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I don't know if this is a bug but it looks like Penoxycyline isn't preventing Sleeping sickness. Which sucks because it hit 4 of my 8 colonists at once.
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# ¿ Apr 4, 2018 03:25 |
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# ¿ May 11, 2024 15:17 |
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OK, it turns out Sleeping Sickness affects colonists before it shows up on the health screen to allow it a "head start" which means they were probably infected 10 days or so before they started taking Penoxycyline. Sucks.
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# ¿ Apr 4, 2018 20:17 |
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Flesh Forge posted:All diseases are like that, taking Penoxycycline really only helps if you maintain production of it and colonists take it on a schedule and are under its effects 100% of the time. I knew it didn't work as a cure, I had just started getting them regular doses about 7 days before the sleeping sickness kicked in. Just bad timing.
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# ¿ Apr 4, 2018 20:58 |
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Coolguye posted:
I solve all prisoner problems by doing this to each one
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# ¿ Jun 2, 2018 22:01 |
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Danaru posted:I have a "Prison Spine" I leave laying around. If anyone causes any problems, they get the bionic spine implanted and immediately removed. I tend to let prisoners go free if they behave long enough, but if you're a pyromaniac you're probably going to be a blood bank and/or sacrifice The only problem with the 2 peg legs is when they raid again they're usually slower than the rest of the pack and so when their friends get cut down I don't get to kill them and take their drugs because they're already peg leg hobbling away
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# ¿ Jun 2, 2018 23:01 |
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Phoenix Taichou posted:Can you install two peg legs (removing the meat legs) then just remove the peg legs? I mean if they're prisoners they get fed anyway so it's not like they need those meat legs. If they're good and recruited they can get their peg legs back. I don't care about recruiting, I want them to go back to their faction with a severe Luciferum addiction and bring back their stash when they come back. Eventually I want their whole faction to be Luci addicted double pirates.
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# ¿ Jun 3, 2018 00:45 |
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https://www.youtube.com/watch?v=-YiAt4yt0sE
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# ¿ Jun 5, 2018 02:53 |
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This is the killbox I use but i haven't played long enough to know how to abuse the system as much as some of you. The green things are proximity sensors to turn them on when people set up for defense.
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# ¿ Jun 5, 2018 15:36 |
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Keeshhound posted:Why do you have the walls as all doors? Colonists can rest traps on a diagonal. as I posted this I thought I could probably make every other door wall just regular wall, but otherwise they need a safe path to get to all the traps or they step on them continuously.
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# ¿ Jun 5, 2018 19:30 |
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vandalism posted:My huge colony in the jungle just died to malaria and the plague. The disease shot there is no frickin joke. Rip my 8 or 9 dudes and good luck to the remaining 4. I like jungles. It's grow season almost all year with a few cold snap occasions. The marshy soil is something to deal with and make sure you trade like fuckin mad for nuetroamine so you can a steady supply of pheno but overall it isn't too challenging
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# ¿ Jun 12, 2018 00:17 |
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I had originally planned on giving all my released prisoners wooden dentures as well as the removal of both legs + peg leg but it didn't serve any purpose. The legs + luciferum cripple a member of a hostile faction and provide a chance I get Luci to sell at a later date. So far I've only had 2 crippled members come back to raid again.
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# ¿ Jun 13, 2018 22:00 |
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Pharnakes posted:Can NPS go Luci mad off map? I'm assuming not? I'm assuming they get a source somewhere and always carry some with them. I've had Raiders with a luci need drop some when I down them.
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# ¿ Jun 13, 2018 22:30 |
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JESUS CHRIST!
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# ¿ Jun 14, 2018 11:50 |
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Holy poo poo you people complain about matching outfits when your clothes are made from super resilient mushroom fibers and thrumbo fur? Also you're stranded on a death planet?
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# ¿ Jun 24, 2018 21:01 |
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Galaga Galaxian posted:Wow, I just loaded my save for the day and noticed one of my colonists has a shattered Pelvis, I don't remember him picking that up, but loading back the oldest of my rolling saves, ten days back, he has it even then. And nothing in his personal log that indicates when he got it. Snoo snoo backstory
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# ¿ Oct 25, 2018 02:13 |
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I only play in jungles because I like year round grow periods. Maybe it's time to finally branch out to something else.
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# ¿ Oct 27, 2018 00:58 |
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Flesh Forge posted:In a truly egalitarian society, every citizen should have a mortar Seize the means of mortaring comrade
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# ¿ Oct 27, 2018 03:31 |
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Warmachine posted:However many it takes to land a reliable alpha strike on a mass of raiders/manhunting elephants. So about 50
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# ¿ Oct 27, 2018 06:03 |
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Back to hospital chat. I make individual rooms so my patients don't get woken up during feeding and treatment. I have switches that turn on or off power to each room before they get treated.
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# ¿ Oct 28, 2018 14:48 |
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explosivo posted:So I really need to get my defenses in shape and I keep reading about killboxes. Do I have it right that if I leave only one open part of my wall the enemies will always pathfind their way there instead of trying to dig through the wall? I've seen some examples of killboxes (using sentries or traps) but I'm still not sure if I need to be making 4 killboxes per side of my base or how I go about doing this the most efficient way. I'm not sure how it is now, but it used to be killboxes were great against regular raids, but sappers will just blow through walls like nothing and siege tactics will mortar your poo poo which means you either need to mortar them back or sally Edit, so yeah basically an open area with traps and defenses that they have to funnel into where your pawns are waiting behind sand bags. Get creative
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# ¿ Oct 29, 2018 03:08 |
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explosivo posted:
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# ¿ Oct 29, 2018 17:57 |
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I see all your images with like 15 colonists and I can't deal with taking care of more than 6 or 7. I just like a chill little commune where people build things and sell things.
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# ¿ Nov 1, 2018 00:39 |
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Viva Miriya posted:wait what happens Occasionally it will take over and either go on a rampage or just kind of do what it wants regardless of priorities. It's kind of worth it though if you have an extra one though because it makes your pawn an ubermensch
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# ¿ Nov 5, 2018 00:34 |
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Viva Miriya posted:In those wooden sarcophagi tho right? I have a dedicated section of my cooling operation just for corpses so my doctor can train on them (medi training bed mod). Just plop them on the floor it doesn't matter. I played a lot of evil genius so I learned the benefit of a large freezer.
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# ¿ Nov 5, 2018 02:15 |
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Turns out Chemfuel can melt steel beams
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# ¿ Mar 31, 2019 19:54 |
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# ¿ May 11, 2024 15:17 |
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When waste packs "dissolve" does the red patch they leave behind correspond to the same amount of waste pack? So if I let one dissolve, then clean it up, I didn't really get rid of anything right?
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# ¿ Mar 28, 2024 00:04 |