Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Shub-Niggurath

#1
I've always wanted to set up a colony that is essentially a manufacturing plant, but I never got the time to. In between managing my farm colony, and my main colony, I just didn't get enough time to make a manufacturing colony.
I've been brainstorming ideas to make bank fast, and the only things I've come up with are.
-Slave Trade
- Cotton Hydroponics
- Mass cotton fields
- Devil Strand
- Thrumbo Hunting
In between trying to figure out ways to mass produce silver, what are your guy's best ideas for massive amounts of money fast.
#2
Ideas / Re: Calling orbital trade ships
February 28, 2017, 12:24:04 AM
While this could work and be explained (Sending radio signals through space) I feel it'd be imbalanced.
I mean, imagine if you could just CALL a bulk goods trader to you every time you felt like it, or CALL a combat supplier or slave ship, you'd have a colony of 90 before you even get power-Armour.
#3
Ideas / Re: Caravaning and trade
February 28, 2017, 12:22:43 AM
I really like the idea of a mental break: Surrender.
I always thought of the pirates as a bunch of kidnapped slaves forced to do the headmaster's bidding as they have no choice. Especially since one time I had
Emmie - Sex Slave
Attempt to beat me up, when her story en tales that she should be incredibly incapable of doing that.
#4
Ideas / Re: Cloning
February 28, 2017, 12:21:06 AM
To balance this, it would have to provide either a heavy cost for every clone, or at least a mood debuff. For example
"Colony cloned someone" -10
- "The Colony is cloning people, they're treating us like we're disposable resources..."
"Saw my own Clone" -8
- "I saw myself, only it was someone else. Makes me uncomfortable to know theres an exact replica of me ready to replace me."
#5
Ideas / Impassable Sites
February 28, 2017, 12:18:33 AM
I'd like to be able to settle on impassable terrain.
It'd make sense that we could land there, as it isn't covered by a mountain. It'd also make sense to be able to drill through the mountain since we have a bunch of high-level miners, or to drop-pod over. Then again, caravans and raiders could only get over by drop-pod, so its a win-win situation.
#6
Ideas / Re: Nonlethal Traps?
February 27, 2017, 10:35:49 PM
Quote from: Limdood on February 27, 2017, 11:40:25 AM
Quote from: Shub-Niggurath on February 26, 2017, 01:40:32 PM
When my colonists are completely incapable of not trying to kill their mentally broken friends,
the mentally broken friends who are, lets be honest, trying their VERY hardest to kill those colonists.
Yes, but their still your friend. You'd think their friends would be reluctant to shoot them in the face with a shotgun after knowing them for five years,
#7
Ideas / Re: Nonlethal Traps?
February 26, 2017, 11:41:20 PM
Quote from: DanielCoffey on February 26, 2017, 03:38:29 PM
Dart traps would be blocked 100% by Personal Shields too.
Didn't think of that, but yeah 100% blocked by Personal Shields.
#8
Ideas / Re: Melee weapon defensive stats while in Melee
February 26, 2017, 01:45:46 PM
This is a good idea.
Some times I feel that a person with melee stat 20 armed with a long sword should be able to easily 1v3 some level 4 melees armed with clubs.
#9
Ideas / Nonlethal Traps?
February 26, 2017, 01:40:32 PM
When my colonists are completely incapable of not trying to kill their mentally broken friends, I'd like to be able to rely on traps for nonlethal incapitation.
Recently I've noticed that some animals have a STUN attack, which makes me think "Can we put those onto traps?"
So I've come up with some ideas.
Net Trap
- Must be placed under a roof.
- Comes in 3 Variants
: 1 by 1 - 30 wood, 40 cloth, Is one individual trap and can only stun one raider for 1-3 seconds (Melee Skill decreases time) And has a chance of dropping their weapons on the ground (15%) Takes a short time to rearm (CONSTRUCT)
: 2 by 2 - 60 wood, 80 cloth, Is a larger trap, is able to trap four raiders for 4-8 seconds, (Melee Skill decreases this) , and has a chance of dropping their weapons on the ground (30%) Takes a long time to rearm (CONSTRUCT)
: 3 by 3 - 180 wood, 240 cloth, Is a very large trap, is able to trap nine raiders for 12-24 seconds, as well as dropping their weapons on the ground (Melee skill decreases the time.) (60%) Takes an extremely long time to rearm (CONSTRUCT)
The purpose of Net Traps are to stun raiders long enough for your colonists to get ready, and to soften them up by removing their weapons. Net Traps are very resource-heavy, and require a roof to put down, making them less useful for outdoor bases.
Dart Traps (Nonlethal)
Are 1 By 1 traps that can be inserted into walls similarly to a vent or a cooler. Dart traps require power, and will only fire when a hostile steps near them. It applies an effect similar to Anesthetics, but slightly weaker. The more darts loaded into them the more consciousness they lose.
Requires 100 of a material, and takes 500 watts of power.
The Anesthetic effect scales with each dart that strikes them, it is less effective for larger enemies
Small (Squirrel) Takes 1-2 darts to incapacitate
Medium (Human) Takes 2-4 darts to incapacitate
Large (Muffalo) Takes 3-6 darts to incapacitate
Armour will also block the darts, the darts will only work if they strike a spot that is not covered, such as the neck.
The purpose of Dart Traps is to incapacitate raiders, it is only effective against one raider at a time. multiple of these take lots of power, to handle a raid of say 20 people, you'd need about 50 dart traps to incapacitate all of them, and that'd be somewhere around 25000 watts, which would drain your batteries very fast. Of course, dart traps are also useful against man hunters, but larger animals take more darts to incapacitate .
OC Trap (Overhead Concussion) (Both lethal and nonlethal)
Takes 80 materials, scales with blunt damage.
1 BY 1 Faces up/down, needs to be placed below a roof. Is invisible like a roof until someone steps under it, then the player can see whoever was under it get potentially knocked out, and a red X telling you which trap got triggered. The OC trap can be viewed by the place by the ROOF option, and is highlighted in red.
The OC trap is a swinging trap that is ment to smack somebody's forehead, giving them a concussion. It is not entirely nonlethal, as higher levels might end up smashing their head off, or in. It has a very high chance of giving the person a concussion or brain damage, and takes 2x longer then a deadfall to rearm.

Coming to think of it, this should have been in mod requests.


#10
Ideas / Nonlethal Alternatives/Aiming
February 26, 2017, 01:07:35 PM
"Oh hey my friend is having a mental break." "I don't want her to die, so why don't I shoot her in the face rather then shooting her legs or feet to make her fall over and get downed?"
"Oh hey my friend is having a mental break, why don't I destroy both her arms with this limestone club, and crush her eye?"
This really needs to stop. I cannot tell you how many times I've had a colonist go berserk, and I sent someone to suppress them, but oh no instead of deciding to be rational, and trying to incapacitate her, they attack her like shes the faction leader of the pirates.
I feel like Rim-world needs the ability to be able to assign colonists to different combat types. For example:
Nonlethal - Colonist will aim for incapitation and if they do to much damage to one body part, they will switch to an undamaged body part. Colonists can still miss these locations depending on their melee/shooting skill.
Lethal - Colonist will shoot to kill, aiming for crucial points such as the eye, head, brain, and heart. Colonists have a chance to miss these spots, this makes them focus those spots rather then only hit those spots.
#11
General Discussion / Re: Super stupid things you've done
February 26, 2017, 01:33:56 AM
Being new to the game the stupidest thing I'd say I've ever done was..
Not ever building gun turrets, and instead using dead fall traps.
#12
Stories / How an exotic trading caravan killed my colony.
February 25, 2017, 03:31:00 PM
Imagine this scenario as you will.
A large outdoor facility complete with kitchens, housing, fields, and rec rooms. The facility is surrounded by three layers of slate walls, the only way to get inside the facility is through a one-lane three-door system that made raiders go the other way. The other path was a narrow 1-wall thick crevice that poked into the walls and provided an easy entrance to the back of my facility, except that it was loaded with 8-16 dead fall traps.
I set my colonists to flee danger, as our dead falls did everything for us. Being new to the game, I didn't research gun turrets as I didn't think I'd need them. To be fair, I didn't know I could spring my own dead fall traps either.
We only had seven people, but we had plenty of resources. We called for a trading caravan over the com console, and one arrived shortly after. The Exotic Caravan consisted of seven muffalos, nine armed men, and a trader. We traded with them as they reached our front doors, I bought a mini gun, and nothing else.
The Muffalos were hungry, being hungry they went for the most food they could find, My Fields. I'd built my facility right on rich soil so I'd get faster growing, and my potato fields were ready to harvest.
That caravan headed straight through my dead fall path, blindly ignoring my front doors. There was nothing I could do to stop what happened next "Relations have broken down with Compacts of Rethenshad" "They are now hostile towards you."
Only Death Followed.
The Muffalos made it through, tanking all the dead falls. The soldiers shot my farmers to death, then proceeded to try to break down the door. I holed my colonists inside, ready to fire upon anything that went through that door. They broke the door down, entering my hallway. My colonists opened fire, but no amount of firepower could take down four pissed off muffalos, as the battle inside the hallway raged, I instructed my most important colonists to go further into the facility, leaving the main hall with just the janitor and the maid to distract the onslaught of Muffalo and Men.
My four surviving colonists entered the Main Hall, and then promptly went to the end of the main hall. The main hall was three-walls wide and was like a large L, branching off into doorways to my bedrooms, kitchens, and the armory. I sent my colonists to the armoury to go put on whatever we could find, the Janitor and the Maid were holding off the caravan. Finally, the Janitor and the Maid died as they had lived, covered in blood and dust.
My Colonists, now armed with a few powerarmour helmets, vests, and some dusters positioned themselves at the end of the hallway. The caravan was reduced to eight men, and three muffalo, as the one muffalo in front has before tanked every shot we put into it. The caravan opened fire on us, missing most of their shots and damaging the walls. They filled the walls with their inaccuracy, doing more damage to themselves then to us.
Finally, the muffalos reached my men, and began tanking our shots.
This story ends with the Exotic Caravan leaving my facility, with all of my colonists on the floor, bleeding out, and missing their eyes, limbs, and hope.
To Summarize
Exotic Traders arrive.
Exotic Traders trigger traps and become hostile
Exotic Traders kill 2 of my men tending the fields
Exotic Traders kill my janitor and maid.
Exotic Traders leave the rest of my men on the ground, missing every limb possible.
#13
Quote from: Barazen on February 21, 2017, 11:10:40 PM
First of all, give the randomness a try without looking for perfection.
Sometimes its faster to just have someone get better then it is to wait for perfection to come along.

Second, EDB prepare carefully. It's one of the most popular mods out there and i've seen it here and on steam so no matter where you bought the game its available.
Thank you for making me aware of this mod, I now use it regularly.
#14
I've been playing Rimworld for about an hour now, and I have to say something: I love this game. I've been looking for something like this for quite some time, I couldn't quite get the hang of Dwarf Fortress because of it's graphics, but after being recommended Rimworld I dropped everything to play the game.
To get to the point, I have a major suggestion that I am sure that everyone would appreciate.
In the colonist creation screen add a...
"Randomize until _____ Stat is #__"
"Randomize until Colonist has _____ Trait"
Now the two major reasons I want these two things are
1 - I really didn't like the first twenty-five minutes of Rimworld being me spam-clicking randomize until I get a good researcher who could actually pick up some wood or clean some dirt.
2 - Im really having a good time when I have a lazy slowpoke abrasive colonist with extreme Carcinoma who has one good stat. (Preferably research.)

(If a modder sees this, add this.)