

I'm using the MISC stuff, the UNSC mods (add gear from Aliens franchise), Prepare Carefully, Glitterworld tech, etc. Enemy camps are fairly rudimentary at this point, but they work.ĭove back into this game now that some of my preferred mods got updated. The onus is on you to go and trade yourself. A16 now sends lots of traders while you're small, but they dry up a lot after you get larger. In previous builds, you'd sit back and turtle up while waiting for traders. This is a population/difficulty based chance of an attack instantly killing a colonist/enemy, regardless of what damage that attack actually does. The last big jump like this was in A12 when "sudden inexplicable death" was implemented. I've found my colonist turnover is a lot higher. Surgery now must be done by a good doctor, in good health himself, with the best medicine available, under good lighting with good equipment (vitals monitor, high quality hospital bed) or your patient is probably going to lose parts she didn't even know she had. Now it's not at all guaranteed that even a minor infection is going to be survivable, because it'll rapidly become extreme. Previously, keeping someone in bed early with regular applications of herbal medicine would cure anything. This was actually implemented in A15, but some of the changes to additive bonuses make it even harder still. I like the mechanic, it's definitely a balance thing, though.Įtoon's picked up on this: Medical related things are a LOT harder. It also takes a big value hit, so making a fortune by selling kit off dead raiders doesn't happen anymore. Your colonists will get a debuff from "recycled" gear, as if someone dies in some apparel, it's tagged as such and they don't like wearing it. Some multiplicative buffs/debuffs are now additive to make colonist mood more stable, however there's now a much greater emphasis on self-sufficiency and/or trading. That's all I can think of off the top of my head. It seems like stuff you craft sells well while crap you pull of dead raiders got nerfed hard. You'll want to make some clothes of you own to have on hand. They don't want to wear anything pulled off a dead person.
Rimworld muscle parasites install#
I've also killed a few colonists trying to install those organs in fully decked out hospital rooms.Ĭolonists are now picky about clothes. I've killed many prisoners trying to harvest organs. The new penta something drug (it used to be malari-block) apparently will also boost immunity if you give it to someone. You'll need good facilities and doctors to overtake it. This puts the persons immunity well behind the disease's progress. The disease has a little time to incubate before it shows up. You don't get an immediate notification when someone is sick. There has been some major changes to disease and surgery. This makes it a bit easier to recover from mistakes and raids. I can easily get up to 11 or 12 colonists which makes sense since you'll need to send some them out for caravans. The storytellers seem more willing to give you colonists. While I could butcher her for meat, but my religion prevents me from harvesting plants and imitating a beast of burden. She was distressed over the loss of her master, and my inexpert treatment of her wounds. I was forced to stab Vera, the colony huskey to death. The power for the hydroponics was insufficent. However, I think I will let them rot in the wild rather than carry them to the fridge. Cargo pods fell in the distance with emergency food supplies. If only I could carry things, I could bury my fallen comrads. Hernandez and Chinchilla are dead, bled out from their wounds, three others were carried off. We have been attacked by a marauding gang. It will be a race between our ability to make our hydroponics setup work, and starvation. The hydroponics labs are up, with four beds producing.

We have replanted, and begun researching Hydroponics. Our already fragile food supply was cut off days short of harvest.
