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RimWorld => General Discussion => Topic started by: antibodee on December 23, 2018, 01:05:53 PM

Title: Craziest Most F**ked Up Things
Post by: antibodee on December 23, 2018, 01:05:53 PM
1.  Had a colony guarded by cocaine dogs.  Had a little medbay next to a bunch of cryobeds where dogs would be removed, administered a double dose of cocaine, and then sent upon my enemies. 

2.  Had a colonist who was badly damaged with artery blockage and a missing kidney.  I gutted a prisoner to repair him and it turns out, it was his son.  He didn't take the news well when he woke up.

3.  All prisoners immediately have their legs replaced with peg legs, and then the peg legs removed to keep them in bed.  They have to earn legs by joining the colony. 

I could go on and on...What are your stories?
Title: Re: Craziest Most F**ked Up Things
Post by: Canute on December 23, 2018, 01:28:29 PM
Didn't you forget at 1.
All the dog's got a mental break and went berserk and attacked the colony instead of the enemies ! :-)
Title: Re: Craziest Most F**ked Up Things
Post by: antibodee on December 23, 2018, 01:34:38 PM
I would hate that.  Having to beat my dogs would just be animal cruelty, and I don't get down like that.
Title: Re: Craziest Most F**ked Up Things
Post by: Gadfly on December 23, 2018, 01:40:04 PM
I was once at an outpost.

It started with a little skirmish, when my rifleman killed one of them off and they started the attack. It did not take long before they started fleeing.

No message that we won, could not claim annything, must bugged?

Shot the door open, a guy was sleeping in there, we surrounded him and openend fire, I still wonder if he woke up.

Blue message appears.
Title: Re: Craziest Most F**ked Up Things
Post by: Shurp on December 23, 2018, 05:14:35 PM
Quote from: antibodee on December 23, 2018, 01:05:53 PM
2.  Had a colonist who was badly damaged with artery blockage and a missing kidney.  I gutted a prisoner to repair him and it turns out, it was his son.  He didn't take the news well when he woke up.

LOL!  Damn that's pretty awful!

My most recent ridiculous event:

I rescued a captive held at an outpost.  Turns out he is an alcoholic, and his liver fails (50% - Cirhosis) almost immediately after I rescue him.  OK, I can deal with this, he's still almost a useful pawn.  I hang onto him for 30 or so days during which he alternates between locked in his room for psychotic breaks and released afterwards so long as Catharsis holds.  I look forward to him completing Withdrawl, and at 75% he's nearly there....

... and then he gets hit by the Plague, and my doctors can't save him thanks to his failed liver.  Gah, what a waste.  Thankfully none of the other pawns cared much since he was locked away most of the time.

Oh, one other amusing incident with him prior to this.  I saw the dreaded "Gives Up" mental break!  But since he was already barricaded in his cell he couldn't go anywhere.  So two days later he gave up on giving up and rejoined the colony :)
Title: Re: Craziest Most F**ked Up Things
Post by: Euzio on December 25, 2018, 08:53:24 PM
Not exactly the craziest but its definitely on the grounds of me having f**ked up.

Had a transport pod crash and a pawn inside who actually had terrific stats. The trouble was, she was almost on the other side of the map, with the only path to get to her on the other side of a marsh (I play with a mod that restricts movement on water) and it was winter (temps hitting over -20 in Boreal forest). She was also bleeding out fast. So I immediately had one of my pawns make the long trek over, created a temporary med bed next to her and treated her wounds. She was suffering from hypothermia by then. After stabilising her wounds, finally made the long trek back to stick her in the Prisoner room so I could proceed with the capture and recruit.

By time she got back though, she had already lost one toe to frostbite and most of her other limbs were frostbitten. But I figured I could save her still since she was already back in base. A couple of hours later though, I got a message saying she died. Was wondering how in the world she could have just keeled over when I looked into the prisoner room and realised I had forgotten to put the Heater back in there! (had taken it out to warm up my kitchen during the Fall) So basically I had locked her in a freezing prisoner room when she was already frostbitten and suffering from hypothermia.... Lost a potentially good pawn and gave my colony a negative mood debuff for the rest of the week...
Title: Re: Craziest Most F**ked Up Things
Post by: Demoulius on December 26, 2018, 03:43:46 PM
Well for me the craziest point in my playthrough so far has probably has to be that 1 time that I got a pirates captured that I actually had no interest in converting to my colony. He had no real redeeming stats, had an addiction to chems and had the trait where he eats more.

Releasing him would save me from spending resources to feed him but would be useless with regards to reputation. As you cant gain any from it from pirates. So I decided to tear out a few of his organs in case I needed them, ending with the heart. One of my colonists needed a heart transplant due to an injury that would kill her over time and the prostetic one is less effecient then a normal one.

Ultimately I decided against going forward with the potentially life threatening chireorgy(sp) to replace that heart because I was afraid to lose the colonist and a -2% of effeciency wasent worth the risk in my opinion. So I killed the poor bastard for nothing. But hey, if I ever need those organs in the future I have them!  ::)

Inmagine this is pretty normal for most Rimworld players but I think this is the first time that I organ harvested someone without a real need for it and end up shelving all the organs  :-X
Title: Re: Craziest Most F**ked Up Things
Post by: noname_hero on January 21, 2019, 12:38:26 PM
This story is about half fscked-up, half newbie player learning the game, but here goes:

My first new recruit was, big surprise here, borderline useful raider. Yes, she *was* contributing, but she had her faults too, so once I got a few other pawns, I banished her.

I'm not being that cruel, I said to myself. She's got a husband elsewhere, she came here wearing poor quality rags and carrying a spear while now she's wearing a full kit and toting a bolt-action, the weather is nice...

Skip a few years and get to one of the raids that use sappers. A third of my pawns is elsewhere, the raiders attack in two groups from the opposite sides of the map, the chaos is mounting. Then comes  *another* raid warning and I go like Cassandra, you've got to be kidding me, you're hitting my other colony at the same time? Are you trying to punish me for using two colonies to leapfrog towards the spaceship? Okay, two raids on two maps it is.

And suddenly Brittany, my first boomalope, the first animal I tamed, goes into a sad daze because Inga died? I know, Brittany was bonded to Inga, but I banished Inga like five years ago!

Yep, you guessed it, Inga was one of the raiders and I never even noticed I'm killing the first person who joined my colony before she was dead. So I shrugged my shoulders, took another look at her bio, and let my pawns cremate her. You tried to raid me twice, lady, I'm not savescumming this for you.
Title: Re: Craziest Most F**ked Up Things
Post by: Kirby23590 on January 21, 2019, 12:47:04 PM
How bout' my $%#@ed up one,

Had my Colonist's Sister died because she was coming from a Friendlies Event to Stop the Raiders, She died terribly because i had no control over her...

But i put her corpse in a Sarcophagi inside a freezer full of dead bodies, because i put her there so the doggies won't eat her since she was one of the relatives of my colonists...

Then i got a Mech Resurrector Serum with her Faction inside my base because i had Hospitality, So i revived her and brought her to jail because she also had good stats, but i made her faction that she belonged too pissed off and they started attacking my guys in the hotel i built for em'... So i murdered them all with my guards armed with shotguns and assault rifles...

Well it was f-upped but don't worry, i recruited her, and sent apology gift for the Faction the she used to belonged to... So all is fine... :P
Title: Re: Craziest Most F**ked Up Things
Post by: Shurp on January 21, 2019, 06:49:09 PM
Wow, and I thought it was bad when tribes fight over the remains of their deceased ancestors... now you've gone and really ticked them off by resurrecting one of 'em and keeping her!
Title: Re: Craziest Most F**ked Up Things
Post by: Kirby23590 on January 21, 2019, 07:34:24 PM
Quote from: Shurp on January 21, 2019, 06:49:09 PM
Wow, and I thought it was bad when tribes fight over the remains of their deceased ancestors... now you've gone and really ticked them off by resurrecting one of 'em and keeping her!

Actually she wasn't from a Tribe, she was from a Outlander Union... Yeah i made her friends got real mad when they saw me revive her and put her in prison, and they tried to shoot my workers with their dinky pistols and revolvers, but they got the lead to the face from my heavily more armed soldiers...

Along with Funeral Letters and their weapons that they used (since it was low gear weapons) as a apology gift, and they did forgive that even though i made their corpses get eaten by huskies and a iguana... :P
Title: Re: Craziest Most F**ked Up Things
Post by: Wetpig on January 21, 2019, 11:08:37 PM
So i was running a modded game and i used a custom scenario and started with 30 or so luciferium in case of a supreme emergency, naturally this emergency came and went and two of my colonists became addicted to the drug. I was also using a few mods that let me make luciferium through a complex process.

Now none of the people i had could research the luciferium tech to save there lives, but after we stopped a raid we captured a very clever man indeed, but, he did kill one our colonists during the raid. We captured him and begun trying to recruit him, he accepted fairly quickly, and after he accepted, his cell became his bedroom! His "bedroom" a 2x3 room with a sleeping spot and no lights (he was afraid of the dark) or furniture was right next to the research bench so it only seemed natural it should be where he sleeps.

His work schedule was a 20 hour day of research followed by 1 hour to eat and 3 to sleep, naturally he broke many times and each time i used my marksmen with his high powered railgun (mod) to shoot him down. The rail gun is good at shooting off limbs so by the 5th or 6th time he went berserk, he was missing an arm, 2 legs (one was now a peg) and his jaw as well as 1 kidney and lung, after every episode he would be put back on his normal regime of research till he broke again.

During raids we would also use this man as shielding by making him stand in the front of the other colonists to absorb bullets and one day we were about to get overwhelmed at our forward defense so i ordered a retreat back inside, however old pegleg simply wasnt fast enough this time and he was overwhelmed and clubbed to death by the raiders. We did get the research we needed though!

That is how his story ends.
Title: Re: Craziest Most F**ked Up Things
Post by: The_Hat on January 22, 2019, 07:52:01 AM
A couple of betas ago, I organized a God mode style raid, just built a small gun complex with beds inside using dev tools because I wanted to blast an enemy base using few resources. Well, things are going our way until my sniper is hit in the head by an errant bullet, rendering him an idiot savante. Then it seems that I placed my mortars too close together; one lucky incoming shell lands on a mortar, and the resulting huge explosion downs three and blows my lead medic to pieces. She was literally vaporized, I didn't even realize she was gone for several seconds.

We somehow win that one. I order my men to round up six or seven downed raiders. We commit them to hospital beds, treat their wounds. Then I line up a firing squad and kill every single one of them. So great was the guilt from this war atrocity that one of my soldiers had a mental break while I was placing transport pods. We ended up having to leave him out there.

I was playing a round of a more recent version (no dev mode on this one). My base was already four or five years in...then we get a raid notification. Stupid tribals. I have these two lesbian characters that my story is based around. One of them is a top notch shooter, the other is my best medic...anyway, I sent a squadron out to face the tribals, who are easily routed. Except this one bowman lobs off the luckiest shot just before the raiders flee, the arrow hits my lesbian shooter in the face―my lesbian shooter who is wearing power armor―downs her, renders her an idiot savante, she dies before anyone can administer aid. The conniving shooter (the bastard) is one of the few raiders to escape the carnage.

A few days later, we're raided by a group from the same faction of tribals. And I notice the bastard who earlier killed my shooter is among them. We destroy them easily, and I manage to take the cheap bowman alive. Where I have the other lesbian (the medic) slice off his nose and both ears, cut out his eyes, remove all his appendages and basically hack out every organ that wasn't an immediate prerequisite for survival. Even his jaw. It is only after we release him to limp back to his tribe more dead than alive when I remember our medic has the "kind" trait, and has been pushed to the brink of a mental break from all the slicing she's been doing.

On another occasion, I had a prison break, a huge brawl, and like four dudes run out of my prison because I was ill-prepared to handle the breakout. About a year later, a crashed spacer event occurs, and wouldn't you know it, the same spacer who led the breakout is delivered back to my doorstep. He even had the same piece of wood that he had picked up still in his inventory. Oh, the delicious punishments I inflicted on him...I'd drive him to the brink of starvation before feeding him, again and again. Until I finally got bored and stopped feeding him.

More recently, I had a recovering addict who was jonesing out hard for his drugs up and leave us in the middle of winter. During a cold snap. Of course, his drug addiction was so bad that it took all night for him to limp to the edge of camp...then he abruptly starts suffering the affects of hypothermia and figures out that maybe his decision to quit wasn't done with a whole lot of forethought. It might have been the same winter that a visitor had a mental break after lying face down in the snow all night. He seemed determined to get at us, problem was he was suffering from severe hypothermia by then, and his frailty made him slower than an iceberg crossing the Atlantic.

Lastly, I had a group of traders departing my colony one time when a psychic wave drove all the raccoons in the region insane. There were only three raccoons to speak of, so the traders didn't have a whole lot of trouble. Except for this 92-year old dementia-ridden man who was also frail. A raccoon suffering from an advanced carcinoma managed to actually kill him with a single bite. I don't think I have ever laughed as hard at a Rimworld event.
Title: Re: Craziest Most F**ked Up Things
Post by: Demoulius on January 23, 2019, 01:33:59 AM
Reading these stories my prisoner got the better part of the deal  ;D
Title: Re: Craziest Most F**ked Up Things
Post by: piranha on January 23, 2019, 11:40:28 AM
Well, not really f*cked up, but it made me laugh:

Yesterday my base was attacked by a mad turtle. As is got into range, my advanced turret aimed and shot. Didn't thought that these turrets were that precise: it shot off the nose of that poor little turtle  :o
Title: Re: Craziest Most F**ked Up Things
Post by: Nameless on February 11, 2019, 09:44:15 PM
Most entertaining thing ever.

[attachment deleted due to age]
Title: Re: Craziest Most F**ked Up Things
Post by: Seeker89 on February 11, 2019, 11:35:11 PM
Note: I play very modded.

I tend to do use my prisoners as a form of money. I will remove legs, arms, then anything else I can get without killing, if they die they become kibble with the use of some automation(mod), if they live through that... I will look over their traits... and take them(another mod) if they are good, but if not sell them back to them(another mod) for a cheap 350 credits... also my people don't feel bad for it because of another mod...

plus all leather becomes dusters which is something no one is allowed to wear...
Title: Re: Craziest Most F**ked Up Things
Post by: Shurp on February 12, 2019, 04:54:54 AM
I can't imagine the mood penalty for that prison... those guys must be constantly going berserk and killing each other.  How do you keep them alive for more than a day?
Title: Re: Craziest Most F**ked Up Things
Post by: Nameless on February 12, 2019, 09:54:50 AM
Quote from: Shurp on February 12, 2019, 04:54:54 AM
I can't imagine the mood penalty for that prison... those guys must be constantly going berserk and killing each other.  How do you keep them alive for more than a day?

They do go berserk like every minute. When they fight each other the berserker is bound to get knocked down eventually and then i just leave them on the ground wiggling until most of them are down. The injuries are usually non-bleeding ones so they are ok being on the ground. Then when they are back on bed i tend their wound with no medicine and feed them dead bodies. The medicines you see are for surgery purposes :P

What is difficult is keeping my own people mood up because going in there gets you instantly observe corpse x4.
Title: Re: Craziest Most F**ked Up Things
Post by: Shurp on February 12, 2019, 08:37:32 PM
Not to mention the disgusting environment penalty and overcrowding penalties.  Sounds like anyone going in there needs to take a hit of some strong drugs first.
Title: Re: Craziest Most F**ked Up Things
Post by: Nameless on February 12, 2019, 10:32:12 PM
No amount of drugs will help.

[attachment deleted due to age]
Title: Re: Craziest Most F**ked Up Things
Post by: Shurp on February 13, 2019, 07:16:08 AM
No, not for the prisoners, for the medics who go in to patch them up!
Title: Re: Craziest Most F**ked Up Things
Post by: Nameless on February 13, 2019, 05:25:05 PM
My pawns don't go in there. The robots do the patch up.

The only time they go is when i capture new people :D
Title: Re: Craziest Most F**ked Up Things
Post by: Shurp on February 13, 2019, 07:01:55 PM
Ahhh, definitely an advantage to having a robot mod.  Robot docs don't go berserk, right?
Title: Re: Craziest Most F**ked Up Things
Post by: Nameless on February 14, 2019, 05:36:22 PM
Nope. But they get destroyed rather fast from berserkers.
Title: Re: Craziest Most F**ked Up Things
Post by: Ukas on February 16, 2019, 05:00:14 PM
Well, this story is not exactly crazy crazy, but f**ked up in some way, sure:

So I love to take prisoners. Immediately when the battle is over, I check for downed enemies and do everything to keep them alive. I have built small huts close to siege spots just so that medics can stitch their wounds, instead of letting them bleed out while trying to take them to the prison. I heal them and sell them, and of course recruit some of them.

But, in my current gameplay, the year is 5507, and I haven't recruited anyone using an inspired pawn. Whenever one of my pawn has an inspired recruitment event, there simply are no prisoners to recruit. If there's a battle then it looks like all enemies get killed, and no one is downed. So, a while ago I captured a pawn called Orange Ostrich, who had 99% difficulty, and 60% resistance. She didn't have that great skills, but I though what the heck, I've had several wardens inspired once, and one pawn inspired several times, so one of them can recruit her when it happens the next time. Because surely it will happen soon, yes, yes, of course...

A season passed. No one was inspired. Then another season, then another, and so on. Until one day, one of the wardens just simply convinces Ostrich to join the colony, just the normal way. Her records says "Time as a prisoner: 1.5 years". There were like six pawns who joined the colony after she was captured, so she actually became my 13th colonist.

Two days after she joined, one of my wardens has an inspired recruitment event. And the prison barracks was of course empty again...
Title: Re: Craziest Most F**ked Up Things
Post by: Shurp on February 17, 2019, 05:51:47 AM
Yes, that sounds like the Rimworld RNG at its finest :)
Title: Re: Craziest Most F**ked Up Things
Post by: Kirby23590 on March 09, 2019, 10:51:35 PM
Hey since i'm reviving this post...

Why i tell my F@!$ed up tale back in A15 or something...

Oh yes Freddy... And His wife that i forgot her name so i'm just gonna call her Freddy's Wife. They broke up, and Freddy had a lot of extreme mental breaks going in berserk rages throwing in hissy fights with my colonists...

That part is when i started to hate him... So i started plans to get... Rid of him...

So i tried to sell him to some slave traders, but he got angry about it and throw a berserk rage when i started to arrest him and he and got away with it as the merchants left while putting some holes in him helping me out, allowing me to train my doctors.

Oh freddy even got worse and worse, eventually his mood was like -100 and everyone in the colony started to hate him including me in IRL, when i have to deal with his dumb mental breaks each day while the others were fine and happy except for freddy...

And latter in a few days, enough was enough, he started going in a berserk rage that he had a billions of times in a farm where there was a heat wave and the food was starting to get low...

So i said that's it! i had it and i told one of the colonists nearby to open fire on freddy with his assault rifle, and he gave him one nasty scar in the eye and now freddy's ex-wife even hates him even more because he's disfigured!

When freddy was in the hospital, he got an infection from one of those bullet wounds, just to train my doctor... But i decided to put two pegs legs into him, and then take both of them out...

So now he's bed ridden for the rest of his life in the colony... And nobody like Freddy, and freddy ex-wife's sister or i should say supposed sister-in-law if he was still married. Came in a raid in a siege and kinda did some damage with some nasty raiders there and kinda killed one of my best colonists who was my best construction worker and sniper who i would miss...

As for freddy... I kind of forget but i think i turned him into a organ donor just in case back in there, in those times...



So yeah. That's My story of how F****d up with how my relationship with Freddy was... And i hated him...