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Messages - ewelupp

#1
Ideas / Random events and items
September 18, 2020, 04:32:26 PM
I've been playing this game for a long time, and there are some minor annoyances I have with there not being events that could happen. To be fair, I haven't experienced one of these so they could totally be in the game and I wouldn't know about it.



  • Event: Lovers secret alcove: random chance that lovers will designate a small alcove, cave, or room as a double sleeping spot for lovin'. Once designated the lovers may come back and use it as often as they like. Sleeping spot will not be usable by other colonists.



  • Event: Chance romantic encounter: Two colonists may use above mentioned event even when not lovers. They may become lovers after, or alternatively regret the decision and hate each other.



  • Event: Lock the doors: When to lovers are in a room alone, there is a chance they might lock all the doors and get some lovin' on any surface (crafting table, chair, table, pile of clothes, ect.)



  • Event: Fight club: when a colony exceeds a certain size two or more colonists have a chance to create a social fighting club. Some may react positively, some may react negatively.



  • Event: Trainer: Colonists at a certain skill level may begin training another colonist. If a colonist has a trait associated with pride they may teach at a lower skill level and trainee has a chance to lose points in that skill.



  • Event: Lovin in a small bed: Colonists who are lovers have a chance to do some lovin' if there is a single bed that is apart from other colonists. This will result in half the points of regular lovin'.



  • Event: Cleaning party: Random chance all colonists will start cleaning.


  • Event: Random cooking ingredient: Random chance colonist involved with cooking may pick up plant from outside to add to cooking. This may increase the quality of the cooking or be poisonous.

  • Event: Mass bullying: Random chance that multiple or all colonists may attempt to bully one of their own for some slight like ugly, petty, thief, or even positive traits if the instigator is mean spirited.


  • Item: Cabinet: Can hold multiple food items at a time and cannot be place in low temperature zone.



  • Item: Dresser: Can hold 10 of each; head slot item, torso slot item, lower body item. Armor not included



  • Item: Dessert: Usually made with items like; chocolate, strawberries, milk, eggs, ect. Fills recreational need and provides joy.



  • Item: Poison: Mushrooms, flowers, and potatoes can be poisonous. Without a higher level of plants it would not be discernable by who ever picked it. Certain poisons can be utilized in bows, spears, swords, and other like items.



  • Item: Baited trap: Anywhere from a small deadfall to a snare trap. Can be baited with berries or meat.



  • Item: Pitfall trap: Can be placed in dirt only, is obvious looking to the player, but hidden to everyone else, colonist may forget it's there and fall in, deteriorates slowly but cannot be fixed.


To explain:
First, yes I know, there are a lot of these that have to do with lovin'. I'm not all that interested in 'getting my rocks off', I have a married couple with the husband cheating on his wife, and while I don't condone it and wont do anything to help it along, I think it doesn't make a whole lot of sense that they cant be together because they don't have a bed configured to them. Also, yes I'm aware there are a lot here that are probably not feasible given the way the game is set up, but I'd still like to see them. I'd also include that I know some of the lovin' features may not be suitable or desirable for Ludeon because it could make the game less kid or advertiser friendly.
#2
General Discussion / Re: Nostalgic funny story
April 08, 2018, 03:02:04 PM
Quote from: sick puppy on April 01, 2018, 10:57:42 AM
i've always wondered what were the first and most basic options that tynan implemented into the game and generally how few things you could do at start.
but also, what options werent in the game that seem like the most natural thing to me right now? how can you play without them?
Basically all you had were turrets, pistols and rifles, some wall structures, some plants and native animals. It was pretty broken, especially since you could put it on the easiest setting and still end up getting wrecked by a herd on crazed muffulo or boomrats. The original, or as far back as I was, of the boomrats were red and far more explosive.
#3
Ideas / Re: Some ideas for traits.
April 08, 2018, 02:58:35 PM
You don't seem to understand the nature of my comment. Vegetarians would be harder to make food for because typical diets are meat and veggies, so certain food tabs would have to be set up to make meals that are vegetarian, meaning early game, where the only thing you'll have to eat is berries and meat will be harder to cater for the vegetarian diets when you're waiting for crops to grow. I'm not saying it's bad, you're just taking it out of context. Please consider what you're saying next time.
#4
General Discussion / Re: Nostalgic funny story
March 31, 2018, 05:02:39 AM
As far as I know you can play earlier versions if you own it on steam, I haven't gone back but I'm sure if I did it would be just like the olden days.
#5
Stories / Re: The Saga of Peg Leg Pete
March 31, 2018, 12:19:48 AM
I am physically not okay after trading this, tears, no air and red faced as I like here on this couch thinking about how peg leg Pete who survived two animal attacks, a kidney harvested and two legs replaced only to die of malnutrion because he was stubborn 😂😂😂
#6
Stories / Blind artist
March 31, 2018, 12:11:07 AM
I once had a blind artist named Shog, btw I love all the crazy names, currently have a Yorkshire terrier named Death, anyway Shog wasn't always blind, and before he went blind he was an accomplished artist, but one day after hunting a turtle it managed to BITE OUT BOTH OF HIS EYES. It was an earlier version before the fighting balances. I managed to still be able to use him as an artist. One day while he was sculpting I noticed something really weird about him, he had also lost one arm, two fingers and a leg, all of which was to turtles and I hadn't even noticed, but he was still making art. Obviously it took him a little longer to finish his sculpture and when he was finished it told the story of another hunter who had killed a raccoon and was "dancing around his corpse" I believe was the phrase. Fun fact, Shog was nowhere around this hunter on the aforementioned day and was very much blind and crippled during the events yet he managed to pull this one out if his ass, and to top it all off it was a masterwork so yeah, the blind three fingered one legged artist sculpted something he's never seen and with the best skill. SHOG WAS SECRETLY JESUS. He later on got two bionic eyes, a bionic leg and arm and then went on to die by, you guessed it... A GODDAM TURTLE. Shog Jesus's weakness was turtles....
#7
General Discussion / Nostalgic funny story
March 30, 2018, 11:51:39 PM
So I've been playing Rimworld basically since it's conception, a buddy of mine had a copy of one for the first releases and if you've ever played the original you know it's basically unplayable because early scripting would have a herd of muffulo suddenly all lose their minds and attack all four of your allowed colonists at once, and let me tell you, when a herd of muffulo attack in early game, there's no coming back. So my buddy and I used to set up a contest every day to see who would last the longest and it wasn't very long. Overall it was a funny experience seeing all our efforts to build some sort of defense fall short of twenty goddam pirates at the same time. Anyone else have any fun stories from early gameplay?
#8
Ideas / New predator (revised from earlier post)
March 30, 2018, 11:38:02 PM
So I've come up with a name, description and characteristics for this monstrosity. For those who haven't read my previous suggestion or didn't read all of since it was long; I suggest a new predator that preys on boomalopes and boomrats that has a venom that counteracts their explosiveness. I've decide upon "megawasp" since it goes well with the insect theme. Basically this creature hunts down and kills boomalopes with it's venom which counteracts the nuetramine, since the venom is nuetramine based they gave to eat the boomalopes and are very voracious, instead only feeding on what they need, mainly nuetramine and finding the next until it's hungry enough to need flesh. This creature was developed by pirates around the rimworlds to combat the herds of wild boomalopes that can quickly infest areas since they have no natural predators and therefore destroy the ecosystems they are introduced into. There are two types of Megawasps, the lab grown variety which can only be bought from pirate ships and wild ones. Lab grown are always non hostile to humans, unless social interaction is attempted or being attacked, both of which will send them into a flurry and cannot be calmed, anything in it's path will be attacked. If a Megawasp should run out of food they may tend to go crazy and attack or simply runaway into the wild. Megawasps are venomous to humans, but their stingers are made to puncture the soft "milk" sacs of boomalopes and are engineered to not be able to sting humans, once the venom has counteracted the nuetramine the flesh that's left is still edible. There there are the wild Megawasps, these are bigger, faster and more voracious. They will tend to attack anything, there geneticly engineered bodies require lots of energy and they have adapted to survive on not just boomalopes so they eat a lot. Their stingers are far more pointed and able to sting anything with it's neurotoxin. Anything stung by a wild Megawasp will become paralyzed and the toxin will only wear off with medicine, if the victim dies, the meat, even boomalopes, is poisoned and will paralyze anyone who eats it. They, as in both types of Megawasp, are usually hunted by bears, pumas and wolves since they are still bigger, making them easier to manage. Any Megawasp whether wild or not cannot be tamed or trained and has no official alliance, they are simply pest control gone wrong.
#9
Ideas / Re: Some ideas for traits.
March 30, 2018, 03:12:25 PM
I actually love all of these, they're quite simplistic, I have to agree with most though that vegetarians would be harder to please but I like it, it makes it more difficult and realistic.
#10
Ideas / Areas, predators and more
March 30, 2018, 02:55:48 PM
So hunting is kinda a hassle, especially in large colonies because sometimes you can forget all about your food intake when you don't have as many crops, my suggestion is a hunting zone, an area that can be layed down that you can choose to automatically hunt any animal that cokes in that zone, and like most zones you can choose what you automatically hunt so you don't accidently hunt a bear or something that will attack back, or even set up snares or pitfalls for animals so you don't have to constantly hunt you can also trap. Secondly deterioration rates are much too quick, shirts, pants and other clothes last about a year and I feel like that's too fast, and especially with armors, metal helmets seem to deteriorate as fast and that's just not accurate. I suggest dialing it back by just a smidge, that way we don't have to replace them every year. Speaking of there should also be a fix clothes function for the tailoring bench, likewise with guns and armor that way they don't just break every time. Two more and I'm done, you don't have to like all of then but they are what I came up with... So far. Okay so we also need ownership, I don't know about you guys but I can't tell you how many times I had accidently destroyed or sold something that was supposed to belong to someone and it would make it easier if items could have ownership, like guns, armor, clothes and animals. It would make it easier because before you sell of break an item a screen could appear and say "are you sure it belongs to ___". It would also put things like dressers and possibly closets to use being able to out multiple items, guns, clothes, armor or art into them and have them owned which would also make attitudes like petty and greedy useful because colonists could steal or break things of others and start social fights that way. Last one I promise, so the boomalope and boomrat need a natural predator, maybe not one that's bigger and scarier, but something that could also have been genetically altered to hunt them, something that would naturally destabelize the nuetramine and make them not explode when killed. This basically stems for the fact that boomalopes and boomrats are a constant threat to keeping my colony intact, they seem to migrate to close and can only be hinted if you are sure you can out out the fires which is so goddam annoying, sorry for the cursing. I'm really tired of having to ignore them and feel like maybe there could be two breeds of these things, one which can be bought by pirates on ships only, where they could engineer them and two found naturally as they tend to be left on planets and have naturally adapted and mutated, the venom of these ones should also be poisonous to all animals, and if a colonist should eat meat from one their kills they can wind up getting poisoned. I know for some of these it would be very difficult to accomplish and I don't expect them to all land, the ones I care the most about are hunting zones, ownership and deterioration. So yeah. Thanks