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Yup. This is because vents don't perfectly equalize temperature, so the more vents between a room and a heat source, the colder that room will be.
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# ? Mar 3, 2015 00:37 |
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# ? Jun 2, 2024 23:29 |
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Like this? e: I swear my fortress is vomit-free now
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# ? Mar 3, 2015 00:40 |
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Generation Internet posted:"Operation has failed in a minor way" It's never been done before! He's the best doctor in the OC! Don't call it that.
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# ? Mar 3, 2015 01:44 |
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So my game refuses to start after upgrading to 9e, just getting a black screen before reaching the menu. This happening to anyone else?
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# ? Mar 3, 2015 11:33 |
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Inacio posted:Like this? Yep. Just don't have two bedrooms sharing a vent is what he's saying - having one area 'heated' and then a vent to each bedroom to equalize it faster is more efficient.
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# ? Mar 3, 2015 12:23 |
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Opal posted:So my game refuses to start after upgrading to 9e, just getting a black screen before reaching the menu. This happening to anyone else? Try removing mods until it works, then see which mod broke it? Assuming you are using mods.
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# ? Mar 3, 2015 12:48 |
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I'd messed up the save files, fixed it now.
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# ? Mar 3, 2015 13:20 |
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This game is amazingly addictive. The first guy I finally convince to join my colonists is a pirate raider nicknamed Steroid who was injured in a hail of gunfire attacking my camp. It took about a week of medical rehab and constant chatter before he finally agreed to join. It was a proud moment; my first new recruit! Finally getting the hang of things! Except that as soon as he joined a message popped up. "Colonist needs help" What did the new recruit need help with? That's when I learned a valuable lesson about inspecting health statuses. Mr. Steroid could not walk. Or talk. Or see. I'd been nursing a vegetable, which begs the question just how did he agree to join? One blink yes, two blinks no? That night Dr. Oz performed his first euthanasia operation. We buried 'roids out in the yard. Our first lost colonist, his time with us so fleeting. ps - Dr Oz lost his nose in a muffalo hunting accident early on, but this seems to only be a cosmetic thing. anyone know if this comes into play anywhere yet? i.e. does it negatively influence other colonists to be treated by the noseless man?
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# ? Mar 3, 2015 20:30 |
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You had the technology. You could have rebuilt him. Stronger. Faster.
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# ? Mar 3, 2015 20:33 |
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This is true. How do you tell if they are permanently brain damaged?
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# ? Mar 3, 2015 20:35 |
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dMastri posted:This is true. How do you tell if they are permanently brain damaged? Generally if they have damage to their brain, intuitively enough.
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# ? Mar 3, 2015 21:03 |
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Yeah I learned that too on my first brain damaged colonist. I was so sad. But then, AI Chip transplant! All hail our new robotic overlords
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# ? Mar 3, 2015 21:48 |
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Luckily my first brain damaged colonist happened to be my cook so I just gave him a bed next to the kitchen and that's where he'll stay til launch day. He cooks slowly and walks at a leisurely pace but still pumps out quality food.
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# ? Mar 3, 2015 21:56 |
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I just started playing Rimworld. I ran across a medium sized sealed building that after lots of preparation setting up sandbags and turrets outside of it, I opened it up. Only thing it had were two cryptosleep pods that upon poking popped out two human space marines. One bolted for the map edge, the other came out unconscious. I nursed the unconscious one back to health, and when he woke up, he ate a meal in my canteen and then bolted for the map edge. How was I supposed to capture them?
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# ? Mar 4, 2015 00:23 |
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Heffer posted:I just started playing Rimworld. I ran across a medium sized sealed building that after lots of preparation setting up sandbags and turrets outside of it, I opened it up. Only thing it had were two cryptosleep pods that upon poking popped out two human space marines. One bolted for the map edge, the other came out unconscious. I nursed the unconscious one back to health, and when he woke up, he ate a meal in my canteen and then bolted for the map edge. You have to use the 'Capture' option on the unconscious one. The rescue option won't give you the option to convert them. Rescue is intended for helping neighbors that are injured near your base, you can help them out and they will like you more. Any drop-pod or cryocasket will have neutrals inside, so there's no downside to capturing them instead.
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# ? Mar 4, 2015 00:38 |
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dMastri posted:This is true. How do you tell if they are permanently brain damaged? All brain damage in the base game is permanent, unless you mean when do they became incapacitated from it, in which case I believe it's when the brain drops to about 2 or 3 hit points. The brain affects a stat called consciousness, which heavily influences virtually every action your colonist can take, including walking. This makes it easy to spot brain damaged people, because they will putter around verrrry slowly, and you'll probably get warning messages about them starving or freaking out because the 3 hour trip it takes other colonists to walk across the map and fetch some metal is taking them 3 days instead. dMastri posted:ps - Dr Oz lost his nose in a muffalo hunting accident early on, but this seems to only be a cosmetic thing. anyone know if this comes into play anywhere yet? i.e. does it negatively influence other colonists to be treated by the noseless man? Noses don't do anything right now. You'd think their loss might have an impact on the social skill, but apparently not.
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# ? Mar 4, 2015 04:14 |
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Do corpses ever rot away to nothing if you just leave them out in the sun?
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# ? Mar 4, 2015 05:14 |
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Uncomfortable Gaze posted:You have to use the 'Capture' option on the unconscious one. The rescue option won't give you the option to convert them. Rescue is intended for helping neighbors that are injured near your base, you can help them out and they will like you more. Any drop-pod or cryocasket will have neutrals inside, so there's no downside to capturing them instead. Yeah, if it's not clear, you actually have to take them prisoner. Meaning, you have to have a jail and prisoner-marked beds set up. Right click the cryptosleep dudes and capture; if it doesn't show up as an option you may need to draft the colonist doing the capturing first. If "arrest" is an option, it should do the same thing. DBlue135 posted:Do corpses ever rot away to nothing if you just leave them out in the sun? Not sure if one of my mods is influencing this, but yes, after quite a long time (several months). of being bones.
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# ? Mar 4, 2015 06:02 |
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DBlue135 posted:Do corpses ever rot away to nothing if you just leave them out in the sun? I hope not, leaving the skeletons of my enemies outside the village as a warning is a key component of my defensive strategy (having to walk through the field of skeletons lowers enemy morale which makes them more likely to break and run).
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# ? Mar 4, 2015 07:04 |
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They do, eventually.
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# ? Mar 4, 2015 20:06 |
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Mister Bates posted:I hope not, leaving the skeletons of my enemies outside the village as a warning is a key component of my defensive strategy (having to walk through the field of skeletons lowers enemy morale which makes them more likely to break and run). Is this for real, because that sounds awesome. I guess I assumed once corpses became skeletons the game forgot their identity.
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# ? Mar 4, 2015 20:08 |
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I don't think it's specifically that they're raider skeletons, but simply that raiders are perturbed by dessicated corpses as much as your colonists are.
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# ? Mar 4, 2015 20:20 |
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You hosed up. Shouldn't have told me that. I'm gonna have a loving SEA of corpses outside my base now.
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# ? Mar 4, 2015 20:30 |
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Vent chat: Is that a mod or is this a particular strategy? Because having a brick with a low K value (ie heat transparent) would be the sex.Leif. posted:Yeah, if it's not clear, you actually have to take them prisoner. If you rescue someone and they heal up, they wander off the map. You have to capture them to give them your series of exciting pamphlets and opportunities.
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# ? Mar 4, 2015 21:24 |
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Inacio posted:You hosed up. Shouldn't have told me that. I'm gonna have a loving SEA of corpses outside my base now. That's the correct way to play though? Just make sure whoever goes out has a stiff drink first.
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# ? Mar 4, 2015 21:28 |
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Didn't earlier builds of the game have gibbet cages to put corpses in and scare raiders?
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# ? Mar 4, 2015 21:31 |
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Why can't we be civilized and use the ludovico technique for brainwashing people?
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# ? Mar 4, 2015 21:32 |
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People might call putting corpses up on display barbaric, but isn't it more barbaric to just let them keep coming and get slaughtered? If you display some corpses and the raiders run away, that's less deaths. That's downright kind.
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# ? Mar 4, 2015 21:41 |
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Opal posted:Luckily my first brain damaged colonist happened to be my cook so I just gave him a bed next to the kitchen and that's where he'll stay til launch day. He cooks slowly and walks at a leisurely pace but still pumps out quality food. I'm just imagining someone with half his skull caved in that only remembers how to do one thing from before the accident, but he knew it so well that it's now his entire life. And he loves doing it. Where's the gif of the two popping into a doorway and saying "PANCAKES!" or something?
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# ? Mar 4, 2015 23:17 |
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MagnumOpus posted:Didn't earlier builds of the game have gibbet cages to put corpses in and scare raiders? Yeah, there was an "evil" option (I think it was in research?) but the way they were advertised was actually more for managing your colonist morale. I don't think the system was ever completed though and Tynan dropped it several alphas back.
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# ? Mar 4, 2015 23:38 |
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At some point I seem to recall you being able to set your warden to beat the crap out of your prisoners, what was even the point of that?
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# ? Mar 4, 2015 23:40 |
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El Pollo Blanco posted:At some point I seem to recall you being able to set your warden to beat the crap out of your prisoners, what was even the point of that? Because they killed your best gardener in a raid and somebody has to pay.
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# ? Mar 5, 2015 01:31 |
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El Pollo Blanco posted:At some point I seem to recall you being able to set your warden to beat the crap out of your prisoners, what was even the point of that? It tied in with the "evil" option. In early versions of the game you could either make your people happy to keep them from breaking or leaving the colony, or you could use fear to keep them in line, which you could do by beating prisoners, executing them, putting gibbet cages everywhere...I think that was all there was.
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# ? Mar 5, 2015 02:12 |
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another fun thing from the early alphas was det charges "hey, raiders! come cluster over here behind these sandbags, perfectly placed for you to shoot at my colony! ok hang on for three seconds... two... one..." they got removed pretty quick
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# ? Mar 5, 2015 02:45 |
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Popular Thug Drink posted:another fun thing from the early alphas was det charges See, that has no business being removed. Just make it so factions remember that you do this and cluster less in the future. (Because ai programming is soooo easy. )
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# ? Mar 5, 2015 02:54 |
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Most of the removed stuff can be added back in with mods anyway.
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# ? Mar 5, 2015 09:35 |
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Popular Thug Drink posted:another fun thing from the early alphas was det charges Haha, oh man, those det charges were so awesome. String a few in a long, single-line passage leading to a few doors in a row... wait for the entire enemy army to pack into that, trying to beat down the doors and trigger them. Boom, no more army.
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# ? Mar 5, 2015 11:00 |
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Popular Thug Drink posted:another fun thing from the early alphas was det charges Simple balancing solution: Make them into mines that explode no matter who steps on them. Raiders? Boom. Guests? Boom. Colonists? Boom. Boomrat? Boomboom.
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# ? Mar 5, 2015 11:49 |
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I hadn't played in a while and just tried it out again, the temperature stuff adds a lot and I haven't even reached operations and prosthetics. Had a nice little colony going, a large group of tribals visited, and while hunting one of my three colonists shot a tribal. They didn't see the humour of the situation.
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# ? Mar 5, 2015 13:17 |
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# ? Jun 2, 2024 23:29 |
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You can still make a poor man's(rich man's?) mine using a turret. put it in a room with locked entrance and exit. raiders all bunch up until the front door breaks, they rush in and attack the turret. The turret explodes and kills half of them, downs 1/4, and the last 1/4 flee bleeding.
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# ? Mar 5, 2015 21:46 |