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Topics - Barley

#1
Ideas / Need a “No Foraging” Option for Caravans
March 15, 2021, 09:01:11 AM
This is an admittedly very niche fatal situation, but it's worth noting. While on the way back from a trade mission, my Caravan has to pass through a Toxic Atmosphere produces by a Mech Hive my tribals were too weak to assault. On the way back to our new colony, the colonists foraged for berries and -oh what do you know- got food poisoning. The food poisoning slowed them down to the point where the caravan DIED before it could leave the toxic area and the kicker was They had emergency food. Kibble, yes. But Kibble was safe at least!

I really think we need a way to disable Foraging in areas where you can't afford to sit around and wait to overcome the consequences of raw berries. Right now the best we can do is micro the caravan and force them to drop any collected food off the ground. Maybe this could also speed up the caravan slightly since they don't stop to pick berries? Frankly that might be too powerful though.
#2
Ideas / New Mood Debuff: Upcoming Surgery
November 15, 2017, 05:42:12 PM
More for story than for gameplay, but a good idea to stop people from chopping unstable individuals' legs off when a psychic event occurs for fear of premature mental break. Not to mention it may lead to prisoners rioting before you steal their kidneys.

We all get nervous when we go under the scalpel, right? We always worry about a complete stranger, qualified though they may be, performing invasive operations on our bodies. So why not the pawns?

The mood debuff could be for major surgeries only, since a peg leg is hardly something to get worked up about, or it could scale with the difficulty of the surgery. Other factors could be the hygiene of the hospital, the quality of medicine, and the relationship with the doctor who performs the surgery.
#3
Support / Every new Friendly group "Moving in to help"
November 11, 2017, 11:14:02 PM
A Weird little thing. Every time a group of allies enters the map, it plays the combat "Moving in to help immediately" text. This, even if I'm not fighting anyone, and haven't seen a negative event more dangerous than "Blight" in weeks.

Anyone else see this? Is it a bug?
#4
Ideas / New Event: Plague Carrier
November 08, 2017, 07:03:33 PM
"A wanderer has entered your map, disheveled and vacant-eyed. He is a carrier of the plague abandoned by <Faction>. You can try to heal or even recruit him, but be warned: He may infect your colony"

Yay or Nay?
#5
Ideas / Music
September 11, 2016, 10:36:33 AM
This an idea I had to give Artists something else to do in your colony. This would consist of two new objects:

Piano: An artist can play the piano to generate a joy-boosting for everything in a 6 square radius. This is considered work for the person playing the music and is controlled via a "play music" bill. The power of the aura is dependent on the skill of the player.

Radio: An automatic version of the piano. Colonists do not gain as much joy from it as the piano and build up a much faster resistance to radio-induced joy. After all, the radio does not always play the songs you want, and pop songs can get annoying to listen to pretty quickly.
#6
A place to share stories of complete and utter badassery.

For example, one time in the early game I got a manhunting Rhino event. I performed the usual preparations for my colonists to snipe-and-scatter the Rhino to death. All went well until I realized that my rifle colonist was moving ultra-slow. Turns out that I had her smoke a joint earlier to keep her mood up, so she was moving 30% slower than normal. Oops.

That Rhino was going to cut her to ribbons! Fists versus Rhino Horns? Not happening. So in desperation I sent in my only melee colonist, Justin.

Justin fought a Rhino. 1v1. With a Knife. And Won. Wearing nothing but a synthread shirt and pants no less!
#7
Ideas / New Event: Rodent Infestation
August 20, 2016, 07:22:25 PM
Here's an annoying (but preventable) new event for you: Rodent infestation!

The game spawns a pack of hungry (literally! Food Bar=0%) rats in your freezer, with the number of rats dependent on the amount of food owned by the colony. Likelihood of an infestation is dependent on the cleanliness and light level of your freezer: If a stockpile with food in it sits on dirt-covered-dirt tiles in the dark, that stockpile has a high chance of spawning the event. If the food sits on clean sterile tiles in a brightly lit room, the event will be next to impossible.

I feel this event would be unique compared to the ones we currently have, and incredibly dangerous to large colonies or those suffering from volcanic winters. It's also a great way to make players crap themselves without directly threatening the colonists.
#8
Feasts are like parties but rely on plentiful food. The event could only trigger if the player's stored, say, x nutrients per colonist. Those who attend the feast basically gorge themselves like the soft mental break, but now they get a happiness bonus for each meal they consume.

On another note, should parties, feasts, and marriages be player-controlled events with certain prerequisites? Or do you feel its better to have these be random events?
#9
General Discussion / Designing an Insect Jelly Farm
April 24, 2016, 02:58:31 AM
I remember seeing a lot of forum posts earlier of people asking each other if they'd managed to make a  farm for the insects. I decided, since my current colony is prospering, to give insect farming a shot. Not done yet, but I will update this post as I go.

First, I mined away a nearby mountain. I did so in "strips" of 3. Each strip is nice and long to maximize firing distance. This way, I could isolate hives from each other and eliminate or access them as necessary. I mined out as much of the mountain as I could to encourage a hive to spawn.

Next, the moment the hives spawned, I drafted my colonists and purged the insects through superior firepower, superior lines of sight, and superior "Running Away when they get close". This took about half a day.

Now, I'm building turrets and reinforcing walls. The Path to the turrets will be covered in stone chunks to slow the bugs. The adjacent strips are being repurposed into hallways that allow my colonists to bypass the defense and chunk lines to retrieve jelly and bug corpses.

Note that any hive expansion is purged IMMEDIATELY. I can't allow the hives to multiply beyond 3, or the problem is destined to grow exponentially and overwhelm my colony. Plus, they tend to spawn hives in the quick-access halls, which is bad for obvious reasons.As it is, I almost need a colonist on constant standby to kill the bugs that spawn about once a day from the hives.



Note that if this works out, and the turrets are able to stem the bug tide, I might let any hives that spawn in the areas across the hall from the original hive cluster to stick around under the watch of even more turrets. The key is isolation, and swift purging of "Rogue" or excess hives.
#10
Ideas / Move Butcher table to kitchen?
April 23, 2016, 02:47:39 AM
Although the kitchen's stats don't currently seem to effect anything, if it ever does the butcher table should be made part of the list of kitchen furnishings, not the workshop furnishings. After all, it makes more sense to have both of these facilities in the same room near the fridge, and both use the same skill to determine the degree of success.

Furthermore, if the kitchen's stats are made to matter in the future, the defining room trait for cooking success will likely be cleanliness, and workshops are rarely clean.
#11
It may not make much sense for a trader to carry cybernetic legs for an animal.
It may not make sense for a bionic component to fit both humans and animals.
It may not seem like it would add much to gameplay besides letting you keep your favorite animal moving.
It may not even make much financial sense for any colonies.

But I have one argument for why we REALLY need bionics for animals.

Cyberbear. Army.

That is all.
#12
Ideas / More Things for artists to do might be nice.
April 15, 2016, 07:29:03 AM
The art on tables and chairs comes from elite constructors.
The art on weapons and armor comes from elite crafters.
This means the only art an artist can produce is sculptures.

It would be nice if they could do other things. Engrave walls, paint pictures (presumably using leather or cotton), maybe even play music for a mood bonus for everyone within earshot (This could also let you buy, trade, or make pianos and other instruments).

Just something other than the endless sculpting.
#13
Ideas / Toggle Open/Close Vents
March 22, 2016, 11:14:16 PM
We have vents. Vents are great. I can turn my Geothermal Generators into heaters and keep all my heaters in only a couple rooms. Thank You Tynan.

Think we can give them an open/closed toggle? It would allow players to further explore the temperture mechanics. For example, I could have vents from my generator to the outdoors, and from the generator into the base. In the Summer the outer vents are open and the inner ones closed. In the Winter I could do the opposite to conserve heat.
#14
General Discussion / Fine and Lavish Meals
March 16, 2016, 02:12:52 PM
Has anyone been able to supply their colony with nothing but Fine and/or Lavish meals? Most of the time a simple meal seems to suffice and people stick with that, but sometimes I like to try and give my colonists a permanent mood buff by switching over. I think it's ever worked...twice, I think? That said, I still don't know if eggs or milk count as meat for fine meals.

Anyways, how many of you have managed to make Fine meals a staple, rather than a luxury?
#15
General Discussion / Hybrid Rooms?
August 23, 2015, 12:31:16 PM
Is it possible to build "Hybrids" of two different rooms? For example, I like making a single, beautiful area for my colonists to congregate when idle, eating, or playing. This maximizes the benefit gained from social activities while minimizing the cost of decorating rooms with statues and flooring.

In Alpha 12, this would mean the room is both a dining room and a rec room. Can the game understand the duel functionality of such a room?
#16
General Discussion / Do you hunt, and how?
July 14, 2015, 12:50:25 PM
We all know how stupid the ai is when given free reign on thief own weapons. So how do you hunt, if at all?

Me personally, I draft my colonists and have them wonder the map in a blob, shooting single targets together. This way I can ensure maximum meat gathered without injury at the expense of my colonists' moods.
#17
General Discussion / "Nuzzle Powers"?
July 12, 2015, 12:56:20 AM
QuoteAdded nuzzle: Animal approaches colonist and nuzzles him, giving him a happy memory. Different animals do this with different frequencies, and have different "nuzzle powers" which change their mood impact.
All I can think of when I read this was potential effects of different tamed animals muzzling your colonists.

The Tamed Warg nuzzles a colonist.
The Colonist is very happy.

The Tamed Lizard nuzzles a colonist.
The Colonist is happy.

The Tamed Muffalo nuzzles a colonist.
Colonist needs treatment: Fleas.

The Tamed Mega scarab nuzzles a colonist.
The Colonist is mildly disturbed.

Colonist 1 nuzzles Colonist 2.
Colonist 1 does not reciprocate.
Colonist 2 has broken down and is wondering in a daze.

The Tamed Scyther nuzzles a colonist.
Colonist needs treatment: Missing Nose.

Ok, fine. I know it just means a mood buff/debuff, but physical effects would be kinda fun, too.
#18
Once he was a common Gangster on a "civilized" world. He was the lowest of the low: A mook to be beaten and abused by fellow gangsters, enemy or not, and scorned by the rich and educated. He learned no productive skills and became totally asocial. Then, after a raid destroyed his gang, he was captured by a corrupt business with a need for muscle. Mindwiped, and given a meaningless purpose, Coffey became despensible drone to kill those who slighted the company.

Eventually, he broke free, and killed his captures, but without anywhere to go and no skills beyond the art of death, Coffey quickly fell back into the underworld and joined a pirate gang. But even among fellow brutes Coffey still couldn't escape abuse. The pirate gang stripped Coffey of all his possessions -which at this point consisted of raggy, stolen clothes, gave him a shield and a shank, and told the berserk to hold up wanderers for money.

So now our naked pirate friend is chasing a passer-by for her possessions. Maybe, if he's lucky, he can aquire enough wealth to gain repect among his fellow pirates. At the very least he could get some damn clothes! As luck would have it, however, the survivors of a recently destroyed voidship explosion had settled nearby. The passer-by,named Vang, offered to throw in with the colony in exchange for sanctuary. The colony accepted, and Coffey was beaten within an inch of his life.

But the refugees showed mercy on the Mindwiped Maniac. They threw the pirate in a cell with two other raiders from a rival gang, and over time tried to convince Coffey to join the cause and make a better life for himself. If only here, Coffey had chosen to leave behind his grudges and past sins, things might have gone very differently.

Instead, Coffey threw himself at the rival gangsters. He beat both of the captives nearly to death -twice- and each time had to be subdued by the colonists. The colonists tried to reason with him, but by now Coffey new only violence, and threw himself at anyone who shared a cell with him the moment they tried to sleep. Unwilling to put up with him any longer but unhappy with the concept of cold murder, the colonists released Coffey bound and into the wild -without his shield, of course!

What could Coffey do now? He could not return empty-handed to the pirates; They would have lost what meager investments they had been willing to give him, and without the shield he would be killed long before he could get within stabbing range of any loner worth mugging. Lost, alone, and naked, the berserk stood hungry in the center of the camp.

And then, an angry rabbit bit him.

This apparently sent the would-be assassin into a berserker rage, and he began stomping every rodent in the camp. Over time he accumulated a long list of bruises, bites, and cuts from retaliating animals. Fall arrived. He got Hypothermia. Coffey the lost pirate lunged and attacked anything in site, but he was too wounded to effectively pursue and the colonists simply ignored him. He got an infection. He started to starve. The end was fast approaching for poor Coffey.

The death blow came in the form of a psychic wave that stirred a trio of Muffalo into a frenzy. As they approached the only nearby living creatures; the colonists, Coffey the Berserk, Abused, Mindwiped, Naked, Shivering, Hungry, Sickly, abandoned Pirate prepared to protect the only people to ever show kindness to him.

He didn't even get a single punch off. The Muffalo surrounded and Gored him to death.

The Muffalo were subsequently picked off by a hunter with a survival rifle.

Coffey's corpse was unceremoniously thrown into a dumping pile with some other rotting corpses. He wasn't even cremated; the colony had sold its Molotov's for silver.

Yea, this was one of those random events I got during one of my playthoughs of Alpha 11. When I released him, he wouldn't leave to the pirates for some reason. That was his ACTUAL backstory, by the way.
#19
Ideas / Expanded Grave Gameplay
June 19, 2015, 11:06:14 PM
Earlier this year I pointed out that a filled grave is exactly as ugly as a completely exposed desiccated corpse, thanks to the way graves currently work. This means a grave is just a less effective version of a dumping stockpile set to corpses only. Now, I want to expand on the idea, and do more with the idea of giving your colonists a decent final resting place.

1: Fix graves
Because if I'm going to go through the trouble of digging a grave the corpse should at the very least have the courtesy to not freak out my colonists from six feet underground.
2: New Joy Activity: Visit Colonist Grave
It's a thing many people do, and having it in Rimworld would mean giving players both another source of joy, and a legitimate reason to treat your dead colonists differently from the raiders' corpses. Plus, its just generally thematic. Would probably be considered a "Meditative" activity.
3: Urns
Your colonists would build urns at the sculpting bench, and work like sculptures with varying beauty and quality levels (But Urns would, of course, be far less pretty than a full-blow sculpture). The cremate corpse job would come with an advanced option to "Put ashes in Urn". Possibly could function like a grave by that point, except you can put it anywhere.
4: Install Statues on Graves
The better commemorated your dead colonists, the bigger the joy boost given to colonists visiting/passing the gravestone. Same mechanic applies to how fancy your Urns are.
#20
So the big problem when facing mechaniods are that they often have many "organs" that all have high health. So your shots seem to do nothing while they spray bullets and fire everywhere. But don't give up! You need only two pieces of equipment to stop the robots in their tracks!

Ingredients for Win:
First, buy, steal, and capture as many shield units as possible. Give them to your pacifists, your melee infantry, and crappy shots in general. And I do mean ALL the shields. Even the crappy ones.
Next, buy, steal, and/or capture every fragmentation grenade you can find. Give these to your best marksmen.

The Strategy

Your shielded colonists will henceforth be known as "Rodeo Clowns". Thier job is to run around between your grenadiers and the mechs, drawing their fire. Mechaniods ALWAYS go for shooting over melee, so as long as your colonists remember to fall back when the shields get low, they'll be fine!

Now, remember when I said that mechaniods have many very strong organs? The key with the grenades is that they damage multiple organs at once. This means every two shots are likely to damage at least one of the same organs. If you have two or more grenadiers hitting the mechs this damage builds up, fast! With bullets, you'll probably hit, say, the 2nd body ring for 20% damage, then the foot, then the 5th ring, then the 2nd, then the eye, then maybe the 2nd again for another fifth of its health, and so on. With frags, you'll hit 3 body rings and an eye, then 2 body rings and the brain, then 5 body rings, then 2 body rings and-up, wait, its dead!

Target down each mech one at a time. Micro the clowns so that they never lose shields but always have the mechaniod's attention. Stay near cover if possible to let guys recharge and further reduce mechaniod damage output. Aim for inferno-cannon enemies first whenever possible.

Try it! It works! Then if nobody finds any flaws someone stick it on the wiki!