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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 413050 times)

Akura

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3510 on: April 08, 2019, 08:03:53 pm »

After a recent gunfight, I noticed one of my pawns took a hit to the heart. Not a major one, <2 points of damage. It was treated, and it eventually healed completely. I thought the heart always scarred? Or is the wiki outdated? Not that I'm complaining. The one prisoner we took is actually useful, and it'd be a waste to simply rip out her heart and give it to the guy who was injured.


In a separate incident, I sent some pawns out to an item stash - great loot: an excellent-quality minigun and a bionic heart, plus I grabbed a turret, some lights and batteries - and wounded the one pirate guarding it. Was originally going to harvest his organs, but the game kept claiming I had no medicine(though I did, I brought it with me). So, when I reformed the caravan, I couldn't take him with me, and left him behind. Immediate "caravan lost" message marking his death/disappearance, and one pawn in the actual caravan had the "Banished prisoner to death" moodlet(the other was a psychopath). Now, I may be wrong because I wasn't actually checking, but I don't think the rest of the colony got that moodlet until the caravan returned.
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Blue_Dwarf

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3511 on: April 09, 2019, 11:35:35 pm »

After a recent gunfight, I noticed one of my pawns took a hit to the heart. Not a major one, <2 points of damage. It was treated, and it eventually healed completely. I thought the heart always scarred? Or is the wiki outdated? Not that I'm complaining. The one prisoner we took is actually useful, and it'd be a waste to simply rip out her heart and give it to the guy who was injured.

Never heard of heart being always scarred. It was always the brain or eyes.

Brain has permanentInjuryChanceFactor of 9999999,eye has 15, spine has 6.
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Crafting Statistics 42.06Farming Statistics

Blue Dwarf has been happy lately. He did some !!science!! recently. He admired a fine forum post lately. He was enraged by a forum troll recently. He was upset by the delayed release of the new version of Dwarf Fortress lately. He took joy in planning a noble's death recently.

Akura

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3512 on: April 10, 2019, 04:50:01 am »

Wiki source.

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Worth noting that, like the brain, the heart always scars, and never heals naturally.
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They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
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TheBronzePickle

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3513 on: April 10, 2019, 05:25:40 pm »

The heart is actually capable of healing, but not under 'standard operating conditions'. Given that it's a muscle that doesn't stop working until you die, it really doesn't have time to stop and repair itself, meaning any healing that happens is very slow and has to work around a heart that's trying to still do its job. I remember when I was a lot younger reading a news story about a patient healing their heart after being hooked up to a blood circulation machine. Though I can't find that information to cite it, a quick Google search shows that there's a lot of research into using stem cells and other techniques to make the heart much more capable of healing.
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Blue_Dwarf

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3514 on: April 11, 2019, 01:45:17 am »

Wiki source.

Quote
Worth noting that, like the brain, the heart always scars, and never heals naturally.

That's from 2014, or around A13 or so.
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Blue Dwarf has been happy lately. He did some !!science!! recently. He admired a fine forum post lately. He was enraged by a forum troll recently. He was upset by the delayed release of the new version of Dwarf Fortress lately. He took joy in planning a noble's death recently.

pisskop

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3515 on: April 11, 2019, 02:01:09 pm »

Yea so I'm seeing how the game is designed for a nontribal play.  being behind the tech is a bit onerous.

Ive abandoned my world of 60 factions and now have 15 or so.  2 of each with more tribals.

Picked a grassland at the base of a mountain, not too far from a road and several bases that like or hate me.  I am unsure if grassland is vanilla or not, but suffice to say it is damn near treeless.  and since literally all of my temperature and lighting needs comes from wood thats no good.  I scraped up what I could.

Being limited in range and speed of fire meant I Could focus on either blocking los or cluttering the path of advancement.  Trap spam is so classless for a veteran DF player :roll: so I try to limit it.  Besides, grenadiers will happily crush through walls.

I tried to clutter a river, but the ai keeps  changing where they cross, sometimes even based on the exact direction they approach from.  Whats do good advice for slowing down attackers but not giving them oddles of cover?  the mideval mod barricade works, but I don't want to br cheesy and plus it costs wood, which I already ration and prioritize.  Rock chunks get used for my buildings since wood is scarce, snd the crafter keeps using them.  Besides thats not a permanent solution since I cant forbid them...


and once I survived my first winter I restarted; with the only causualties being a gnawed off head and some escapee who ran into a spike trap.  we stripped  him and let him freeze to death.

My new game here, though.  Same local.  I guess I found out what randyrandom can do; im the first ten days Ive had 3 naked raids, a 79 year old droppod survivor, a Lizard attack, the plague, an eclipse, and then one of my last remaining healthy fighters went beserk and butchered my doc, who was unharmed up until then due to being a pacifist.

wtf mate, cant i catch a break?
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scriver

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3516 on: April 11, 2019, 07:24:48 pm »

I don't know exactly how useful it is in the long run, but my first thought, in consideration of the tech disadvantage, is animals. Train them and aim them. Particularly if the enemy brings one-use items like rocket launchers and grenades. Let slip the alpacas of war!
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Love, scriver~
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