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Messages - Ouan

#16
Now my Itch can be scratched! Thanks for the prescription Dr. Tynan.
#17
Okay, below is far from the most horrible thing that I do. I was thinking about this thread as I was writing on my own. This is a scenario on a world I create, even on biomes with a year 'round growing seasons.

Quote from: Ouan on April 06, 2016, 01:25:25 AM
Quote from: 1000101 on April 04, 2016, 03:05:19 PM
"Anyone else have the Rimworld itch?"

I hear you can get a cream from your doctor for that.
I went to the doc today about that, no dice. He told me, "Sometimes you just need to scratch it." I am currently making a nice mountain dwelling cannibal collective. Anyone who can not hack eating nothing but meat go into the pot themselves. One bad mood trip, even if it was triggered by a psychic wave, and into it you go. Is it wrong to be excited about the prospect of having full grown babies and then eating them? It is a fierce itch abuilding with no great way to scratch it.

           That is one of my tame worlds. I was thinking of some of my better ones, especially back around Alpha 7 or 8 when meat did not spoil. At the time I did not do the whole cannibal ensemble, but as soon as I realized I could make beautiful leather out of my fallen, friend and foe alike I did. I only ate their flesh as a last resort, as I did not like having those crazy cascading mode meltdowns that colonies used to suffer a la Dwarf Fortress cat-death. You all know what I am talking about. I had two or three colonies in this era of game development have a tantrum that consumed half the colonists or more before it burned out, with only a few psychopaths or cannibals remaining, usually too damaged to mount a proper defense before the next big push.
           This particular colony was named Meat Wagon, because of an early event which left 2 of my original colonists dead, with only one standing strong and an early joiner crippled by a tantrum sparked by an abrasive chap who made my other colonists hate each other. One night of heavy forced mining to get big rooms for each of them was all it took and when the gunsmoke settled only two remained. The crops were soon burned by the next pirate attack (like the next day), which left my poor chaps with only one choice, eat their dead or die slowly. They made it by being bad asses and the situation stabilized long enough for my town to flourish and to grow to 20-25 colonists. The meat from the butchered, of course by my psychopath cook lay on a field outside of town, piled by their thousands to bake forever in the sun, just in case.
            Part of the problem of course was there pretty much only was desert biome, so you had to make due with a small growable area, and a raid like before, or a bad storm could send me back down the rabbit hole of cannibalism at any point, which I desperately tried to avoid. I grew to almost 30 colonists, which at that point I considered a feat of genius, but now realize was a fit of madness. I took on everyone, those sensitive to brain-waves, the ever surviving abrasive chap hung on, to make everyone realize that there was no way that there was ever a sun shining outside. Then the spark happened, and a larger calamity ensued than I had already thought would.
            A fire from a miss-thrown Molotov gave, damn <name redacted>, set all my fields afire and no amount of punching could stop it. Two of my colonists perished in the flames, but worse still was to happen. My buildings also caught ablaze, the wood of some of my walls catching the rooms within a-light, destroying my stockpiles of food, reducing in two minutes the work of my colony for two years. I immediately put meat on the menu, and things took an even further turn to the surreal. Within two weeks three of my colonists snapped, killing four before being gunned down. Two died, but the third was left to me with but one leg, as the ever present luck shot took off his left leg. There was no way to help him, no cure for his ailment. This prompted me to make another executive choice; the gimp had to die.
     My resident body ghoul/ cook walled him off to die quietly inside the same mountain rooms that had been the scene of the first tantrum spiral, and there he died. In the age before everyone automatically knew a colonist died as if by esp, he then went to making the ghoul's route in the middle of the night, un-entombing his corpse and butchering him, using the mantra that came to define this colony and all of my colonies since, "more meat for the meat-eaters."
     Two years later, everyone who survived, thirteen at the time, bore the scars of battle from both within and without, fattened by the flesh of those who were unworthy to live in Meat Wagon. They were clothed with human leather from head toe, with dusters and cowboy hats completing the ensemble, letting the world know that everyone has utility, both in this life and in the here-after. Thus began my recruit-everyone but only-feed-them-flesh policy for my Rimworld survivors on this colony, but legends of it whispered on to the future and all future colonies were developed along those lines becoming further refined as the development of the universe which encompasses Rimworld allows.
      I made a craft once to say I did it, but ran out of materials for all of my colonists (Alpha 11 I think), so they drew straws. There were seven too many colonists for seats, so I randomly pulled off 8 colonists and drafted them. I then had them target each other to see who would survive to get a seat. They all died sadly, so we ate them and then rolled the credits on that colony. I will one day make a mod, maybe for lucky Alpha 13, to give a first taste cannibalism event to my prisoners. Role the dice to see it they get the cannibalism trait or go crazy and have to be put down like rabid dogs. Although in my colonies, rabid dogs are valuable, those who do not appreciate so freely given by others to keep them alive are not. My levels of horrible choices tend to be further along on the spectrum than others, as cannibalism is always the norm, the parting out of prisoners who are brain damaged to fund my early colony purchases is key, and walling in guests until they all die so that we can welcome to a feast properly is more likely than not.
       My most wrong thing, for the norms of my colonies of course is this: I accidentally butchered and ate my colony's beloved Labrador after it sacrificed itself while fighting Mechanoids a few colonies ago. Stupid select all and clicking F. There is no option to not butcher pets, so he was gathered and eaten before they could properly entomb him in a crypt next to his mate who had tragically died a few months earlier to stray mini-gun fire while <name deleted> was hunting squirrels. One of my sadder moments in Rimworld history. My colonists had missed her so much that they would gather next to her grave to visit or to peacefully watch the sunset before gathering the new thresh from the fields for feasting. Such a happy place that colony was, save for the empty tomb for my beloved lost pooch. Sad days.
#18
Quote from: 1000101 on April 04, 2016, 03:05:19 PM
"Anyone else have the Rimworld itch?"

I hear you can get a cream from your doctor for that.
I went to the doc today about that, no dice. He told me, "Sometimes you just need to scratch it." I am currently making a nice mountain dwelling cannibal collective. Anyone who can not hack eating nothing but meat go into the pot themselves. One bad mood trip, even if it was triggered by a psychic wave, and into it you go. Is it wrong to be excited about the prospect of having full grown babies and then eating them? It is a fierce itch abuilding with no great way to scratch it.
#19
General Discussion / Re: Last Update
April 06, 2016, 01:19:57 AM
I believe This time last year was still Alpha 10... let me look up the release dates. <clicks buttons, hums, and pretends he knows how to find that information> Well, I was close. It was Alpha 9, so he has missed the world!
   
https://ludeon.com/blog/2015/02/rimworld-alpha-9-tales-o-drunkness-released/
 
You have missed some awesome updates man. <makes gender guess> You've missed a ton of updates, new combat modes, the birth of Sappers! So many goodies! You are now in time for baby making! Mazal tov!
#20
   Hey Everyone,
   Since mid-month last  I have that that itch. You all know the one. You hear a rumor of a new Alpha being imminent in arrival, then it begins. You dust of your last colony and start to make a list of mods that you "need". Then you actually read some of the change notes for the new Alpha and realize that the mod makers are going to need a while to settle into the new changes before they will be able to roll them out. You sigh and vow to make you first colony in the new Alpha last longer than your last first colony. I usually try to make it last until at least the D or so re-release of the Alpha to give everyone time to get them up, but you get the idea. The period before is the worst. You look at the forums each day for news and hope at the same time that a wonderful Owl has come to visit your mailbox with a demented package filled with cannibalism and now incest (we hope)!
     Lord Tynan will gift us some time soon with the blessed (damned) 13th addition of RimWorld. Soon our lives will be filled with the gleeful sequels of animals slaughtered, colonist immolated, and pirates rendered for their juicy, juicy meat once again. I currently sit forlorn, awaiting the return of the madness of crash-landing, to arrive a new and permanent exile from the Glitterworlds of legend to the the desolate rock where a new band of survivors destiny will be forged (okay, their brutal and comical demise). Noone gets out alive, but in the journey to build a machine to get to space, we will sacrifice nothing to build ourselves a new and more complicated traps to defend this future machine, only to realize that now we do not have the resources to build a machine for everyone. That's right, the joys of resource management. Sometime after you get it all sorted, that wonderful evil mechanoid attack proves what a fool your plans were and gg.
      Alas I still dream of that moment, but soon fellow starfarers, soon. 'Til then join me by dusting off your favorite Alpha 12 colony and making your list for the future for which no list could ever prepare us.

                                                                                                                            Ouan
#21
Alpha 13 will release on 9 April.
#22
<clicky> Thanks for coming back from the land of.. no major Rimworlding. :-) WB.
#23
I see that the rumors that Skullywag modded himself to death were greatly exaggerated.
#24
Mipen!
   Good luck going forward. So many good modders felt the burn. I hope you remain passionate about the things you should be passionate about in life! Hope you still mope about the forums and perhaps Alpha 13 will be what you wanted in all of it Vanilla glory for you. Best of luck!
#25
Shamelessly promoting a modlist I put together six months or so again and then promptly stop tweaking into a proper modpack. This is a shameless promotion of project half cocked while pursing a Master's and retiring concurrently. https://ludeon.com/forums/index.php?topic=16439.msg177941#msg177941 Truly a great labor of love only half loved and not fully fulfilled when the allure of education and fiscal security lured me away, shamelessly.
#26
Off-Topic / Re: Spaceship
March 08, 2016, 01:33:45 AM
Space Hulk! In the eddy where your ship is trapped, you should make it so that this ship (AI/ player) is alerted to various systems that are out of the norm. These systems could either need a robot or a crewman to fix (robots AI controlled for simple tasks, crewmen for more complex tasks). Some systems are more dangerous than others and may damage or kill crew-members, so have a trust scale. Priorities could include say health center repairs over drive functions, and so forth. The Space Hulk portion comes in when ship stocks run low or are too damaged to repair, thus involving away parties to scrap other ships which may or may not have the same tech as your ship. This would then revolve around your understanding of "alien" components and how much customization your ship can handle and remain functional. Additionally, crew replacement will be tricky, which is why perhaps saving of colonist corpses (if not too badly destroyed) could come into play so that when you get the right tech running, you could 'borg them, unless the power goes out and they rot before you get there. PM me if you dig any of my ideas, I have millions of them, sometimes one or two stick.
#27
Off-Topic / Re: Really Big Sky - Free Game Giveaway
March 08, 2016, 01:22:03 AM
Vas,
   Put me in! This game looks sure to cure me of my lack of epilepsy. I can not wait for a new medical condition!
#28
Off-Topic / Re: Count to 9000 before Tynan posts!
March 08, 2016, 01:19:06 AM
2730, or as I like to look at it, one step closer to galactic conquest.
#29
I can not wait to try out the dagger. Can it be used by my cannibal colonists to harvest the visitors without animus is they are not detected in their attack? I am all for killing my food in its sleep.
#30
Quote from: aalikane on October 24, 2015, 10:26:17 PM
No, when a pawn is attempting to use it whiel someone else is, it comes up with 'storage container already in use'  this just says 'no path'  like if your pawn is only allowed in the home region, and you attempt to have them go haul something not in blue.
I have literally never had that problem. What other mods do you have installed? I can try to duplicate it to find a work around, but I have never noticed this sort of pawn pathing issue.