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Topics - Riddle78

#1
I've noticed that RimWorld has a shocking lack of nonlethal solutions to interpersonal conflict. Edged weapons lop off limbs and make you bleed out. Pointed weapons destroy organs. Blunt weapons are the go-to for nonlethal elimination,but in the hands of 20 Melee cyborg supermen,even that goes out the window with consistent skull and sternum crushings. And said cyborg supermen going at attackers with nothing more than fisticuffs and armour is liable to see those valuable colony members either die,or get crippled.

I've only used two mods that claim to have nonlethal solutions. Remote Tech has two remote charges,the Sleeping Gas Canister and the Refined Sleeping Gas Canister. Both demand an enclosed space to operate,and take time to function. Further,you need to vent the gas hut in order to make it safe for your colonists,even wearing gas masks,to collect their prisoners. And by that time,your prisoners have probably woken up. Combined,this means that it's extremely impractical to try and gas people into submission. The second mod is GlitterTech,with its Orion Corporation Pacifier. It claims to inflict more pain than damage,but the issue is that it's nothing more than an electrified knife. As a stabbing weapon,it's quite likely to damage essential organs,especially in the hands of a Melee 20 cyborg superman.

So,I'm now looking for a mod that adds reliable,practical,and consistent nonlethal weapons to the game,so I may take prisoners for either negotiation,penal labour,or organ harvesting.
#2
General Discussion / Renweable Raiding - How Do?
August 22, 2019, 02:31:46 PM
As a foreword,I have What The Hack,Alpha Animals,Giddy Up,GlitterTech,and a mod that allows me to designate materials to go into Marine Armour installed.

So,I want to raid bases. But I don't want to raze them to the ground,oh no. What I want to do is harvest them. Regularly. Once a quarter sort of regularly. So,this means that,when I hit a base,I need to ensure that I don't kill everybody dead,and I don't flatten every building. All while going in,blowing holes in walls,and absconding with choice morsels of loot. Issue being,I can fully imagine the AI mustering every single available pawn for the base's defence. And I can't kill them all,because if I do,the base won't repopulate,at least that's my assumption.

Any ideas for making renewable raiding possible?
#3
Mods / Does It Exist? Combat Drones Mod for b18
May 12, 2018, 08:08:27 PM
I use Misc. Robots++. Servitor robots,I think,are a natural evolution of trained animals. I'm looking for a means to enhance my defences,and I've come to the same conclusion each time; Supplement my turrets with disposable combatants. Colonists are too precious to risk like this,so,my mind turns to nonhuman combatants. Preemptively,I've installed A Dog Said,so I can install bionics on my grizzlies,but a cyborg bear army is both time and resource intensive,and losing one means you're waiting a good long while for the replacement. Hence,my question; Are there any b18 mods that adds combat robotics to the game? Not mechanical humanoids that can wield any gun,no. Something... Simpler. Tankbots and hoverbots. I've tried using Google,but I got nothing,and Misc. Robots++ is actually wholly against adding combat robotics to their mod,which I can understand.
#4
General Discussion / Where Are the Traders?
September 15, 2015, 06:01:43 PM
No idea if this is just RNG laughing at me,but,with my colony,I've had an orbital relay and a communications console up for over a month,now,and no traders have passed by the planet. It took me half a year to set that up,granted (Trading is not a high priority for me),and the beacon itself is under a roof,but I'm playing on Basebuilder Mode with Phoebe. Is it just RNG,or is there a hidden switch in the game that full-on disable trader ships if it takes you too long to build a relay?
#5
General Discussion / Melee Weapons: What do you use?
September 14, 2015, 11:47:25 PM
Hello,all! So,thinking about my colony,I realized something.

Only one of my six Colonists is proficient with ranged weapons. Two of my Colonists have Brawler. So,obviously,this means that my colony will largely be defended by burly men and women with assorted blades,bludgeons and skewers. So,what sort of melee weapons do you equip your Colonists with? Personally,I alternate between the Gladius and the Club,because the Gladius is relatively quick,and deals respectable damage. And the Club? Well,prisoners are nice. I want my ten Colonists sooner,rather than later.

What about you all? Which implements of intimate violence do you prefer?
#6
I really hate my first post on the forums to be something like this (Hi,by the way!),but I'm getting frustrated to the point of considering throwing my computer out the fifth floor window. The short version is this; My colonists absolutely refuse to do anything of their own volition,excepting eating and sleeping.

I believe this is to do with the "Joy" rating (I took a rather long sabbatical from RimWorld,as an FYI...). However,it gets REALLY annoying when,before,I've noticed some colonists simply going for a stroll to find some Joy,or do some cloudgazing,and now,they refuse to do anything except sit like a lump on a log. What's even MORE frustrating is that they refuse to use any horseshoe pegs or chessboards I set up under any circumstances,and I have no way of telling them to use them.

If Joy isn't the issue,then I have no blinking clue as to what's causing them to sit with their thumbs up their nethers. Whenever the game starts,I always set up a tiered order of operations for tasks,so it's not a priority issue... Unless my usual priority setup is now making the task AI have a brain haemorrhage,when it didn't in earlier builds.

Both vanilla and modded this is happening; Any ideas as to why this is happening? And do you have any fixes or solutions?