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Messages - CucumberedPickle

#1
Some people believe that the update is bad.
Some people don't.
Hooray, crisis solved! Now we can be functioning members of society!
#2
Off-Topic / Re: Rimworld DLC Ideas
December 25, 2019, 06:08:58 PM
$35.99 CHRISTMAS SALE $35.99 CHRISTMAS SALE $35.99 CHRISTMAS SALE $35.99 CHRISTMAS SALETIRED OF END-GAME, LATE-GAME, AND EVEN MID-GAME STEEL SHORTAGES?
Try the new More Steel DLC™©® [PATENT PENDING]!!!!!!!
REPLACES ALL STONE WITH COMPACTED STEEL SO YOU CAN BUILD THE COLONY OF YOUR DREAMS (as long as it needs steel)
EACH COMPACTED STEEL DROPS A WHOLE STACK OF STEEL
STEEL CAN BE BOUGHT BY THE THOUSANDS NOW THAT THEY COST ONE LUDEON GEM™ each gem can be purchased from the ludeon website for $0.89 each.
RECIPES REQUIRING STEEL ONLY NEED ONE TENTH AS MUCH, JUST SO YOU CAN HOARD THE LIVING HELL OUT OF THE STEEL
NEW STEEL RAIDERS WHO WANT TO STEEL YOUR STEAL mess, I $%&#ed up again!
TREES, ANIMALS, AND EVEN CORN PLANTS DROP STEEL
EVERY SINGLE FACTION BASE IS NAMED DETROIT, CLEVELAND, AND BUFFALO (INCLUDING YOURS)
I NEED ALCOHOL WITH DOUBLE THE CONTENT OF THIS $&!@
EVERY EVENT IS REPLACED WITH NEW EVENT: STEEL METEOR SHOWER. LIKE THE METEORITE, BUT MORE STEEL
STEEL SLAGS ARE REPLACED WITH PURE, RAW S T E E L
A WHOLE STACK OF THEM
STEEL NOW STACKS TO 1010100
STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL STEEL IS NOW A MEAL WHICH GIVES A PERMANENT +20 MOOD BOOST (WHICH STACKS) AND A DRUG WHICH IS LIKE LUCIFERIUM EXCEPT YOU DON'T NEED TO KEEP EATING THEM AND IT INCREASES STATS TO 300%
STEEL REPLACES SILVER AS CURRENCY, YOU CAN NOW BUY STEEL WITH STEEL
CRAFT A STACK OF STEEL WITH ONE STEEL
ALL TERRAIN AND FLOORS ARE NOW STEEL TILE
BOOMALOPES EXPLODE STACKS OF STEEL

On sale! You pay $35.99 less, only $5964.00. Get it before the sale ends on 2020/1/1!!
Ludeon Gems are also on sale, buy a pack of 350 for only $199.99!

#3
General Discussion / Re: raid points mechanic
December 25, 2019, 05:02:13 PM
It does not say 1 every 83.33 seconds; 83.33 seconds is how long 5000 ticks are. sR increases by 1 every 162 in-game days, and lR 1 every 360 days.
There is no hard limit, it increases forever.
#4
Mods / Re: [Request] Suicide
December 25, 2019, 04:40:51 PM
Quote from: Canute on December 25, 2019, 03:40:56 AM
You know on xmas so many people are depressiv and got weired ideas ! :-)
-12 mood penalty
#5
Hey, since you like wildlife mods, how about reviewing the Vanilla Animals Expanded mods. There are like 10 of them now, each one adding 3-8 animals of a specific biome or category, that, as the name implies, add animals that expand to vanilla.
#6
Mods / [Request] Suicide
December 25, 2019, 12:15:03 AM
Your last meal was a human corpse, and that was five days ago. The plague has a grasp over everyone's lifeforce. All of your loved ones have died, all you can feel is pain, it's blistering cold, and it's been forever since you've been outdoors.
A colonist's life is a terrible one. At what point would you just end it all?
As a type of extreme break risk, suicide could be for a colonist who really can't take it anymore. It would be rare, and their mood would have to be low (possibly 0%) for a suicide to occur, but it could add as a bit of flare and spice to break risks. Of course, there are many ways to end one's life.
Cutting
In this mental state, a pawn will drop their weapon and equip a sharp melee one (e.g, knife), and proceed to cut themselves until they are downed or bleed to death. They also will resist arrest or medical care.
Electrocution
A colonist will "tinker" with a conduit or electronic device, resulting with an electrocution with most likely fatal burns. A tinkered conduit could also cause a small "Zzt."
Gunshot
Same with cutting, except the colonist will arm themselves with a small firearm (e.g, revolver) and aim for themselves, most likely in their head or torso.
Hanging
The colonist goes to a mature tree and "hang" themselves before eventually dying.
Burning
More probable with pyromaniacs, except they set themselves on fire and burn to death.
Poison
A more severe drug binge, where the colonist consumes as much of a drug, any drug, as quickly as possible. Perhaps neutroamine could become a poison if ingested in its pure form, killing the consumer.
Starvation
The colonist will refuse to eat until they die.
Those are just my suggestions for a mod, and they might be terrible, they may not.
#7
Ideas / Re: Vehicles (That don't break game balance)
December 12, 2019, 10:47:52 PM
I'd be just happy with a board with wheels that my muffs can pull and carry more things.
#8
Ideas / Re: Hemeralopia and nyctalopia
December 12, 2019, 10:43:37 PM
If someone makes a mod with this, (I am all for mods adding ailments and illnesses) I also hope they make the glasses from Vanilla Expanded Apparel "cure" them.
#9
The steam version is the superior one.
As well as that, if you've bought the game, you get a steam code free from the website. https://rimworldgame.com/getmygame/
#10
message body needs filling.
#11
Off-Topic / Re: Countdown to Rimworld 2
January 18, 2019, 04:06:16 PM

IT'S IMAGE TIME
#12
Mod bugs / Game is melting because of 96 mods
January 13, 2019, 04:39:00 PM
I have installed 96 mods for Rimworld, wanted to test them out all at once on a new save, and it is unplayable. The attached photo is all of them.
As soon as I boot up the game with all mods loaded, the debug log spews out tons of messages that the last one says that it reached the message limit. That's a good start. I don't have that log saved, I'll post it later if required.
After creating the save and finally playing the game, the debug log opens up to greet me with tons of errors. And every second 4 more are generated. I copied the log after 10 minutes of gameplay, but to my luck it didn't copy and I can't paste it. But the errors aren't the only thing. The game is also completely screwed up.
SIDE EFFECTS:
No matter the restrictions or assignments, colonists won't do anything but wander around, eat, drink, sleep, and wander around some more. I can't prioritize them do work, as when I right-click on anything, the context menu doesn't show up.
A dalmatian from one of two dog mods is a pink box.
Some furniture from different mods are red boxes and an 'X' in the architect menu, and a pink box when trying to build it.
AREA RUGS KEEPS SPEWING OUT ERRORS

I didn't get screenshots or logs, as said earlier, if needed I'll post them.

One of the mods that seems to be the most broken is Area Rugs, but that can't be the only mod causing this, as furniture from different mods are broken, such as the crib from the Children mod and something from the Leadership mod or something like that. I didn't entirely believe that all 96 mods would work perfectly with no issues, but the game is unplayable considering that colonists won't do anything except basic survival stuff.



[attachment deleted due to age]
#13
General Discussion / Re: The Perfect Setup
January 11, 2019, 04:57:34 PM
They still work :/

I downloaded Bonzi because how could I resist downloading a best friend when all of my others left me
#14
Off-Topic / Re: Count to 9000 before Tynan posts!
November 19, 2018, 05:46:56 PM
8749
Also WRONG! WRONG NUMBER! YOU LOSE!
#15
General Discussion / Re: The Perfect Setup
November 19, 2018, 05:43:07 PM
I'm not in prison, however my computer detected a virus after 2 weeks of use and deleted it.
I'm too lazy to download Bonzi again.