![]() Now I know you may not agree with me and I don't really agree with this but I mean that is what the game is people have just found ways or made mods that make it so you can last a long time. The game is a race against time really because raids will get harder until you can't win in which case you better have a ship to get away on. The base game was three people land on a unknown rimworld and must fight off raiders and other things to survive after a while they learn stuff gather a few other people and fight harder battles until the point where they learn to build spaceships then they gather the parts and build the ship and take off. Just a thing you guys are kinda forgeting this game does allow you to play on a world for a long time but in truth you are not supposed to get to the point where you have hundereds of people because that is not what this game is. I think I will have to look into changing it, but I dont really want to, and dont think it makes much sense you have to. Other than that though, its a pretty addictive game, but I think that kinds of ruins it. It should be based on how appealling or attractive your colony is, or random and luck, not a purpose built restriction basic line of code. It would be more fun to look after 100s of people on the verge of going crazy rather than 8 living in harmony with enough food and supplies to keep a city going. Having 100s of people the problems wouldnt be so much from raids it would be keeping them fed and supplied and from killing themselves. Whats the point of having farms to last 100 people a lifetime and only 8 mouths to feed. They are litterally falling from the sky in the first few days, then no more in years. Why? It seems a very basic pointless rule for an important part of the game. We will throw people at you till you have at least 4, then make it harder till you hit double figures, then we will do our best to stop you from getting anymore. I just dont see the point in that line of code, its almost like purposely putting a bug in the game. Seems like it would be better if he didnt bother with this stupid over basic restriction in the first place. 18 with the others.īut why did he even add these 3 lines of code in the first place. Conversely, possessing any drug impervious gene prevents cumulative overdoses (from all types of drugs) entirely, as well as random overdoses.Well a game like this shouldnt really push any PC, cetainly not in graphics, and not sure what the CPU is doing, I cant see what heavy proccessing or calculating is being done.Ĥ - 13- 50 is the best one with random. Also note, it is still possible to cumulative overdose by over-consumption of the aforementioned drugs. Please note: Having a drug dependency completely removes the random drug overdose chance. The chance of a single dose causing permanent damage or death is therefore likely around 0.17% for Flake, 0.11% for Yayo, and 0.06% for Wake-up and Go-juice. The exact likelihood of a single random overdose resulting in chemical damage or death is currently unknown, however in a test with a sample of 5,000 random overdoses, 5.90% resulted in chemical damage and 5.44% resulted in death, with a total of 11.12% resulting in either chemical damage, death, or both. The chance of causing a random overdose is 1.5% for Flake, 1.0% for Yayo, and 0.5% for Wake-up and Go-juice. This overdose will be of random severity between 0.85 and 0.99 (this is regardless of body size/health scale), and is unaffected by previous overdose severity, meaning that even the first dose could potentially result in a major overdose. Overdosing pawn's body is unable to handle extreme drug levels, and succumbsĪside from normal overdoses caused by excessive drug consumption, all hard drugs also have a small, unavoidable chance of causing a major overdose when consumed.Chemical damage to the brain on average 2.5 days in this state.Pawn will lose consciousness (Consciousness max: 10%).Frequent vomiting - Every 0.3 days (4.8h) on average.Reduces the affected pawn's consciousness by 50%.Doesn't show on the health tab of colonists.No effect, within tolerable levels of hard drug consumption.Overdose gain is divided by body size (not health scale). Drug overdose severity reduces by 1 per day, meaning that the pawn will fully recover in up to 1 day (0.5 days until no symptoms are shown). ![]() Go-juice, Flake, Yayo, Wake-up) increasing the severity by 0.18-0.35 per drug consumed, and Penoxycyline increasing severity by 0.08-0.14 per dose. Beer, Smokeleaf) and Luciferium not contributing to overdoses, hard drugs (i.e. The severity of a Drug Overdose is determined by what drugs are consumed with social drugs (i.e. There's a chance of getting an overdose from just one dose. ![]() Drug overdose is caused by consuming an excessive amount of drugs in a short time period, before the body has the time to deal with it.
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