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RimWorld => General Discussion => Topic started by: RemingtonRyder on December 22, 2014, 03:32:02 AM

Title: Scyther brains
Post by: RemingtonRyder on December 22, 2014, 03:32:02 AM
So apparently, if you manage to incapacitate a Scyther, on its health tab you can add a bill to shut it down. Following that, you can add a bill to remove the artifical brain. Alas, so far I haven't seen this one succeed, even though the colonists have stood there for a little while drilling. :D
Title: Re: Scyther brains
Post by: Halinder on December 22, 2014, 04:01:35 AM
Is this part of a mod? I've only been able to remove their knife protrusions.
Title: Re: Scyther brains
Post by: Mechanoid Hivemind on December 22, 2014, 06:26:32 AM
I cant even do that, I don't know how to i go in to operations and all it says is shut down and that's it i wanted to make one of my colonists a walking pain train but i cant remove them, Whats going on here?
Title: Re: Scyther brains
Post by: Snownova on December 22, 2014, 09:25:36 AM
Oeh I'll have to give this a try soon, sounds interesting.
Title: Re: Scyther brains
Post by: Everteal on December 22, 2014, 09:32:35 AM
Tried it.
Its true, you can add the bill but once a colonist finishes it nothing happens and you can add the bill again and again.
Title: Re: Scyther brains
Post by: RemingtonRyder on December 23, 2014, 12:59:59 AM
It may have something to do with the fact that there isn't an item version of the brain. Thusly the extraction routine notices this, goes 'derp' and does nothing more. ;)

And nope, it's part of the vanilla game as far as I know.
Title: Re: Scyther brains
Post by: StorymasterQ on December 23, 2014, 02:14:39 AM
The fact that you can add the bill again and again sounds like the 'remove artificial limb repeatedly' exploit. Tynan said he'd addressed that for A9.

As for nothing resulting in said bill, that's the derp part. Maybe they ought to result in AI cores? :D
Title: Re: Scyther brains
Post by: keylocke on December 23, 2014, 10:05:13 AM
i want to have mad experiments using scyther brains... like perhaps fusing it to a muffalo or something..
Title: Re: Scyther brains
Post by: SubZeroBricks on December 23, 2014, 11:46:32 AM
It would be cool if the robots could give you their armour to build with.

It would be a stronger version of other walls I think granite is 575 hp so it could be 700.
Title: Re: Scyther brains
Post by: christhekiller on December 23, 2014, 11:52:02 AM
Tynan's probably planning on adding the Scyther brains later. Remember this is an Alpha so stuffs going to be missing. Stuffs not gonna be there
Title: Re: Scyther brains
Post by: Mechanoid Hivemind on December 23, 2014, 01:39:36 PM
I hope you can reprogram the mechs to fight for you, like the scyther can help with hauling and crafting and the centipede will fight for you, it be can kinda cool to have a building that takes the hive control from the main hive and put them (aka the mechanoid) under your control (sorry if its hard to understand dont know how to make it make scene)
Title: Re: Scyther brains
Post by: Shaithis on December 23, 2014, 05:04:36 PM
It would be amusing if you could use them to fix brain damaged colonists. Maybe they could take on the mannerisms of the brains original owner and became more robot like. Become drone like workers with little emotion.

A cool event could have your brain replaced colonist go haywire/berserk. Or a crashed ship part could 'reprogram' them :D

Title: Re: Scyther brains
Post by: SubZeroBricks on December 23, 2014, 06:32:45 PM
Quote from: Shaithis on December 23, 2014, 05:04:36 PM
It would be amusing if you could use them to fix brain damaged colonists. Maybe they could take on the mannerisms of the brains original owner and became more robot like. Become drone like workers with little emotion.

A cool event could have your brain replaced colonist go haywire/berserk. Or a crashed ship part could 'reprogram' them :D

Perhaps all they could do was haul and construct.
Title: Re: Scyther brains
Post by: Serrate Bloodrage on December 23, 2014, 07:59:37 PM
Id love to see it be a requirement to make the automated turrets...and to repair damaged brains
Title: Re: Scyther brains
Post by: killerx243 on December 23, 2014, 10:45:22 PM
Quote from: Shaithis on December 23, 2014, 05:04:36 PM
It would be amusing if you could use them to fix brain damaged colonists. Maybe they could take on the mannerisms of the brains original owner and became more robot like. Become drone like workers with little emotion.

A cool event could have your brain replaced colonist go haywire/berserk. Or a crashed ship part could 'reprogram' them :D

Kinda like this? (http://img2.wikia.nocookie.net/__cb20130516213658/en.futurama/images/thumb/2/2b/RobertoV2.png/500px-RobertoV2.png)
Title: Re: Scyther brains
Post by: Mikhail Reign on December 23, 2014, 11:43:29 PM
Quote from: SubZeroBricks on December 23, 2014, 11:46:32 AM
It would be cool if the robots could give you their armour to build with.

It would be a stronger version of other walls I think granite is 575 hp so it could be 700.

They do. Its called plasteel