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Topics - khun_poo

#61
Ideas / [Mod suggestion] Dual wielding weapon
August 22, 2018, 02:19:33 PM
*Not the simple sidearm mod though  :D

I feel like early gun and weapon like handgun and knife are no match against rifle and long sword in late game. So, I guess dual wielding will allow them to make it viable.

The detail I like would be something that allow pawn to carry the same type of weapon to double the fire/ hit rate but suffer the manipulation penalty like -30% (to reduce the chance to hit a fair bit). Also, reduce exp gain from shooting and melee skill while dual wielding by 60% too.

The gun list that allow to dual wield are;
Auto pistol, Revolver, Machine pistol and Triple rocket launcher ;D.

Melee;
Shiv, Knife, Gladius, Mace.

Thank you for reading  :D
#62
Ideas / Mental break that somehow useful?
August 21, 2018, 08:13:24 AM
I think, how about more minor mental break that somehow useful?

For example;

Minor break
- Clean Freak
Colonist that have this mental break will only do cleaning. He/She will not sleep, eat, doing other task, ignore restrict area and cleaning all over the map for a period of time. Colonist with unable of cleaning will disable this mental break.

- Tidy up
Colonist that have this mental break will only do merge stack and hauling stuff. He/She will not sleep, eat, doing other task, ignore restrict area and haul stuff all over the map for a period of time. Colonist with unable of hauling will disable this mental break.

Major break
- Zealous speech
Colonist will spouting nonsense in a place. Other colonist that happen to walk pass that area will stop and listen to the zealot ignoring whatever they're doing.

- Kleptomaniac
Colonist will randomly pick some valuable stuff and keep it with them ignoring weight carry limit.

Thank you for reading  :)
#63
I notice that it is now need your colonist with research priority to operate it. Also, I can select which specify mineral I need to found too. But is it really all there is to it?

According to my memories of my past B18 and some data mining from wiki, Long range mineral scanner pop a 'mineral found' event in about once every 30 days. Build more than one seem to be pointless.

However, in 0.19 the colonist can work on it. The question is, will researching speed, work speed, or multiple scanner faster the process at all? The description in game still the same as B18 though  :-\
#64
Ideas / Drug policy.
August 04, 2018, 09:29:23 AM
Please add "If tiredness below x" bar in the drug policy tab too. I want my colonist to take drug like wake-up just before they're going to sleep to have the maximum effective.

If their is a mod for this please told me too :).

Thank you for reading
#65
General Discussion / Polygamy in Rimworld.
August 01, 2018, 06:35:51 AM
Is it possible to do polygamy?


My theory craft story is....

- A is married to B.

- B die from whatever fate stuck on. A freeze B corpse in the fridge and lock the door.

- C have unrequited love for A for a long time. After B is dead, C give a shot and woo A.

- C and A become a lover ... proposed ... blah blah .... married.

- A and C go to honeymoon on the nearby bandit outpost. The bandit congratulate on those 2 and give 'Resurrect mech serum' as honeymoon gift.

- A unlock the fridge and resurrect B.

Will A Polygamy and married B + C at the same time?  ::)
#66
Ideas / Castration operation.
July 29, 2018, 05:32:33 AM
Right now I have to seperate zone to stop animal to breeding.

The other option is to butcher all the entire male or female entirely. Unfortunately, 1 male and female dog happen to bond with my colonist.

So, I would like to suggest the castration operation that will stop animal from pregnant or mating.

Thank you for reading.  :)
#67
Ideas / Can we name shelf ?
July 25, 2018, 09:46:38 AM
I noticed that we can name the stockpile area (default hotkey is B). The new bench bill menu allow us to prefer which stockpile we want our colonist to haul their finished stuff to after crafting/cooking. The destination are ....
1. To best stockpile (default setting)
2. Drop on the floor
3. To stockpile number .....
4. 5. 6. etc. is to stockpile number ....

Sadly, the shelf is not on the list. The only way for colonist to haul stuff to determine shelf is to set highest priority of the said shelf to be highest because their is no way to named shelf as it is (or maybe their is a way to name it but I don't know  :-[).

Thank you for reading.  :)
#68
Ideas / More random world event :D
July 23, 2018, 12:46:17 PM
A little world quest given from nearby settlement .

The letter send to you to invite *random colonist* to the so called location. There'll be a reward to the skill exp for participant and maybe some item reward too. It's also boost goodwill a bit.

For example,
Poker tournament give intelligence skill point.
Harvest festival give plant skill point.
Boxing tournament give melee skill point exp.
Epidemic in the settlement medical skill exp.

et cetera.

Thank you for reading  :D
#69
Anyone have an idea of best (in their own way) of apparel combination?  :-\

Something like "button down shirt + pants + duster + vest plate + advance helmet" do in the past. Since parka not slow work speed anymore, I replace duster with it because I'm in boreal forest.

like now my worker is wearing 3 set of apparels.
1. worker class : everyday colonist attire. good climate protection, move speed, cheap, provide minor armor in case of unexpected accident.
= button down shirt + pants + parka + cowboy hat

2. gunner class : Long range fighter attire. good mobility and armor.
= button down shirt + flak pants + flak armor/parka + advance helmet + smoke pop

3. brawler class : Last line of defend. The walking armor of colony. They hold the door and spam 'you shall not pass' to every invader.
= button down shirt + flak pants + power armor/plate + advance helmet + shield belt

They're using worker attire most of the time though. I change them to gunner and brawler attire when raid, manhunter pack, ship part, infestation is coming or maybe need them to do the world quest.

I'm still not sure if it is the best combine apparel. Any idea?  :)
#70
Around 3 out of 5 roll of randomize colonist got this trait. Not sure if it just me or what but this trait appear a lot.
#71
My colonist uniform is just freely up to their desire. I'm not fix on whatever they like to where or not. Only nudist is exception.

well, some of my colonist just pick up and wear dead man armour vest on their own and went moody.
I'm fine if they went moody because I'm force them to wear it, but since I don't, I think they shouldn't went that moody because of their own action.

I have to manually forbid all the dead man armour vest for now but it's annoying task.

TLDR; please make the option for dead man apparel in the uniform assign tab too. So, we can choose that they will automatic wear dead man apparel or not.

Thank you for reading  :)
#72
The myth has told for generation that to capture your enemy by knock them down, blunt damage is the weapon of choice.

Well... according to my experience in this game, I found that damage type did not really involve with anything to knock down chance by specific. Blunt, Cut or Burn damage will make enemy pain, pain bring consciousness lose and blackout. If moving capability hit 0%, they'll also down the same way. So, any damage to their leg would downed target too. The only upside of blunt damage is that the target will less likely to have infectious wound and it is faster for patient to recovery since they don't loss their blood unless some organ got crush.

I found that pain, consciousness and moving capability of the target is the thing to concern when aiming to knock someone down.

So, the cheapest way IMO is to use a wooden shiv and poke a lot of hole to the target and let them bleed until dried (Blood loss (extreme): consciousness max 10%) will confirm to down. Sadly, it take a long time and a lot more effort to heal with high risk of infection chance.

According from my wiki research, burn damage also an effective way to knock down target. Burn wound cause a lot more pain than other damage source. The downside is that burn wound have high chance of infection, fire will still burn even if the target is down, fire are your absolute nightmare in the cave, fire also extinguish under rain. IMO, because fire are too difficult to control in Rimworld, it is less preferably weapon of choice to me  :-\

The most effective way IMO is to using shock lance to burn the target's brain. This method is the fastest way yet expensive and high chance to cause brain scar. Sometime it is also ignite the target on fire too. Can't be use against target with psychic resistance trait or wearing psychic protection hat. Work like a charm when trying to capture wild Thrumbo alive.  :)

Thank you for reading, looking forward to every comment.
#73
And he die for real  :-\.


(Picture 1: Carro, The cave tender combat log.)




(Picture 2: Carro, The cave tender health condition.)
#74
Ideas / More variant raid for tribal faction.
December 26, 2017, 09:35:28 AM
There are many raid type in this game but most of them are from Pirate faction. I'll describe about it.

Tribal raid
1. Wandering a while before raid
2. Raid immediately
3. Raid immediately with wise tactic (not sure what wise about it though)

Pirate raid
1. Wandering a while before raid
2. Raid immediately
3. Raid immediately with wise tactic (not sure what wise about it though)
4. Siege with mortar
5. Sapper raid
6. Drop pod raid
7. All shield + melee raid

Mechanoid raid
1. Raid immediately
2. Drop pod raid
3. *Crash ship part (it's an event though)


IMO, Tribal raid are not that dangerous compare to another raid. They just come with a lot more pawn when colony wealth is high in late game. So, I've come up with variant raid for the tribal faction.

1. Beast master raid.
A tribal raid that bring a pack animal with them and release them to attack you immediately.

2. Shaman raid.
A tribal siege that come to build a small cottage and place an awful grand statue there (for an unknown reason ;D). They will use Psychic shock lance, Psychic insanity lance and Psychic animal pulser to you. They will activate the lance leisurely (around once every 4 hour, can be adjust though) and they can activate it unlimited of times or until the colonist rush them and kill their people to the point where they decide to attack your colonist or run away. The shaman will only drop one random lance behind though.

3. Plunderer raid.
A disguise visitor that come to your colony and steal your stuff. They'll not show raid message to you but show you that a visitor from the tribe faction come to visit you (the tribe that is your enemy). They'll act as normal visitor and randomly steal your stuff as long as you are not aware that they are actually an enemy and attack them. The turret will not fire at them and they will avoid your trap. They'll start attacking you immediately when you notice them and start fighting one of them.


* Special raid for pirate raid.
1. Human shield raid.
A Pirate raid that bring their hostage with them. The hostage maybe one of your people or another faction. They'll moving with the pirate and try to cover the pirate. If your colonist happen to hurt the hostage, your colony relation with that hostage's faction will drop. If the pirate have suffer a lot of casualties, they'll carry the hostage and leave your map. You can save all the hostage by killing all the pirate and rescue them before all the pirate are flee.


Thank you for reading  :)

*Edit human shield raid. I actually want the human shield raid to be the special tribal raid but I notice that tribal are usually be friend with outlander and other tribal faction. So I move it to be another pirate faction raid
#75
General Discussion / Mechanoid EMP stun duration ?
December 24, 2017, 09:50:55 PM
I've got a question about EMP stun on mechanoid. I just notice that mechanoid get stun from EMP Mortar, EMP IED and EMP grenade in a difference duration in a hard way. The story is...

My colony defend is heavily rely on mortar. I usually use high explosive shell against sapper and other out lander raid, incinerate shell against tribal and manhunter pack and EMP for those mechanoid. I notice that EMP mortar stun mechanoid for a very long time (maybe about 3-4 hours in game). That my infantry can safely kill them off at close range.

I've try the EMP IED too and the duration is really long. Sadly, I'm not sure how long it really is since I use it against the ship. I plant the IED 4-6 pieces around the ship and poke it, once the mech emerge they'll most likely trigger one of IED and make a chain reaction to all the other IED. So, my melee can smash them to bit. I can't really wait for them to recover from the stun since I have no back up plan and the melee guy will take injury for sure if I don't make haste.

Lastly, the EMP granede. I never use it before until my last playthough. I send some of my colonist to claim the AI persona core from the item stash event that pop-up. It said that they have sleeping mechanoid guarding it so I give EMP grenade with them just in case.

So, I tried throw the EMP at one of scyther and quickly melee it out while distract another centipede with another gunner colonist until my grenadier complete his reload time of EMP grenade. After I stun both of them, I quickly finish of the scyther and move on to the centipede. Suddenly, the centipede just recover from the stun and got adaptive to another EMP grenade. It recover from stun so fast that it shouldn't even reach 2 hours (from my feeling though). I lost my melee and grenadier from this foolishness of my own action  :'(.

The question is that, did anyone know the exactly stun time duration the mech got from EMP? and the adaptive time too would be great.

Thank you for reading as always  :)
#76
General Discussion / Psychopath relationship is so weird.
December 23, 2017, 06:33:31 AM
*I start this topic just to tell some interesting everyday life of my colonist but this should be able to report as a bug*


Meet Val and Vort, both doctor and researcher of the Dead Cells colony.

(Picture 1: Val and Vort in his/her daily job)

Today, I just realize that both of them miraculously have exactly same trait and same job. Their age are in strike zone too (26 and 31)


(Picture 2: Val's biography)


(Picture 3: Vort's biography)

They just made for each other! They have a very nice conversation all the time. They relationship should be so high that they should decide to date at some point. Sadly, this is how thing goes...


(Picture 4: Val's relationship)


(Picture 5: Vort's relationship)

They work the same job, same time, sit next to each other and have a nice chat.

How the F do you not even know each other !?

How is this even happening? They see each other everyday for a year. Val was our warden and the one who invite Vort at the beginning too!



(Picture 6: Val's reccord)


(Picture 7: Vort's reccord)


I understand that being psychopath will not effect by any social reaction but not even a name on the people relation list is just too weird. My game is running with pure vanilla too. I really want these stupid couple to date already. If you guy know how to make these dense become a couple without dev tool, I'll gladly listen to your advise.


Thank you for reading.  :)


Edit1 : Fix typo.
Edit2 : Fix wrong picture order.
#77
Ideas / Please make Scyther blade usable again.
December 21, 2017, 10:25:10 PM
After A17 that made Manipulation affect melee hit chance, dual Scyther blade colonist are almost useless. With manipulation down to 20% when equip on both hand, even with high melee skill brawler, it's still only hit about 50%-60% all the time. Not to mention the enemy dodge chance.
Manipulation also affect shooting accuracy so that's mean equip on shooter is useless too unless it is grenade or minigun.

Without manipulation, Colonist can only do warden and cleaning too.

Its only use for me now is to sell it since it worth a lot (about 900 silver each, sell with lv10+ social skill colonist in Randy's Extreme difficulty)

Thank you for reading  :)
#78
General Discussion / How to find Luciferium ?
December 21, 2017, 05:20:31 AM
I happen to rescue Thrumbo and it's bonded with the doctor whose healing its wound (53 wounds in total). Sadly, it end up with a lot of scar all over its body, eyes and brain. I heard that luciferium can heal the scar and the label also said the patient only need one pill every 6 days. So, I'd tried it...

At first, the Thrumbo become addict to luciferium like it supposed too.

6 day later, the need bar for luciferium is empty right on schedule. So, I give it another dose.

The problem come from here, 1 pill of luciferium fill the need bar for Thrumbo only 30%. It need another dose in 2 day later. I can order my doctor to administrate luciferium 3 times in a row to it so that I don't have to worry about it become berserk in the middle of my colony.

TIL, Thrumbo need 3x luciferium more than colonist  :'(

Now, I'm starving for luciferium. I've try administrate luciferium to every prisoner I capture (plus 2 peg leg and a dentist as a gift) and release them with hope they will return with more drug on later raid.

All the pirate merchant caravan are rarely sell them and when they did, they carry only 7 pills with them.

My colony are on flat land. I had open all 2 ancient danger already too. It's rarely appear on event map like caravan raid, item stash, incapacitated pawn, etc but still, there's no guarantee their will be ancient danger when the encounter map generated.

I also build a cryptosleep capsule just in case when the drug run out. Not sure if Thrumbo will fit in it though  :-\.

So, any idea to find luciferium easily? 

Thank you for reading. All reply are welcome  :D

::Edit 1:: Revise some words.
#79
Well.. I think is already weird to do a one man surgery. I'm not a doctor so I don't know if it possible to do it though, but I think surgery like transplant organ or excise cancer should do with multiple doctor.

So, I suggest that when doing operation with solo doctor will reduced success chance dramatically. With two docs doing should be the same success chance and with 3-4 doc should improve the success chance.

Thank you for reading.  :)
#80
Ideas / Dead man weapon
December 01, 2017, 04:37:14 PM
I suggest that weapon drop from dead raider and colonist should be add a dead man tag to them.

I found that there is less to no benefit at all to research and smith weapon to be use or sell at all since their value is nerf too much and they use a ton of resource to make one, not to mention a research time and a skillful crafter. They can be found up to masterwork (never found legendary from raider before) from dead raider and they are also a quest for legendary weapon though.

It's really much more easier to just buy it or loot it from raider corpse because their is no demerit from doing that at all.

Thank you for reading  :D