![]() Other exciting additions to the game since my last post on the topic include the generation of a world map, complete with the ability to set down your colony wherever you choose. It isn’t easy, after all, to keep people alive for eventual vivisection when you’re busy throwing lead at them at high speed, and a shortage of corpses is an inherently unreliable state of affairs. I’d love to be able to make a quick buck off the tragic, untimely, and violent demise of those who have the misfortune to attack my automatic gun emplacements. One thing that I haven’t yet had the chance to learn is whether or not you can harvest organs from the recently deceased. ![]() Life is harsh, and it turns out that being shot repeatedly in the head is still bad for your health. But while a missing foot or hand might now be replaced, there’s still not much that I know you can do when someone regains consciousness with profound brain trauma. And from what I’ve been able to see, Alpha 7 has only made medicine even more valuable due to needing it for treating disease, installing prosthetics, and harvesting or transplanting organs. Medicine, of course, is precious and hard to come by. Giving your doctors medicine to use on their patients vastly increases the chance of a good outcome, and thereby reduces the chance that whatever harm was done will remain a constant thorn in your side in the future. Every wound needs to be treated, and any given treatment will vary in quality. You just have to make sure that they never suffer a mental break or suddenly decide to betray you.īack to speaking of rehabilitation, Alpha 6 also made medicine (and medical skill) meaningful. Traits have already made a meaningful entry into the game, affecting everything from move- and work-speed to mental stability and opinions of cannibalism, and there’s nothing quite like having a murder-happy speed demon ready to hunt down your fleeing enemies. It’s hard to come by powered combat armor without taking it off the body of an erstwhile attacker. This is Rimworld, after all, and I already do my best to hunt down fleeing raiders when they’re wearing or carrying things I find especially desirable. Or from their warm and unconscious bodies, if they somehow survive the fusillade of bullets and seem like they aren’t worth rehabilitating. Given the constant scarcity of more advanced medical supplies, I foresee specifically targeting raiders with cybernetic prosthetics so that I can strip the things I want from their cold, dead bodies. Now, it looks like we can give our debilitated friends a leg up, so to speak, by building prostheses for them to replace whatever they’ve lost. I was forever terrified of having my wonderful and productive citizens maimed horribly while defending the colony. My Alpha 6 colony had a slowly growing number of people who’d lost appendages to chronic cases of gunfire and explosions. ![]() The last version, Alpha 6, introduced a complex medical system which tracks injury and debility by location, though perhaps without quite the same granularity as Dwarf Fortress‘: ![]() The introduction of prosthetics is far more important than you might realize. But let’s look on the bright side of things: even as Ludeon has introduced plague, it has also given us the prosthetics and organ harvesting and transplantation, in addition to a welter of other neat new features. Or, uh, the starving frontier space magic, beset by violent thugs and now diseases. Correction: with Alpha 7‘s release, the space magic continues.
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