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Topics - Zombra

#1
General Discussion / Start the game bleeding?
June 08, 2019, 05:42:34 PM
Hi, I want to start a custom game where (some of) my colonists are under immediate threat of death.  Like, a crash landing gone horribly wrong.  The closest I can come seems to be giving them lots of scars, blood loss, and extreme malnutrition, but even with this, they are quickly up and around.

Any mods for this?  Is there a setting under Forced Conditions I'm not seeing?  Thanks in advance for any help.
#2
Ideas / One last CHEAP fix for caravans
October 05, 2018, 04:29:17 PM
tl;dr: Let caravans stop and generate a map wherever they are standing.

Long explanation:
Caravanning is still far too dangerous.  If anything goes wrong, a simple 1-day journey can turn into a week-long death march.  Forgot to wear a parka?  Frostbite, slowed, crawl to your death.  Didn't quite pack enough food?  Starvation, slowed, crawl to death.  Didn't notice a developing injury or illness?  You guessed it: condition worsens, slowed, crawl to death.  Yet all these problems could be easily solved if the caravan had the sense to simply STOP, build a shelter, tend to wounds, and hunt locally for a day or two.

The "rest" feature is nice enough I guess, but it doesn't seem to solve any of these problems that cause caravan death in the first place.  Foraging berries still seems to have diminishing returns, and you're not going to spontaneously generate parkas or medicine.

It's very silly that there are situations where I PRAY to be ambushed by raiders or attacked by manhunting wolves, simply so a map can be generated, simply so my caravan can stop acting like relentless suicidal robots for a few days.

With this fix, my "caravan anxiety" will finally be gone.

Thanks for reading.
#3
Stories / YOUR IDEAS for individual character goals
September 13, 2018, 07:16:28 PM
Inspired by Pitch Black, Firefly, and Gilligan's Island, I want to start a game (using Prepare Carefully mod) with a premade group of characters with individual goals.  Sometimes these goals may contradict each other!  These goals don't appear in game of course, it's just things for me to work towards so I can say "That character achieved his goals."

Examples:

Concept: Biological researcher, wants to study local plants and animals
Background: Taxonomist
Personal goals:
* Successfully research, plant and harvest all available plant types for biome
* Successfully tame 10 different animal types
* Return to civilization

Concept: Bounty hunter, tailing [criminal] waiting for right time to capture him
Background: Bounty hunter
Personal goals:
* Help colony build escape ship
* When ship is ready, arrest [criminal]
* Leave planet with prisoner

Concept: Criminal, being stalked by [bounty hunter] when ship crashed
Background: Serial murderer
Personal goals:
* Build combat skill of choice to 15
* Kill [bounty hunter] or arrange for his death
* Leave the planet

Concept: amoral researcher seeks to become rich making designer drugs.  Wishes to use planet natural resources to learn all about exotic drugs
Background: Unethical doctor
Personal goals:
* Research and create all possible drug types
* Observe addiction effects in at least 5 different colonists with 5 different drugs
* Leave the planet

Concept: Victim of raiders, seeks the one who murdered family
Background: Vengeful child / Wasteland wanderer
Personal goals:
* Hunt down and kill [named NPC], leader of [random hostile faction]
* Nothing else matters

Concept: Former wealthy rancher, likes this planet and wants to build a successful ranch and retire
Background: Rancher
Personal goals:
* Build 5 large barns (at least 10x5)
* Tame and successfully breed 5 different large animal types
* Build colony silver stores to at least 10,000

Concept: abused spouse, wants to escape grasp of [other colonist]
Backstory: Runaway dancer
Special restrictions: must start game married to another colonist
Personal goals:
* Spouse dies or marriage is dissolved
* Either leave the planet (if ex-spouse remains and is alive) or remain in stable, safe colony (if spouse dies or leaves)

Concept: the romantic
Backstory: any
Special restriction: starts game with no romantic attachment
Personal goals:
* Get married
* Remain happily married until the game ends
* Either leave planet with spouse or remain in stable colony with spouse

Concept: the addict
Background: any
Special restriction: must begin game addicted to at least one drug
Personal goals:
* Cure addiction

Some concepts may be combined, e.g. the criminal might be the abusive spouse, the taxonomist might also be the drug addict, etc.

So I want YOUR ideas for characters like this.  Help me build a fun, crazy story even beyond what Rimworld already offers!
#4
Ideas / Disallowed Areas
August 30, 2018, 06:34:58 PM
I'm sure this has been brought up before.  Sometimes I want colonists or animals to be forbidden from accessing certain things, but I don't want to create a whole new 'inverse' allowed area.  For example I don't want the whole colony to have access to my drug lab, but 'everything but the drug lab' isn't a good allowed area to have to make.  I want to save up pemmican for a long caravan journey and don't want everyone eating out of the pemmican pantry.  I want to stop my yorkshire terriers from going in the cooler and drinking all the beer.  Etc.  And sometimes I want to mix and match, e.g. some people can go in the beer cooler but not the drug lab.  Making a new allowed area for each case is a lot of work, not to mention very counterintuitive.
#5
Mods / Removing Mohawks?
June 05, 2017, 03:42:05 AM
Hi, I see a lot of mods to ADD hairstyles ... are there any for REMOVING them?  Those three foot high spiked mohawks look incredibly stupid.  I'd like them to be gone from my universe.
#6
General Discussion / Are there "Forbidden Zones"?
December 22, 2016, 03:50:58 PM
I want to set private areas that require permission to enter: the mayor's house is off limits to workers, the drug lab is authorized personnel only, everybody knows to stay out of the psychopath's torture dungeon.

Checking the zone menu, I couldn't find anything like this, only allowed zones, not disallowed ones.

I guess I can make a separate allowed zone for each colonist, that covers the entire map except for a few tiny spots ... but this seems very cumbersome and frankly I won't bother if this is my only option.

Am I missing something?  Any advice out there?
#7
Ideas / Display pants.
December 22, 2016, 02:59:35 PM
It still looks weird to me in the base game that the lower portion of the body always looks nude.  I know these are creepy limbless icons, but it still looks wrong.  Shinzy's Apparello mod shows how easy it is to put pants on these people.

I'm not suggesting that all of Apparello integrate into the main game - I think it would be too disruptive to the art style.  Just the pants part so I can see visually whether or not my pawns are properly dressed without having to check the inventory page or - worse yet - find a surprise "unhappily nude" debuff on their Needs screen.
#8
Mods / [Mod Request] Bring Back Megatheriums!
December 21, 2016, 08:03:05 PM
"Megasloths"?  How lame is that?  Rimworld veterans know the truth about these majestic beasts and their proud name.  MEGATHERIUM.

Seems like the mod would be child's play for someone who knows what they're doing ... I just want the creature name, the meat name, the fur, garments made from their hide, etc. to go back to the PROPER AND CORRECT name.

Thanks for reading :)
#9
You know what I'm talking about, the button that is now combined beauty display and room stats toggle.

I used to leave room stats on all the time and check them all the time, but with the flying beauty numbers flooding the mouse cursor I can't do that any more.  I like the beauty numbers too and this is useful, but having to click that tiny button at the lower right is a pain in the ass ... especially since the mouse cursor is drowning in clutter whenever this is turned on.

I couldn't find an entry on the keymapping menu.  Is there one?  Would be really nice to turn this on and off with a simple keypress.
#10
Just saw Tynan's blog post.

Excited about Scenarios and being able to set different game start conditions.  What about game end conditions?

I wonder if there is any chance that victory conditions will be added with A14, or in a subsequent update?

Introducing more hard Game Overs (both winning and losing) would be lovely.  Simple conditions like: original colonists must survive; evacuate 50 people from the planet; create a sustainable colony that lasts for 3 years; ally with x number of planetary factions ... it would be nice to have conditions to try for that were dictated by the game and not just "in my head".  Bad Game Overs would be fun, too.  X character cannot die; protect the flag/building/particular colonist from attackers or game over; build x by such-and-such time or you lose; etc.  The planetkiller asteroid is a great example of this - let's have more!
#11
General Discussion / Game Time Display?
May 12, 2016, 04:05:51 PM
I've been looking since I started playing, and for the life of me I can't figure out what time it is in the game.  I set these strict schedules for guys to go to sleep at 10PM and get up at 6AM or whatever, and I guess they check their watches all the time so they can follow the schedule ... but where do I look to see what the game time is?

I'm sure it's right in front of my nose but I just don't see it.  Thanks in advance for helping me find it.
#12
Ideas / Trade Quantities.
May 12, 2016, 04:00:51 PM
Let me highlight the quantity and type in a number on my keyboard.  That click and drag thing is pretty wacky.
#13
Ideas / Make Crashed Spacers Not Idiots.
May 12, 2016, 03:21:27 PM
tl;dr: Spacers can't recognize danger and it's silly.

I like rescuing them and nursing them back to health, and I like that they say bye and go home when they're well enough.

I even kind of like that I can't recruit them (though I'd definitely take the opportunity if it was added).  They have their own connections, they want to go find a way off the planet on their own.  I can respect that.

But their bold lonely voyage is a problem when it is -20 out and they just have their thin little synthread pants and t-shirt.

My current game is not a nightmare ice sheet, but it does have cold, uninhabitable winters.  The first Spacer I rescued turned up dead a few hours after leaving the hospital.  He had simply frozen to death strolling towards the horizon.  I buried him where he lay.

The next time a pod crashed, I was ready.  I put a spare parka next to the bed, a gift to help the survivor make it when she left.  She walked right past the coat like it wasn't there.  I ended up having to imprison her - "I can't let you leave yet".  Locking her in a cave seemed pretty extreme.  Seems like if she's a space traveler, she would understand the importance of the right gear for hostile environments.  Ultimately I was able to talk her into wearing a coat by telling her she'd stay locked up in the cave forever unless she joined the colony.  I would have been happy to put a coat on her and send her on her merry way without all the jibba jabba.

And then I discovered a cryptosleep "tomb" filled with sleepers from the past, only two of whom had survived stasis - and those two had unstable life signs.  Rushing them to my own hospital, I was able to save both their lives, but sure enough, as soon as the first one was well enough to walk, he strolled out naked into the snow.  My only means to stop him was to try arresting him like the last one - "Hey, you can't go yet, you'll die out there" - to which he responded by flipping out and punching the man trying to help him.  The apoplectic, 78-year-old naked math professor took on all comers, and terrified that he might be killed, I had a team of three colonists drag him to another stasis chamber attached to the nearby shipbuilding project.  I guess he's coming with us if we ever escape the planet.  (I hope they have a hospital wherever we end up.)  After that, his buddy agreed willingly to be locked up in the cave - evidently he knew that, unless restrained, he wouldn't be able to resist rushing naked to an icy death.

These stories are certainly interesting, but disappointing because the tragedy in each is so nonsensical.  I have a few suggestions to help the player help those in need of rescue.

* Allow the player to gift items, such as environmental clothing or weapons, to help a survivor on his way.  The existing trade window would work - just like with traders, I could "sell" the guy a parka and let him have it even if he can't afford it.

* Allow NPCs to utilize the existing "Waiting in safe temperature" AI routine.  Let NPCs also utilize this routine to avoid fallout clouds and other harmful environments.

* As with prisoners, let the player set a Guest Treatment protocol and decide when to Release guests from their hospitality.  The options would look a little different - you can't Execute a guest for example.  :)  Guests would not stage "prison breaks"; eventually they would simply say, thanks but I'm leaving now, since doors aren't considered locked for guests.

Any other ideas out there?  Has this been touched on before?  Links please.  Sorry if this is a duplicate of an existing thread.
#14
Bugs / Animal Graves
May 10, 2016, 04:52:08 PM
OK, so my dog died.  I dug a grave, set it to accept animal corpses, and buried him.

A long time later, the dog's corpse evidently rotted away to nothing (I'm guessing about this part).

Then one of my haulers decided it would be a great idea to go and bury a dead snake there instead of putting it in the freezer.
#15
General Discussion / Teach Me About Cremation.
May 09, 2016, 12:10:56 AM
I just built my first crematorium.  I want to set a bill to only cremate rotten or dessicated corpses, but the only apparent option is to "allow rotten", implying that not-rotten corpses will be burned as well.  How do I prevent this?
#16
Bugs / [A13] Marriage Spot Issues Are Real
May 08, 2016, 03:24:24 PM
Pursuant to Nebbie's previously posted report, I am experiencing the same issue.  The other day I had two weddings not work at the Marriage Spot, but I read your explanation that there must have been something preventing access and figured okay, maybe there was a tornado both times and I didn't notice.  Last night yet another wedding did not take place in my lovely garden spot despite there being no atmospheric events, not even rain.  It was sunny and beautiful out, maybe a little warm (90°F) but that is all.
#17
General Discussion / Teach Me About Livestock.
May 07, 2016, 07:19:13 PM
Actually I feel I have a pretty good handle on how the animal systems work mechanically, but I feel like I could use some advice.

* For my "barn" I like to make a big, freestanding room with a roof over only half of it.  I plant grass in the roofless half and store kibble and surplus vegetables in the roofed half.  What do you think of this setup?  It seems like planting anything in the barn isn't that profitable as sprouts are eaten before they mature.

* Should I be making a fully enclosed, air conditioned barn instead?  Maybe with a roofless yard adjoining?  The half & half roof idea just seems neat.

* My barn area always seems to be scoured of grass immediately and I feel like this clear cut dirt floor is not ideal.  Should I be making a larger corral so grass can continue to exist?

* I feel weird that there is no "fence" wall type.  I want to make a real corral, not a roofless room with solid walls.

* Managing reproduction feels strange.  A bunch of rabbits are born, and now I have a dozen of the things all demanding food.  Yet it doesn't feel right to slaughter a bunch of baby bunnies to keep the population under control.  What do you think?  I've started slaughtering the adults when the babies are born, and selling excess baby rabbits to any trader who will take them.  Overall it seems odd.  Putting fertile eggs in the freezer and having a bunch of refrigerated chickens hatch seems weird too.  Am I just a bad farmer?
#18
Ideas / Full Alert for Mutilation and Maiming.
May 04, 2016, 04:30:07 PM
Once, I took an injured enemy prisoner, capturing her and dragging her to a prison bed.  Some weeks/months (?) later, I noticed that she was still lying in bed despite plenty of time having passed to recover from her wounds.  Examining her health, I learned that she had lost a leg in the fight so could not get up; yet she just lay there, apparently content to do so forever.

More recently, I happened to select my primary hauler to supervise her construction of a new power source, and noticed she was carrying x38 Steel from the stockpile to the generator.  A strange amount! I thought.  After some time I checked her health and noticed that she was missing her right arm.  Evidently it had been injured at some point in the game, who knows how long ago, and had to be amputated without my knowledge.  My hauler had been working at half strength ever since.

I propose that when a limb is lost, an alert appear at the lower right, the same as an infection or disease, to make sure I know about it.
#19
Sometimes, when I panic in a bad situation, I accidentally hit the space bar twice, three times, is time passing?  I don't know, better hit it again, oh my guy died.

For me, it would be great for space bar to stop time, guaranteed.  If time is already stopped, it simply stays stopped.  Start time up again with 1-3 which is what I usually use.

Obviously this would need to be an option as most people are used to a toggle.  Thank you for your attention.
#20
Ideas / Bring Back "Phoebe Friendly"
May 04, 2016, 03:29:55 PM
See thread title.  That is all.