Shouldn't nurses also be able to do research that seems at least a little related
|
|
# ? Jan 13, 2024 21:49 |
|
|
# ? May 22, 2024 16:42 |
|
Flesh Forge posted:it's kind of tynan's fault that shooting specialist and production specialist are SO INSANELY loving BUSTED that literally nothing can compare to them unless it is similarly beyond the pale in raw mechanical power come on that's not fair, Melee Specialist has a really cool icon, way cooler than the other specialists
|
# ? Jan 13, 2024 21:49 |
Cooking and plant cutting also seems pretty sane to me yeah
|
|
# ? Jan 13, 2024 21:50 |
|
as a irl nurse i can confirm that i am only able to doctor, clean, haul, and flip switches. please help me im starving to death.
|
# ? Jan 13, 2024 22:11 |
|
I was gonna make a joke about just pausing your needs, but a lot of the nurses I work with still get stuck working eight hours of overtime per night without any notice even this long after covid, and I made myself sad
|
# ? Jan 13, 2024 22:16 |
|
Flesh Forge posted:it's kind of tynan's fault that shooting specialist and production specialist are SO INSANELY loving BUSTED that literally nothing can compare to them unless it is similarly beyond the pale in raw mechanical power The other vanilla specialists aren't remotely as good as shooting/production but most of the others are still pretty good. If I'm not min-maxing an ideology I'll never complain about being able to make someone Drillarms McHyperminer or have a farmer that can zoom through replanting a giant field of psychoid, since those are both high uptime professions that can be scaled indefinitely(more farmland/more drills). Animal specialists are great in animal heavy colonies but suffer from being attached to some garbage-rear end memes that I hate.
|
# ? Jan 13, 2024 22:22 |
|
|
# ? Jan 13, 2024 22:49 |
|
Better Nurses is what you're looking for if you want to use that meme. It essentially adds the Medical Specialist role on to Nurse. They still can't do most work, including violence, but they get strong bonuses to tend quality, operation speed, and surgery chance, give a positive moodlet to the patient after tending, and have a couple of good activated abilities. It puts them about in line with other specialist roles, possibly a bit underpowered since you probably don't need the things they do most of the time. Then again, if you're doing the kind of run where your people get torn up all the time, or you're doing things like joining the battles of allied factions and saving all their poor downed pawns, having a Medical Specialist who can hit a button and stop losing Rest, Recreation, and Hunger for 12 hours is pretty rad.
|
# ? Jan 13, 2024 22:52 |
|
QuarkJets posted:Nurses can only do Doctor and Dumb Labor? Why does Vanilla Expanded always have to make the dumbest possible choice This is why I then grabbed a mod that disables job restrictions on positions
|
# ? Jan 13, 2024 23:06 |
|
Danaru posted:Here's a bonus, a medical specialist added by the same meme: The Nurse ability can be replicated by having a pawn carry 1 simple meal and 1 bump of yayo lol e: Actually the yayo-nurse is better because yayo also makes the pawn move faster and provides a huge mood bonus QuarkJets fucked around with this message at 23:19 on Jan 13, 2024 |
# ? Jan 13, 2024 23:15 |
|
Yeah there are so many better things they could have done with the Nurse role, lol Also I don't know what the hell kind of orbital mechanics we have in this system but these eclipses are by far the greatest threat to my wellbeing and prosperity, I gotta transition away from solar I guess but
|
# ? Jan 14, 2024 01:43 |
|
Ms Adequate posted:Yeah there are so many better things they could have done with the Nurse role, lol Thankfully, one of Rimworld's hardworking fan artists wrote a completely plausible (TM) comic explaining how this works. Here.
|
# ? Jan 14, 2024 02:36 |
|
Flesh Forge posted:it's kind of tynan's fault that shooting specialist and production specialist are SO INSANELY loving BUSTED that literally nothing can compare to them unless it is similarly beyond the pale in raw mechanical power I don't think Tynan's bothered to balance the game ever other than the dirt cleanliness nerf. His main roll after making the framework for modders is to polish the mods and release them as 30 dollar DLCs
|
# ? Jan 14, 2024 02:41 |
|
Doltos posted:I don't think Tynan's bothered to balance the game ever other than the dirt cleanliness nerf. His main roll after making the framework for modders is to polish the mods and release them as 30 dollar DLCs He mostly tried to balance things by adding new raid types that counter hard turtle strategies but seems to have relaxed a bit after Ideology. Didn't stop him from nerfing the poo poo out of turrets though.
|
# ? Jan 14, 2024 02:51 |
|
3000 hours seems like the right amount of time to finally try to build my first spaceship and get off this planet
|
# ? Jan 14, 2024 03:01 |
|
Complications posted:Thankfully, one of Rimworld's hardworking fan artists wrote a completely plausible (TM) comic explaining how this works. Here. Lol okay yeah that's gotta be the case. drat I actually remember a mod from years ago which assigned planets a random number of moons and they dictated eclipses, was pretty cool.
|
# ? Jan 14, 2024 06:05 |
|
isndl posted:He mostly tried to balance things by adding new raid types that counter hard turtle strategies but seems to have relaxed a bit after Ideology. Didn't stop him from nerfing the poo poo out of turrets though. The vanilla turret nerfs honestly annoyed the hell out of me, because turrets are expensive to build and maintain and add a nontrivial amount of wealth but mini turrets are now functionally useless for any purpose, autocannons are middling, and uranium slugs are okay but insanely expensive to build and run. It didn't really get rid of turtling strategies, it just pushed you into doing gamey poo poo like burn corridors and roof traps instead.
|
# ? Jan 14, 2024 06:13 |
|
Ms Adequate posted:Lol okay yeah that's gotta be the case. drat I actually remember a mod from years ago which assigned planets a random number of moons and they dictated eclipses, was pretty cool. Was it Rimnauts? There's a sequel to that which received an update a couple of months ago
|
# ? Jan 14, 2024 06:28 |
|
Piell posted:3000 hours seems like the right amount of time to finally try to build my first spaceship and get off this planet Oh, word? When did they add that option *goes back to farming corn*
|
# ? Jan 14, 2024 07:26 |
|
Kitfox88 posted:This is why I then grabbed a mod that disables job restrictions on positions
|
# ? Jan 14, 2024 09:46 |
|
no no no no
|
# ? Jan 14, 2024 10:21 |
|
Dreamsicle posted:Was it Rimnauts? There's a sequel to that which received an update a couple of months ago I don't think it was, IIRC the mod I'm thinking of didn't actually have them as objects or anything in game, it just named a few moons and preassigned dates for eclipses to occur. But I didn't realize there was a new Rimnauts, big "Oh poo poo" energy, thank you for telling me! What's one more mod...
|
# ? Jan 14, 2024 10:30 |
|
NO NO NO NO NO
|
# ? Jan 14, 2024 12:26 |
|
Randy out here determined to kill Flesh Forge's soul
|
# ? Jan 14, 2024 13:22 |
|
the yttakin knew the risks
|
# ? Jan 14, 2024 14:19 |
|
That is the worst. Little bastards are harder to hit.
|
# ? Jan 14, 2024 14:20 |
|
Unleash the boomalopes
|
# ? Jan 14, 2024 14:32 |
|
Do colonists get a mood debuff for using psychic shock lances on children? Cause that could solve that.
|
# ? Jan 14, 2024 16:47 |
|
isndl posted:He mostly tried to balance things by adding new raid types that counter hard turtle strategies but seems to have relaxed a bit after Ideology. Didn't stop him from nerfing the poo poo out of turrets though. I remember when moot the hopple fucked around with this message at 19:16 on Jan 14, 2024 |
# ? Jan 14, 2024 18:45 |
|
Boy did I misread that at first
|
# ? Jan 14, 2024 20:26 |
|
Jingle bells, Goebles smells
|
# ? Jan 14, 2024 20:36 |
|
Danaru posted:
Ah this must be that "racist egg" that is implied to exist due to an "anti racist egg" existing
|
# ? Jan 14, 2024 20:52 |
|
If you had a time machine mod, would you go back in time and kill baby Hitter before he could hatch??
|
# ? Jan 14, 2024 20:56 |
|
moot the hopple posted:If you had a time machine mod, would you go back in time and kill baby Hitter before he could hatch?? Trick question. First you have to determine what came first: Hitler, or the egg?
|
# ? Jan 14, 2024 21:09 |
|
I have solved the Egg Hitler problem
|
# ? Jan 14, 2024 22:23 |
|
Are those bedrooms? Christ how big is your map?
|
# ? Jan 15, 2024 00:35 |
|
Kanos posted:The vanilla turret nerfs honestly annoyed the hell out of me, because turrets are expensive to build and maintain and add a nontrivial amount of wealth but mini turrets are now functionally useless for any purpose, autocannons are middling, and uranium slugs are okay but insanely expensive to build and run. It didn't really get rid of turtling strategies, it just pushed you into doing gamey poo poo like burn corridors and roof traps instead. It was a really bad nerf because the game lends itself to a turtle style due to combat being garbage. As long as a 0 combat pawn can beat a 10 combat pawn when both have equal weapons and armor then people will turtle, especially if they don't have enough pawns in their colony yet. There's a lot of questionable balancing in the game. I dislike malaria/plague/flu because penoxicillan isn't the easiest thing to get right off the bat in a starting colony. It makes the debuff trivial with a large colony and devastating with a smaller one. There's also no trigger for either other than not taking your penoxicillan. There's so many mods to fix headaches like Common Sense and better hauling that it's insane Tynan hasn't taken an afternoon and fixed stuff yet.
|
# ? Jan 15, 2024 00:44 |
|
As long as raids keep being like this Turtling is pretty much a requirement. I'd love to actually do positioning and stuff out in the field, but when the enemy outnumbers you 10 to 1...
|
# ? Jan 15, 2024 00:46 |
|
yeah it very quickly gets very dumb unless you metagame wealth super hard.
|
# ? Jan 15, 2024 00:52 |
|
|
# ? May 22, 2024 16:42 |
|
Ugh I'm getting the "ten jobs in ten ticks" bug, which I can normally fix by just changing work priorities or force-hauling something around or whatever, but this one has some of my idiot fucker morons all doing it because they're desperately trying to pack their inventories completely full of tea and iced coffee. I have no idea why, because nobody else is doing this, but there's nothing that I can see connecting the people who are or contrasting them with the people who aren't. Nothing to with chemical interest, where I got the pawn, their assigned jobs, or where the stuff is being stored; I tried shifting it over to another storeroom and they just went over there and did the same thing. I have solved it by simply excluding the offending pawns from the main storeroom entirely and keeping that stuff only in there, which is kind of inefficient but working okay atm. I've run into the big before as implied, but I've never had it for them trying to just put stuff in their own inventory rather than taking something somewhere, and it's a huge pain in the rear end lol e; Wait I found the common thread! It was totally unexpected, hence my complete confusion: They're all animal handlers. They're trying to load up on that poo poo so they can go do their taming/training jobs. Ms Adequate fucked around with this message at 01:16 on Jan 15, 2024 |
# ? Jan 15, 2024 00:59 |