:56 |
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You can also just click "Rest until healed" on a medical bed... Other colonists will go in and talk to them if their mood gets too low from joy.
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# ? Jan 19, 2017 21:29 |
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Flesh Forge posted:But you aren't shown the infection progress until after 63% (unless you cheat) so ... basically if anyone gets malaria early in the game those colonists are almost certainly doomed. Guess I need to start with a cheesier doctor colonist because Medicine: 6 was not enough even with constant micromanagement. It's neat that the disease is perfectly made to trash your whole autosave history, sort of a stealth iron man mode. According to the wiki on Malaria, you need at least a level 7 doc with herbal medicine for someone to survive malaria http://rimworldwiki.com/wiki/Malaria
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# ? Jan 19, 2017 21:34 |
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Beer4TheBeerGod posted:Honestly I would just use the mod that eliminates the dead man's clothing tag. Yeah, I don't like it at all. Presumably it's a balance thing but the whole idea of "I killed this evil raider and took his awesome armour and now I feel sad about it" is really weird.
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# ? Jan 19, 2017 21:44 |
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Chalks posted:Yeah, I don't like it at all. Presumably it's a balance thing but the whole idea of "I killed this evil raider and took his awesome armour and now I feel sad about it" is really weird. I think it's more "I killed this raider and he died in this armour and now it smells like poo poo and I I keep picking bits of organ out of the respirator, that's gross"
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# ? Jan 19, 2017 21:55 |
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Chalks posted:Yeah, I don't like it at all. Presumably it's a balance thing but the whole idea of "I killed this evil raider and took his awesome armour and now I feel sad about it" is really weird. I don't even care about the awesome armor I can't use, just that the only checkbox in my outfit editor is "allow non-deadman's clothing" and unchecking it results in people stripping everything that isn't corpse clothes. I'll just edit my outfit to only permit armor vests, tshirts, dusters, cowboy hats, and pants with >80% durability I guess. Should eliminate most raider gear
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# ? Jan 19, 2017 22:00 |
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I'm not sure what exploit it's intended to balance. Raider clothes were already bad craftsmanship and heavily damaged. They sell for like 1-10 bucks.
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# ? Jan 19, 2017 22:00 |
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cinci zoo sniper posted:A Swedish doctor who gained notoriety for using a controversial 'anal massage' technique to cure ailments and had his licence revoked could soon be back in action, after Stockholm's administrative court (förvaltningsrätt) ruled that the withdrawal of his permit should not stand.
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# ? Jan 19, 2017 22:15 |
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Mzbundifund posted:I'm not sure what exploit it's intended to balance. Raider clothes were already bad craftsmanship and heavily damaged. They sell for like 1-10 bucks. Yeah, raids aren't exactly a fantastic source of cash even when you could make some money selling the clothes. You'd think these colonists would be hardened to wearing a dead man's clothes considering that most of my fighters have killed a ton of people each.
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# ? Jan 19, 2017 22:20 |
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It's definitely a stupid change. Raids should be a risk vs. reward, and some lovely clothing or armor isn't exactly having a huge impact on the game. I would have rather he made it so that raider clothes are more easily destroyed or damaged, leaving you the ability to keep something decent from time to time.
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# ? Jan 19, 2017 22:30 |
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MadJackMcJack posted:According to the wiki on Malaria, you need at least a level 7 doc with herbal medicine for someone to survive malaria I'm starting to think of taking two pawns with prepare carefully with high medicine and growth skills because I've noticed these are two very important skills early on and you can't have your doctor treat himself.
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# ? Jan 19, 2017 22:42 |
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Dug into a rock face and some robot monster shot all me blokes dead, strewth. Game owns.
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# ? Jan 19, 2017 22:58 |
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OwlFancier posted:I think it's more "I killed this raider and he died in this armour and now it smells like poo poo and I I keep picking bits of organ out of the respirator, that's gross" You would think they'd be able to rinse the stupid thing out.
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# ? Jan 19, 2017 23:00 |
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Beer4TheBeerGod posted:You would think they'd be able to rinse the stupid thing out. The faucets and sinks don't get installed until Tuesday.
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# ? Jan 19, 2017 23:11 |
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I found that if you strip someone before they die (I have a mod that reduces the chance to outright kill someone, so quite frequently), the clothes won't count as belonging to a dead person. Seems like a loophole but welp.
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# ? Jan 19, 2017 23:15 |
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Not sure about you guys, but I'm feeling kinda under the weather. I'm gonna go get that anal treatment. My insurance covers it!
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# ? Jan 19, 2017 23:22 |
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Bear in the Woods posted:I found that if you strip someone before they die (I have a mod that reduces the chance to outright kill someone, so quite frequently), the clothes won't count as belonging to a dead person. Well, the "D" indicator is specifically that it was on a corpse
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# ? Jan 19, 2017 23:24 |
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Slung Blade posted:The faucets and sinks don't get installed until Tuesday. Just use the deflector dish to simulate a faucet.
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# ? Jan 19, 2017 23:30 |
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well I heard that people poo poo themselves apon death. do you really want to wear poo filled pants?
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# ? Jan 19, 2017 23:40 |
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# ? Jun 6, 2024 21:38 |
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Only if they had to poo poo already. But they do start to leak flavourful juices our of various orifices after a couple hours. Also any quick fix for the hauling pathfinding being busted and pawns stuck in Standing while performance takes a poo poo?
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# ? Jan 19, 2017 23:45 |