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Messages - The Great Muffalo

#1
* Make a program to ask your loved ones via text how they are doing, and then create an appropriate response ("That's good to hear!" works most of the time.)

* Make a program to pretend to be all your social media accounts, liking every selfie it finds and posting selfies that it finds on the internet that look remotely like yourself.

* Make a program to prank phone call 911, saying that there is a burglar sleeping in your bed, giving them a random local address each time.

* Make a program that plays a recording of your voice yelling "I've got a loaded shotgun, and I'm about to forcefully unload it if you don't get off my lawn this instant!", and hook it up to your doorbell.

* Make a program to make programs.
#2
Off-Topic / Rimium (Rimworld mini-game)
November 24, 2018, 08:27:33 PM
Here's a little game that I spent (wasted) three days on. It's basically a remake of that old game Insaniquarium, but instead of fish, it's Rimworld animals.

Download link: https://davidgingerich.itch.io/rimium
Preview link: https://imgur.com/a/pr20dAD

Graphics by Rimworld artists, and Insaniquarium artists.
Sound by Insaniquarium team.
Engine by Unity team.
Code by me.
#3
Ideas / Re: Your Cheapest Ideas
November 15, 2018, 12:44:28 PM
Suicide Vest

   * Worn by pirates
   * Wearer will attempt to blow through walls or people
   * Explodes when shot at
   * Can be stripped off corpses
#4
Interesting, I also noticed that organs seem to be simulated to be embedded in the head or torso, such as the brain, heart, or liver. What I mean by embedded is that bullets and sharp weapons have to penetrate the skull before they can damage the brain (and potentially hit armor before that) or damage the torso before they can damage a lung.
#5
The finger is connected to the hand, the hand is connected to the arm, the arm is connected to the shoulder, and the shoulder is connected to the torso. Is every body part the same type with a parent of type BodyPart and a list of type BodyPart or are they different classes?
#6
General Discussion / Re: Sleep is for scrubs only
November 06, 2018, 05:53:14 AM
When drugs were first released, as soon as a ship came by with yayo, I bought like fifty of it and made my colonists take it every day. a few of my colonists started developing addictions, and then I realized that they weren't gaining as much after they took them, and once all the drugs were gone, they all went crazy. I haven't put any colonies on drugs since then as it seems to be balanced so that you'll never come out ahead if you use them. Weed is the only exception, although it is slightly addictive, I usually grow a ton of it, selling most of it and telling people to only smoke it if they are about to beat another colonist to death because they haven't watched the sunset in a while.
#7
General Discussion / Re: Rabbits are for caravan driving
November 06, 2018, 05:43:28 AM
Guys, it's simple. Every living thing in the caravan is attached to one another via a web of ropes. So the slowest members of the caravan are running as fast as they can while being partially dragged, and the fastest members are being held back by everyone slower than them. It truly is a brilliant system. I can picture all the bunnies running in the front, while all the muffalo and overweight colonists are being dragged in the back.
#8
Ideas / Re: Your Cheapest Ideas
November 06, 2018, 02:05:26 AM
Quote from: OFWG on November 05, 2018, 03:34:29 PM
This is not at all a cheap suggestion.

Make a new class called Bullet, make varieties that inherit from Bullet, make the bullets craftable, Make guns consume bullets every time they fire, make colonists take bullets like they would food for taming. That's like half the stuff that needs to be added for it to work, but even then I'm guessing that it would take a decent programmer far less than four hours. Textures might take a little while though.
#9
Ideas / Re: Your Cheapest Ideas
November 06, 2018, 01:53:31 AM
Stake Gun

Like the shotgun but it does heavy damage to one section of the body, easily taking off an arm or a leg.
#10
Ideas / Re: Reworking sexuality.
November 05, 2018, 06:46:28 PM
Quote from: BelligerentDrunk on November 05, 2018, 01:21:24 PM
Quote from: davidblackberry1 on November 05, 2018, 02:23:37 AM
I'm not going to even ask why you are modeling gay families in a space survival game.

Currently, sexuality appears to be part of the trait system, what you are asking would require that sexuality be made into its own system. That being said, there are lots of systems I'd like to see in the game before one devoted specifically to sexual orientation. Robotics would be nice.

Then I'm not sure why you even had to make that statement, and what does it being a space survival game even have to do with it?

And no, currently only Homosexuality is a part of the trait system, as heterosexuals do not need their own trait to be defined as such. This is the whole point of the post. And I'm also pretty sure that an entire robotics system would be much more work to implement over removing the gay trait and adding a little tab on the pawns bio that says Sexuality: Heterosexual/Homosexual.

I don't know anyone who uses Rimworld or any game for that matter to simulate gay relationships, but I can't put myself in your head and know why it would give you joy to do that. Your reply came off as hostile rather you intended for it to be or not, and there is no room for arguments on this thread, so please don't try to start one.
#11
Ideas / Re: Your Cheapest Ideas
November 05, 2018, 02:38:44 AM
Guns Use Bullets

Yeah yeah I know, this has probably been suggested a thousand times before, but I really want bullets in the game.

Bullets come in two varieties, small bullet and big bullet: small bullets are used for handguns and machine guns, big bullets for rifles and shotguns. Bullets can be mass produced at a machining table, or improve bullets can slowly be crafted at a crafting spot and have a chance to blow up the barrel of a gun. People will automatically take bullets as they would with meals and can be instructed to keep them on hand. Currently, colonists can be quite inaccurate with firearms, and firearms don't do too much damage to people. But I'd propose that guns be more accurate and deal more damage considering the drawback of having limited bullets on hand.
#12
Ideas / Re: Reworking sexuality.
November 05, 2018, 02:23:37 AM
I'm not going to even ask why you are modeling gay families in a space survival game.

Currently, sexuality appears to be part of the trait system, what you are asking would require that sexuality be made into its own system. That being said, there are lots of systems I'd like to see in the game before one devoted specifically to sexual orientation. Robotics would be nice.
#13
Ideas / Re: Faction Cannibal Trait
November 05, 2018, 02:02:32 AM
Yeah, I was wondering how it would work if an outsider that already had that trait were to be recruited into the colony. It would only make sense that a cannibal prisoner would be more inclined to join a cannibal colony.
#14
Ideas / Faction Cannibal Trait
November 04, 2018, 10:51:40 PM
I think it would be great if each faction had its own specific trait that made it unique from the other factions, but more specifically, a cannibal trait that applies to the entire colony. So, for instance, my colony could have the cannibal trait, so all of my colonists will happily gobble up human flesh as long as they are part of my colony (poor prisoners). This would make playthroughs in the ice biomes much more feasible as I enjoy the biome and making my colonists eat raiders and sometimes each other, but they don't seem to enjoy it as much as I do and are just insane throughout the entire playthrough.
#15
Ideas / The Crank!
December 10, 2017, 04:24:03 PM
The Crank! A crank that can be turned by colonists for the most primitive source of power. Can toggle the crank to only be a priority when the batteries are low or empty, watch all the colonists line up to keep the lights going during an eclipse. Crank only takes 25 steel to make can can directly be hooked up to your power source, producing a constant 2,500WT * (Colonist Manipulation Percentage) while any colonist is cranking the crank. Finally colonists that are idle or mentally disabled can be sentenced to some nice, hard, productive labor.