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RimWorld => General Discussion => Topic started by: Dan85 on September 17, 2014, 01:09:05 PM

Title: Caveman Challange
Post by: Dan85 on September 17, 2014, 01:09:05 PM
I want to try a game where all my people use nothing but tribal weapons (no guns), use as little power and tech as possible. Without lights a mountain base might be difficult but it is the only way I can think that I might possibly be able to survive. What does everyone think? And do you have any suggestions?
Title: Re: Caveman Challange
Post by: JimmyAgnt007 on September 17, 2014, 02:05:37 PM
Darkness would be a big issue, but it might be doable.  Though cavemen didnt make caves so really you would be stuck using natural caves anyways, only using wood and recovered stone for any building.  raw food only.  no trading.  id say that it would get rather short lived. 
Title: Re: Caveman Challange
Post by: milon on September 17, 2014, 02:30:30 PM
Sounds fun, but you if can't use tech then you can't research anything, which means no win.

Losing is fun!TM
Title: Re: Caveman Challange
Post by: Sigismonde on September 17, 2014, 02:32:24 PM
Quote from: milon on September 17, 2014, 02:30:30 PM
Sounds fun, but you if can't use tech then you can't research anything, which means no win.

Losing is fun!TM

well it could be some kind of survival mode maybe ?
Title: Re: Caveman Challange
Post by: JimmyAgnt007 on September 17, 2014, 02:39:13 PM
maybe if the caveman mode could disable advanced enemies so you only worry about animals and other tribes.  also there should be a fire pit to cook simple meals from without power, or just have the raw food change to 'cooked' so you dont have the 'ate raw food' thought.
Title: Re: Caveman Challange
Post by: Dan85 on September 17, 2014, 02:56:55 PM
Quote from: Sigismonde on September 17, 2014, 02:32:24 PM
Quote from: milon on September 17, 2014, 02:30:30 PM
Sounds fun, but you if can't use tech then you can't research anything, which means no win.

Losing is fun!TM

I would still research to unlock everything but I want to try and be as selective as I can. Stone cutting for example I would use. But the idea of only having 1 geothermal power generator for the colony for example (mostly for cooking food). The main idea is to have everyone in tribal outfits with bows & arrows and see if I can make it.

The caves would definitely be more man made but it is the only thing I can think of to give me a fighting chance. Mechanoids might be a bit of a problem though haha.
Title: Re: Caveman Challange
Post by: EscapeZeppelin on September 17, 2014, 03:01:10 PM
A work-around the lack of campfire for cooking could be a solar panel to run a cookstove as long as you didn't use it to power anything else.

And since enemy size is based on wealth, as long as you don't start accumulating resources your raid size should remain manageable, if still technologically advanced. Actually, I suppose you could edit the game so that only primitive tribes surrounded you.
Title: Re: Caveman Challange
Post by: BetaSpectre on September 17, 2014, 04:13:28 PM
GL, you won't last for two years most likely on anything above callie, and normal.
Title: Re: Caveman Challange
Post by: RemingtonRyder on September 17, 2014, 07:34:10 PM
Honestly, this sounds like a great mode for the released game, with a stone age version of the music tracks. :)
Title: Re: Caveman Challange
Post by: Zsword on September 17, 2014, 07:45:21 PM
Hmm, one work around for the darkness moodlette is tactical application of no roof Zones, and I"d say one Geo thermals worth of electrics is worth using to it's fullest. A couple lights ('torches') your stove... not much else.
Title: Re: Caveman Challange
Post by: REMworlder on September 18, 2014, 11:54:42 AM
I've been thinking of trying something along these lines -- melee only -- once the next alpha comes out with melee weapons(!). When art starts being implemented (cave art?) that could help offset all the darkness and raw food modifiers.

(On the note of raw food, do berries still have the raw food penalty?)
Title: Re: Caveman Challange
Post by: JimmyAgnt007 on September 18, 2014, 11:58:08 AM
No roof zones dont help much when dealing with caves.  but you arnt going to go deep underground since cavemen cant dig anyways. 
Title: Re: Caveman Challange
Post by: SubZeroBricks on September 18, 2014, 12:16:47 PM
Is there trait for colonists that makes them immune to the darkness.

I only say this as I think I saw one that makes them immune to physic noise stuff from the ship parts
Title: Re: Caveman Challange
Post by: Tynan on September 18, 2014, 01:25:41 PM
I think this could be really cool but you'd need a mod to add some super low-tech content.

-Cook pit to cook stuff from wood fire.
-Torches to make light at night.
-A low-tech way to make arrows and tribalwear clothing.
-A low-tech way to trade.
Title: Re: Caveman Challange
Post by: JimmyAgnt007 on September 18, 2014, 01:33:05 PM
can we get stock low tech content?  a campfire would just be a cook table that doesnt need power, a single bill, and just makes 'cooked' versions of the raw foods rather than meals.  torches just need wood, burn like anything else, but last about as long as night time normally does.

clothing we just need a primitive looking version of a tailor table , butcher table

arrows?  dont bows have unlimited ammo like guns?  a table to craft primitive weapons for sure (shouldnt we have a advanced table like the machining table where we can make advanced weapons?  maybe in Alpha 8)

for low tech trade, being able to trade with visitors, i mention in another thread, like a caravan event
Title: Re: Caveman Challange
Post by: Tynan on September 18, 2014, 01:43:30 PM
For a campfire you'd need to make a new system where it keeps track of how much wood is in it, an AI system to refill that wood, and a work type to make that duty configurable.

Torches would have to be "re-lightable"; you don't want to have to manually place them every day. But again, you'd need AI code to handle this and another work type on the overview screen.
Title: Re: Caveman Challange
Post by: JimmyAgnt007 on September 18, 2014, 01:51:04 PM
Why not make a campfire a storage zone of 1 square, only holds wood, with critical priority.  Keeps it going all the time.  The AI just sees it as the zone, just dont let them firefight it.  Might work? 

Torches could work the same way, just only holds 1 wood.

Have a forbid option for them to prevent refueling if you want them to burn out since you cant deconstruct something thats on fire.
Title: Re: Caveman Challange
Post by: Matthiasagreen on September 18, 2014, 02:34:45 PM
As far as I am aware, you can deconstruct something that is on fire. It is a fairly common practice to deconstruct things like generators that cannot be saved to recoup some of the lost resources.
Title: Re: Caveman Challange
Post by: JimmyAgnt007 on September 18, 2014, 02:38:46 PM
i did not know that, maybe i should say, you 'shouldnt' deconstruct things that are on fire.  lol
Title: Re: Caveman Challange
Post by: Matthiasagreen on September 18, 2014, 02:55:55 PM
I know of campfire and torch mods. I have tried the torch mod and the problem is it pretty much self destructs after a certain time, which would be rather annoying, but maybe realistic. An approach to remedy that is to do something along the lines of what you said. Make a single square structure and require a hopper next to it and require wood for it to run. You could even make a "rudimentary hopper" that is the same as a regular hopper, but made of wood (or made of metal, but change the skin of it). All of this has been implemented in different forms through other mods. Doable. Add that to the crafting tables to create the weapons and the clothes, along with the removal of any advanced factions and you got yourself a good mod. Too bad I have no programming skills whatsoever and don't know where to even start. :)
Title: Re: Caveman Challange
Post by: JimmyAgnt007 on September 18, 2014, 03:17:09 PM
Well think of torches as the hopper itself, when it has wood it is on fire.  when it doesnt then its out. a burned out torch looks like a metal wire frame.  so its not gone, just needs wood, the AI sees it as a critical priority storage zone, so they just grab a piece and plunk it in.
Title: Re: Caveman Challange
Post by: Haplo on September 18, 2014, 07:06:21 PM
ItchyFlea had a firewood cookstove back in .. I think alpha 4?
It did work like described: When you started it, it created a stockpile that was filled by haulers. Once a certain amount of wood was inside, the stockpile vanished. You could cook until the firewood went out and a manual restart was in order.
A second one was a torch-kind, that created the stockpile whenever the wood reached a defined threashold. You needed to 'extinguish' it to stop haulers from refilling it.
It is not a perfect system, so not really fit for the vanilla game, but perfectly doable via modding :)
Today, I use the updated concepts for a bunch of other stuff, like the nano storage.
Title: Re: Caveman Challange
Post by: Feniks on September 19, 2014, 01:09:49 AM
Quote from: Tynan on September 18, 2014, 01:43:30 PM
For a campfire you'd need to make a new system where it keeps track of how much wood is in it, an AI system to refill that wood, and a work type to make that duty configurable.

Torches would have to be "re-lightable"; you don't want to have to manually place them every day. But again, you'd need AI code to handle this and another work type on the overview screen.

Couldn't you just use the code for a hoper and instead of food place wood in there?
Title: Re: Caveman Challange
Post by: MajorFordson on September 20, 2014, 04:12:32 AM
Would have thought that hoppers indeed already set a precedent for this type of behaviour.

+1 to hoping we get a lot of "low tech" buildings and things for the players early game. Then players who wish to can continue to use those things if they want a primitive playstyle. Again, the idea of items and concepts that can be used both as part of normal gameplay pacing/expansion/growth as well as for players who just like the style.
Title: Re: Caveman Challange
Post by: JimmyAgnt007 on September 20, 2014, 12:09:53 PM
or just a primitive game mode that eliminates mechs from showing up, and all other factions are tribes
Title: Re: Caveman Challange
Post by: Dan85 on September 20, 2014, 12:42:02 PM
There is some mods out there with fires (TechTreeMinami v2.8), I don't know much about modding. Is it difficult to do for Rimworld?
Title: Re: Caveman Challange
Post by: Drahkon on September 22, 2014, 07:02:57 AM
Perhaps for a wood cooking stove just a new workstation with wood listed directly into the recipe, scratch lavish meals off the list to keep it basic. Also handy during power outages for non-cavemen. For lighting add windows (one side must open onto a roofless square) and/or skylights (thin or no roof), during daylight they glow at 80% of outside light if exposed to it. Ideally colonists shouldn't be bothered by darkness while sleeping.
Title: Re: Caveman Challange
Post by: sparda666 on September 22, 2014, 10:41:57 AM
sounds like a campfire could just be a hopper that produces light as long as there is wood in it and slowly consumes wood inside it.
Title: Re: Caveman Challange
Post by: Loki88 on October 11, 2015, 12:50:19 PM
Thread revive!

This challenge should be a lot more doable now, I will give it a whack.

Any more takers?
Title: Re: Caveman Challange
Post by: Boston on October 11, 2015, 03:57:22 PM
Quote from: Loki88 on October 11, 2015, 12:50:19 PM
Thread revive!

This challenge should be a lot more doable now, I will give it a whack.

Any more takers?

I've done it already, actually. It .... isn't all that difficult, in all seriousness. Sure, building fires every day is a PITA, but, other than that, the only real "challenge" in the challenge is preserving food. I use mods that bring in local traders, and others that allow you to fish, etc etc etc, so food and trade isn't really an issue. It is actually possible to undertake this challenge without using any power at all.

You should be able to smoke food (and fish), and dry out the majority of vegetables, either by exposure to fire or just in the sun (better hope you have good weather for a couple of days!). Clothing-making stations really shouldn't require power (https://en.wikipedia.org/wiki/Warp-weighted_loom), neither should cooking, for that matter.

In real life, I've cooked some pretty nice meals for a decent number of people using little more than a campfire, embers from said fire, and some flat rocks.
Title: Re: Caveman Challange
Post by: Loki88 on October 11, 2015, 05:59:48 PM
I'm not going for impossible. Or even really difficult. Just something fun to fart around with and see just how big I can make a primal colony  ;D  I've been thinking of writing a food dehydrator / preserver mod and this should be some pretty good motivation to do it!
Title: Re: Caveman Challange
Post by: Boston on October 11, 2015, 06:59:49 PM
Oh, playing under "primitive" rules is a BLAST, don't get me wrong.  Just doing something other than " 1)tunnel into mountain, 2) set up killboxes 3) PROFIT" is usually enjoyable, but removing power and powered workstations from the equation makes things almost infinitely better.
Title: Re: Caveman Challange
Post by: Spectre on October 11, 2015, 07:13:21 PM
Quote from: Boston on October 11, 2015, 06:59:49 PM
Oh, playing under "primitive" rules is a BLAST, don't get me wrong.  Just doing something other than " 1)tunnel into mountain, 2) set up killboxes 3) PROFIT" is usually enjoyable, but removing power and powered workstations from the equation makes things almost infinitely better.

I'm looking to give this a go, would you mind telling us what mods you used that allowed fishing and other bits and pieces? Much appreciated.
Title: Re: Caveman Challange
Post by: Boston on October 11, 2015, 07:19:17 PM
FishIndustry
(https://ludeon.com/forums/index.php?topic=13172.msg133445#msg133445)

Enviro SK
Adds to animal Ai; essentially, realistic predators and such

Miscellaneous HiRes (https://ludeon.com/forums/index.php?topic=3612.0)
Adds things like travelling traders, archery stations, new events, etc

Hospitality

Plus a bunch of other, smaller mods
Title: Re: Caveman Challange
Post by: Loki88 on October 11, 2015, 07:37:37 PM
Quote from: Boston on October 11, 2015, 06:59:49 PM
Oh, playing under "primitive" rules is a BLAST, don't get me wrong.  Just doing something other than " 1)tunnel into mountain, 2) set up killboxes 3) PROFIT" is usually enjoyable, but removing power and powered workstations from the equation makes things almost infinitely better.

We need a non powered tailors work station that's not powered though :( maybe one that can only make tribalwear and parkas.
Title: Re: Caveman Challange
Post by: Boston on October 11, 2015, 07:53:23 PM
Quote from: Loki88 on October 11, 2015, 07:37:37 PM
Quote from: Boston on October 11, 2015, 06:59:49 PM
Oh, playing under "primitive" rules is a BLAST, don't get me wrong.  Just doing something other than " 1)tunnel into mountain, 2) set up killboxes 3) PROFIT" is usually enjoyable, but removing power and powered workstations from the equation makes things almost infinitely better.

We need a non powered tailors work station that's not powered though :( maybe one that can only make tribalwear and parkas.

What is funny (not "ha ha" funny, but "hmmm" funny" is that the loom I linked to above is probably the most versatile loom ever invented that can be worked by hand. ANYTHING can be woven on it, from shirts to pants to blankets.

Oh, and people during the Neolithic (which is the reference point for the "tribals" in-game) totally didn't wear rough hides stitched into "tribalwear". They wore shirts, pants, jackets, of leather and of linen and wool.

[attachment deleted due to age]
Title: Re: Caveman Challange
Post by: Loki88 on October 11, 2015, 08:10:22 PM
Quote from: Boston on October 11, 2015, 07:53:23 PM
Quote from: Loki88 on October 11, 2015, 07:37:37 PM
Quote from: Boston on October 11, 2015, 06:59:49 PM
Oh, playing under "primitive" rules is a BLAST, don't get me wrong.  Just doing something other than " 1)tunnel into mountain, 2) set up killboxes 3) PROFIT" is usually enjoyable, but removing power and powered workstations from the equation makes things almost infinitely better.

We need a non powered tailors work station that's not powered though :( maybe one that can only make tribalwear and parkas.

What is funny (not "ha ha" funny, but "hmmm" funny" is that the loom I linked to above is probably the most versatile loom ever invented that can be worked by hand. ANYTHING can be woven on it, from shirts to pants to blankets.

Oh, and people during the Neolithic (which is the reference point for the "tribals" in-game) totally didn't wear rough hides stitched into "tribalwear". They wore shirts, pants, jackets, of leather and of linen and wool.

I can code and make that loom, the problem arises with making new outfits. My artistic abilities aren't good enough for it. How are you with game art? Wanna give bit a whack?
Title: Re: Caveman Challange
Post by: Boston on October 11, 2015, 08:21:40 PM
What do you mean "new outfits"?

The pants, jackets, shirts, etc already in game would be perfectly fine. Various wools, various leathers, and cotton.
Title: Re: Caveman Challange
Post by: Loki88 on October 11, 2015, 11:02:21 PM
Quote from: Boston on October 11, 2015, 08:21:40 PM
What do you mean "new outfits"?

The pants, jackets, shirts, etc already in game would be perfectly fine. Various wools, various leathers, and cotton.

I mean making some new outfits to more accurately reflect the whole neolithic vibe. May as well have the derps in character for some extra immersion no? Plus having a no power loom that can craft all of the vanilla things seems silly, the whole point is to be "low tech". While I don't doubt  the ability of a weighted loom to make fabrics and all types of clothing, I would hope that this far in the future the clothing made at the tailor's workbench would be of a much higher quality than what one could make on a low tech loom.
Title: Re: Caveman Challange
Post by: Boston on October 11, 2015, 11:40:24 PM
What kinds of outfits are you thinking of making? I .... don't seem to be understanding what you are going to do differently.

https://en.wikipedia.org/wiki/Neolithic#Clothing

Literally jackets, shirts and pants made from leather, wool and linen. All of those already exist in the game. Just make a non-powered version.

You can make a shirt or pants out of cloth (wool) or leather using your hands and a needle + thread in real life.

If you take a look at the actual model for the powered "tailors workbench", it is literally just a sewing machine with some thread bobbins. It isn't particularly "high tech"
Title: Re: Caveman Challange
Post by: Loki88 on October 12, 2015, 12:28:56 AM
I'm more just trying to get away from the generic shirt and pants etc. What I was hoping to create was honestly just shirts and pants etc but that actually had the look of being made from hides etc... They would have slightly different / lower stats in certain areas in vanilla to reflect their low tech construction. I guess I'm going over board here but there's just no way in my mind you should be able to outright replace the vanilla tailor station.
Making things by hand is great and all but it wasn't until into the industrial revolution that we came up with the spinning technology to allow us to spin cotton fibers into sufficient strength yarns to be used as warps in a loom w/o them breaking.

Anyway I'm not really looking to get complicated with it, I was just hoping for some clothes beyond tribal wear that would make the derps actually look cavemanish... Vanilla clothes are a bit lacking in variety and the aparello mod is just insanity sized...
Title: Re: Caveman Challange
Post by: cultist on October 12, 2015, 07:13:07 AM
Why do you need a new campfire? The one already in the game can cook simple meals.
Title: Re: Caveman Challange
Post by: Loki88 on October 12, 2015, 07:52:47 AM
Quote from: cultist on October 12, 2015, 07:13:07 AM
Why do you need a new campfire? The one already in the game can cook simple meals.

I'm not looking to make a new campfire. I'm hoping to make a food dehydrator to make things like jerky or dried vegetables to increase shelf life. Though I am also considering being lazy and just adding a couple recipes that can be made at the campfire :P
Title: Re: Caveman Challange
Post by: daft73 on October 14, 2015, 01:46:38 PM
Quote from: MarvinKosh on September 17, 2014, 07:34:10 PM
Honestly, this sounds like a great mode for the released game, with a stone age version of the music tracks. :)
I dig this. Though I think a tech tree would be part of it, just an ancient tech tree would apply. Something similar to what  Caveman to Cosmos  (http://forums.civfanatics.com/showthread.php?t=444594) did for Civ4. This would take some effort sooo..I see this as a mod or a later addition by Tynan.