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Topics - FridayBiology

#1
Hey, just wondering how long everyone is finding thrumbo are staying around people's maps and if they've noticed whether the time changes between different map types and different latitude (horizontal) And Longitude (vertical) for you/them.

Currently personally my thrumbos are staying two to three days no matter the region or location. However I seem to remember in alpha 14 that they're seemed to hang around for a week or so as I could easily fence them using a single builder over a week time period.

https://www.youtube.com/watch?v=9aaZ0DXWqzU
^ current Alpha 15c letsplay thrumbo episode.
#2
Outdated / Just another Friday on another Rimworld
October 23, 2016, 11:58:07 AM
So I've noticed that some people are wondering about mods that add to a more complex yet vanilla style of gameplay.

Additional faction interactions, create a guest bed, then stockpile items of wealth/junk in guest room for visitors to purchase at their leisure. Also any rescued visitors / allies may offer themselves to join your faction.
Orion' Hospitality mod, v1.15c https://www.dropbox.com/sh/jmpa0g3vc9avvff/AAAW6s3ThNnHw1SPtuSPLp2Sa?dl=0
#3
Rimworld Alpha 15c : Graves for our Pride, Death to our foes and Glory for the Orassan Enclaves.

Only a clowder remains of our noble pride and now, with the blood of family fresh on our faces, our backs to the water. We must regroup, rearm and prepare to take back the possibility of a future on this damned rimworld.

Playlist : https://www.youtube.com/playlist?list=PLHYbNVicUJv6afny0kupkKzmz0AWKmizh

Rimworld : http://rimworldgame.com/
#4
I wouldn't have noticed if it wasn't for my current letsplay but, I lot of my colonys seem to see hunting/the act of hunting as something to be remembered by the colony even though, surely the colonist engraving wouldn't have been there/aware of the act.

https://www.youtube.com/watch?v=jWCLW_V0DL8

On my other colonies I killed off a starting colonists after the first week.

Killing tribesmen.
Hunting Hare.
Fighting Bear.

maybe its a death thing or a trauma thing?
#5
Video / Another damn letsplay by a small youtuber
August 13, 2016, 10:00:35 AM
Rimworld Alpha 14 : Their colony was attacked by an overwelming force though, the four survivors now face everything in their effect to survive. Toxic fog, Mercenaries who'd gladly stick you for a meal as give you a hug for a friendly comment and now they've been told that a traitor is among them... damn its another unlucky place on another rimworld.

https://www.youtube.com/playlist?list=PLHYbNVicUJv7XLGmhmzg2XFKbVJ1bz0KP
#6
its another letsplay, see there's been afew already starting this week and this one is probably no better than any other though we're playing with the experimental traits (yay) and Darkness mod with Nightlings (regret) also I've tried to balance the game abit with allowances with modded events against the colony eitherway its ... just another cold place on another Rimworld.

https://www.youtube.com/watch?v=wxp9AdFWx-o
#7
we're playing a modded Rimworld Alpha 12d : With mods that add romance/lovemaking/lewdness to show with mods already here how relationships and partnerships could be included in game, I've also included grave digging for those necrophilia fanboys types.

Playlist : https://www.youtube.com/playlist?list=PLHYbNVicUJv7usjD0j774D-t0Cv99e78K

If you like this series, please Subscribe or leave a comment.

[A12] The Romance Mod v0.8 by Lord Fappington : https://ludeon.com/forums/index.php?topic=7112.0

[A12d] Lewd joy mod by Venatos : https://ludeon.com/forums/index.php?topic=15862.msg167924#msg167924

Additional Joy Objects by cuproPanda : https://ludeon.com/forums/index.php?topic=13400#msg129437

[A12d] Hospitality (v1.10d - updated 06.03.2016) by Orion : https://ludeon.com/forums/index.php?topic=11444.0

Necrophobia mod that i myself am trying to sort out.
#8
Video / Letsplay Rimbeasts modded Rimworld
November 06, 2015, 04:38:27 AM
Hey guys, i've started a Rimbeast mod letsplay for youtube which will go as long as my colony survives against the elements.
Using the knifes mod as well so yay, either way please check it out and wish me luck.

Youtube - https://www.youtube.com/watch?v=DEU14Ki9OWs

Rimbeast mod - https://ludeon.com/forums/index.php?topic=16037.0
#9
Bugs / malnoristed maneater muffalo will flee.
October 06, 2015, 12:26:05 AM
malnoristed maneater muffalo will flee...pass arriving travelers ?
#10
Mods / Mod Request - additional Pet beds
September 23, 2015, 11:00:57 AM
Personally i like variety with my base layouts, and at the moment the focus of animal taming and having a hen house and things is nice but, i want more.

Plush pet bed (cloth plus wood)
> Greater beauty stats as well as better wealth values.
Egg Crate (requires small amount of power and provides small amount of light and heat)
> deceases fert.egg duration.
> provides heat to keep fert.eggs from failing/freezing.
> basic light source for small areas or hen houses :P
#11
Ideas / A13 ideas or Mod request
September 09, 2015, 11:19:21 PM
I love animals and creating little hay storage and kennels and things of pointless wondering rimworld. though i'd like to see something more for animals. However there are afew idea i'd like to see added or modded in.

> animal diseases, maybe Myxomatosis or something like it to reduce health of smaller animals.
> random mutate bird flu that'd first kill off weaker animals, and then possibly harm colony if consumed.
> butcher bench option - kill tamed animal if its developed infection/illness

> Animals with Young - Aggressive if approached

> Animal waste decay if on growing zone - If there is a plant within the same tile of animal waste then waste should be absorbed as plant grows. Also reduces cleaning bill.

> butcher bench option - bone meal : ground bones from skeletal remains (animals and humanoids)
> item/object - bone meal : ground bone for use as soil improvement
> grower action that consumes item/object - grower may use bone meal to improve growth rate of plants

> tamed animal treat/diet options - no idea how it'd be done but, i'd rather reward a dog with human meat then dog meat.

Sand Castles - sand tile joy activity - thing snow man but, simple sand castle on a beach tile :P
#12
Ideas / idea : Additional mood breaks
September 01, 2015, 02:48:05 AM
I know that there are steadfast traits, however what about positive mood breaks?

> other ideas

- Bipolar (trait) - Sometimes does work orders in reverse because they are different at that moment. Work order only changed until they sleep, they'd wake up 1-4 or 4-1. Maybe gained from being about to break for an excessive period of time.

- Starch craving (mood break) - Eats raw corn/potato/xeri without suffering debuff instead of meals, this maybe because of undernourishment or preventative action take by a body to reduce infection. triggered by binge/break without stripping.

- Stressed (animal trait) -  Some animals shed hair/lose weight when stressed and malnourished.

- Loss of faith (mood break) - Colonist has lost faith in their belief due to "random event" (mental break) allowing the colonist to gain the Faithless trait.
- Faithless (trait) - Colonist does not pray to relieve stress or gain joy/buff
- Faith (event) - Colonist may join another colonist (empath type) for praying. Removing Faithless trait. this should mean players don't use empaths as bait or food/money source.

- Day of divine wrath (mood based event) - Those moments when surrounded with blood and gore and a previously harmless priest (empaths) becomes the left hand (maybe right limb) of a divine entity (?) to protect their followers. Allows hunting ... at least until they've had a nap.

#13
Off-Topic / Seeking thumb in boxes
September 01, 2015, 02:37:23 AM
Seeking thumb in boxes

please post images here.

#14
Video / (ended) FridayBiology's Rimworld Alpha 12
August 28, 2015, 07:17:34 PM
 New series Modded Alpha 12 Rimworld. I know it may not be long though we'll take afew of them with us :P

Playlist : https://www.youtube.com/playlist?list=PLHYbNVicUJv5_BoTdleIk3NbilM8hLA6t

MODS list :
eXSpacePets - Slimes
WW1 and 2 Weapons
Throwing Knives
Rimsenal_Hair
PowerSwitch
CanIBrewIt - 1.5.1
Quorn


#15
Ideas that i've come up with which could be created as separate mods with minimal effort for those already familiar with Rimworld modding

Pipe bomb (single use grenade item) : reskin of frag grenades with smaller "+" 5 tile blast radius. could be crafted with 3 steel + 1 silver/uranium.

Animal Trap (baited trap option) : reskin of steel drop fall trap which requires "food item to set". would require parameters so that player can choose bait . berries for herbivores . meat for carnivores .

Wooden Blocks (lame joy item) : Use block images with colour difference and install requirements.
After landing on a horrible planet and playing chess and games everday for however long surely one of the colonists have thought wheres my lego. only to turn around and release no lego, "bugger" said the colonist "why don't i build my own..."

Ball attached to a stick item (joy item one man backyard tennis) : note no one wins by playing this game. You hit the ball until the ball hits you. (colonist bruised for # days)
If hit Colonist suffers "hit with ball" + "in pain" debuff as well as negative happiness.
If colonist has over set skill in research they can not play game.
Perhaps masochist colonist could binge by playing the game?
Colonist hit chance maybe based on melee skill?
Ball attached to a stick item would require 3x3 area to install. 1x1 in center for item with 3x3 area around it to actually play game.

Ball (joy item) : inflated leather. requires 5 leather to make at tailor bench.
Installed on solid tile.
Colonist holds ball. (raises and lowers) kicking a ball around would be massive amount of coding :P
Colonists could suffer negative happiness if they see others with ball? (to balance value)
Can be sold for small amount.
150% flammable :3
Explodes on single tile if destroyed (pops?) no fire.

Please support the growth of Rimworld dreams
#16
Ideas that i've come up with which could be created as separate mods with minimal effort for those already familiar with Rimworld modding

Pipe bomb (single use grenade item) : reskin of frag grenades with smaller "+" 5 tile blast radius. could be crafted with 3 steel + 1 silver/uranium.

Animal Trap (baited trap option) : reskin of steel drop fall trap which requires "food item to set". would require parameters so that player can choose bait . berries for herbivores . meat for carnivores .

Wooden Blocks (lame joy item) : Use block images with colour difference and install requirements.
After landing on a horrible planet and playing chess and games everday for however long surely one of the colonists have thought wheres my lego. only to turn around and release no lego, "bugger" said the colonist "why don't i build my own..."

Ball attached to a stick item (joy item one man backyard tennis) : note no one wins by playing this game. You hit the ball until the ball hits you. (colonist bruised for # days)
If hit Colonist suffers "hit with ball" + "in pain" debuff as well as negative happiness.
If colonist has over set skill in research they can not play game.
Perhaps masochist colonist could binge by playing the game?
Colonist hit chance maybe based on melee skill?
Ball attached to a stick item would require 3x3 area to install. 1x1 in center for item with 3x3 area around it to actually play game.

Ball (joy item) : inflated leather. requires 5 leather to make at tailor bench.
Installed on solid tile.
Colonist holds ball. (raises and lowers) kicking a ball around would be massive amount of coding :P
Colonists could suffer negative happiness if they see others with ball? (to balance value)
Can be sold for small amount.
150% flammable :3
Explodes on single tile if destroyed (pops?) no fire.

Please support the growth of Rimworld dreams
#17
ep 01
https://youtu.be/FAt7HMAWGmQ?list=PLHYbNVicUJv7DtWJjjMsvUhiL2UUFVkqG
https://www.youtube.com/watch?v=FAt7HMAWGmQ

Hope you enjoy the playthrough, while only a few episodes we did manage to see most events occur within the game.

Thankyou

playlist
https://www.youtube.com/playlist?list=PLHYbNVicUJv7DtWJjjMsvUhiL2UUFVkqG
#18
Video / Please Support my Lets Play Alpha 9c
March 11, 2015, 12:27:14 AM
Hey, I've finally decided to do another lets play attempt as this patch seems stable and probably not going to update within the next few weeks.

Please sub or comment if you'd like to suggest a name for characters or possible end goal as it helps focus. current end goal is everyone dies = the end.

Doing a basic play through, using Darkness and a few mods...

* mod list of what i've been using *
A9 Medical Training
A9 Target Practice
Alpha Muffalo
Auto Hunt Beacon
Blood_Deterioration
BulkMeals v2.0
Canned Food
Darkness
Darkness Compatible - New Weather
EdB interface
Fix Bone
FlareGun
LandMines
MediXP_A9
Melee+ V1.1
Mending_A9
Meteorite
NonLethals
OmniShields
Rimfire_V1.1
RoofSupportGuide_Rock_1.1
Small NPDs 1.1
Thingamajigs
TilledSoil
UseHerbalMedicine_1.1

Core_ Appearance MOD
#19
This may seem crazy but, i've never noticed until now that "Tynan Sylvester" (beloved game dev) could possibly be a vampire-alien-space-bat (not of the baseball persuasion).

I've seen the Twitter feed, the youtube updates for each alpha, his profile image... my god his profile image never changes, I havn't stalked his house (as living on the other side of the world restricts that kindof thing) so the question remains, does anyone actually know what "Tynan Sylvester" looks like?
#20
Ideas / tent for outside?
February 12, 2015, 08:17:18 PM
tent suggestion, you could build it using cotton and wood as well as a cheap starter housing you  could create a refugee city out the front of your colony for unwanted colonists...

> outdoor sleeping without debuff of slept outside.
> if sleeping while rain event you'd need a debuff "cold and tired"