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Topics - Arkay_The_Arcane

#1
Stories / How my colony saved two kids.
October 17, 2019, 02:06:39 PM
First of all, I should note that this is a heavily modded playthrough. The only mods relevant to this story are "Children, school and learning" and "Prison Labour".

It was a normal day in the base. Adiemus, the colony's unofficial leader, was watching the prisoners as they did their mining in the quarry. Evan was eating, the rest of the colony hard at work as usual... Suddenly, the raid alarms blared. Within minutes Adiemus and Evan were in their defensive positions, guns at the ready. The raid was... Small. Insignificant, really. Three people.
But then they realized it wasn't going to be easy. Two of the three raiders were children. They couldn't just kill a couple of kids!
Luckily Adiemus is a good shot. It took her about five bullets to end the raid. When all was said and done, none of the raiders had died. Perfect. Jung, the doctor, patched up the two little girls the moment they were put in the prison barracks. Antonina, a blonde twelve year old, had made it off with a few easily treated gun wounds, but Livvy, an eight year old, was in much worse conditions. One of her legs had been shot clean off and her right kidney was destroyed. There was a solution to both problems, though.
You see, the third raider survived too... And who doesn't love free organs?
One transplant and peg leg later, Livvy is walking around as if nothing ever happened, albeit a bit slower than usual.
Unlike the other prisoners, neither of the kids were put to work. Instead we focused entirely on getting them recruited. We built a school, just for them, and already prepared rooms with warm beds.
A few months later they were both recruited, and idols of the colony. Everyone loved them.
In the colony they recieve an education, they aren't forced into dangerous raids.
We saved their lives, and drastically improved them too.
#2
Stories / New Hope - A Rimworld Story
November 06, 2018, 05:02:12 PM
I'm... Not sure how to start this. My name is Axxel Anntis, but most people just call me Cyclops. Should be pretty obvious why, but if you can't guess, I'm missing an eye. I'm scribbling this down on the last papers I could find in what is left of New Hope, the colony I built from the ground up along with so many others... I guess I should tell how it started. I left my Glitterworld planet many years ago. I don't really remember why, probably a lust for adventure. I don't regret landing here. The last few years of my life, building this colony, finally doing something other than living in luxury... All of it worth it. I landed here about 12-ish years ago, along with Xinn and Bloody Mary. Well, that's what I called them atleast.

Xinn was a quiet guy. From what he told me, he came from a toxic planet, and lived underground his whole childhood before resurfacing and joining a Space Marine corps of a nearby system. He was our best gunman for the first few years. He died around 4 years ago. He was shot in the head by a raider while saving all of our asses. He survived it, but only barely. We kept him alive in a vegetative state for a season, hoping for trauma sauvant or something to bring him back, but... We decided it was best to let him die with what little dignity he had left after being spoonfed every meal for an entire season. We buried him in the middle of our greenhouse, his favorite place in the colony.

Mary was an interesting lass. She was 45 when we first landed, yet looked at most 22. She was beautiful, slender and elegant, with a single twist: She loved nothing more than murder. With melee weapons, preferably. I asked her why once, and she just responded with "Guns are too quick. You don't get to make them suffer, see the life drain from their eyes." A beautiful psychopath. She once took our a bear with nothing but a longsword, without getting so much as a scratch on her. Legends say she was genetically engineered to be a perfect assassin, but escaped the lab by murdering everyone in it, all 400+ people. Since then she roamed planet to planet looking for new contracts to murder. After all, if you're good at something, why do it for free? She died yesterday. I don't know of what, I found her body in what was once the rec room, her arm shot off and her head just... Mutilated beyond recognition. If it wasn't for the clothes she was wearing, and her favorite broadswoard lying next to her, I'd never have known it was her. I buried here where she once told me she'd want to be buried. "Amongst the corpses of the people I've killed." So that's what I did.

When we crashlanded, we didn't know what to do... It took us a few hours before deciding to settle inside a nearby mountain range. We built a long tunnel into the mountain, as well as some small rooms. For the first few days, we slept inside a nearby abandoned building, on the ground, and ate food on the ground. Like animals.
After a weeks, our colony was starting to become habitable. I had planted down some rice, a few potatoes, and harvested some berries. Xinn was hard at work with mining out our colony, while Mary guarded us from Raiders. The first attack wasn't long after we finished our kitchen. Three tribal raiders, probably scouts. We slaughtered them, and threw their corpses in a pile.

The fourth member of our colony, which we had named at this point, joined after about a season. She was a 16 year old girl who came in a droppod. Her name was Myrriam. She was wounded badly, and in shock when Xinn found her. We patched her up, but she got an infection in her leg some time later. We had to amputate, and quickly gave her a "replacement". She became our main researcher, and helped us in so many ways. From hydroponics to carpets, almost all we learned came from her research. She never told us her past, but rumours speculated that she was a slave. Ricky knows what happened to her before she came here. I found her dying in her room, bleeding out, covered in gunshots. I tried to help her, stop the bleeding but... It was too late... The noises someone makes when they're drowning in their own blood... It's unnatural. After a while it stops sounding human, and it's just an inhumane gorgling... She spat out the blood in her throat, and thanked me for everything before closing her eyes. I buried her outside, in the middle of a nearby field without a single shadow.

We had many other members since then that really aren't worth mentioning that much. Speedy, our farmer. Fast guy. He died six years back. Amika, cook. Nine years ago. Bundle, our doctor for a while before being killed by a manhunting pack of boars about seven years ago. And so many others I barely remember.

There's one that truly deserves to be mentioned, though. Cyber. Cyber, like Myrriam, survived a droppod crash. We called him Cyber because he was a game developer, as well as having a bionic leg. He was around 20-ish, and fell a year ago. Why is he worth mentioning? Because he saved my life. I was being chased down, but he jumped out of a corridor and beat the shit out of the attacker. He was stabbed in the meanwhile, though, and bled out not long after. This was about a day ago. Cyber saved my life, so I wanted to mention him here as a thank you back. It's not much of a thank you, I suppose. But it's all I can do.

I suppose I should write what happened? Well, it's complicated. Three days back we were sent a caravan of goods from a nearby outpost who we have a... Rocky relationship with. Well, had. It was the biggest caravan I've ever bloody seen, at the very least 10 muffalos, and around 30 people. Now here's the kicker... Right before they left, a pack of manhunting boomalopes attacked. It was the single most terrifying thing I've ever seen. The ground turned yellow from the sheer amount of boomalopes... As you can guess, the caravan stood no chance. We offered to let them in, but they decided to just run. The boomalopes were faster. There was a sea of boomalopes in front of our defenses, and then one of those STUPID caravaneers decided to shoot one of them. It was a chain reaction. Boom after boom after boom. Everything was destroyed. All the trees knocked over, the grass burned, and the land covered in corpses. The caravan? Dead. And guess who was blamed?

Yesterday it came. They sent in the raid. At the very least 50 men, armed to the teeth. We barely had time to fix our defenses, and our first few men were slaughtered. They ran through the mountain compound, burning everything they could, and killing all they could. I hid. I hid like a goddamn coward. I hid myself inside the goddamn fridge, hidden under a pile of raw insect meat. The smell... And that wasn't the worst. I just lay there, not moving a muscle as I heard my friends and colonists get slaughtered. Their screams filled the halls. There were children, and they weren't spared. I would have survived too, if it weren't for that one raider that went to the fridge... A young looking girl, with her brown hair in a pony tail, she looked nervous... I was scared. I was scared beyond imagination. I don't know why. I'd seen countless raids. I've been shot, stabbed, impaled, burned and more, and not once was I that scared. She looked at the pile of meat I was in... And took aim. I just sprung up and rushed her, grabbed her by the neck and just... Snapped. I kept slamming her head into the floor. She begged for mercy, but I didn't give any... I heard her, but I couldn't move. I couldn't control myself. I just kept ramming her head into the floor as she cried and tried to push me away...
And then it all came back to me. I just stopped. I froze in place. She got up and crawled into the corner of the room, grabbing her bleeding head. I didn't know what to do. I was in shock. I just stared at my blood covered hands as she sat in the corner, looking at me in fear, blood gulging from her head. I woke up from my trance. "I nearly killed a girl that couldn't be older than 16. But she nearly shot me. She's going to try again. I need to fini-..." My train of thought stopped as I looked her in the eye. I just... Couldn't. She was scared. She was as scared as I was. I moved up to her, and she flinched, covering her face. I just... Didn't say anything. Her brown hair was turning red, and I realized we were both shivering from the cold in the fridge. I noticed something else too... It was quiet. No more gunshots, no more screaming. The raid was over, and they had left.

I picked up the girl and rushed her to our hospital, lay her down on the last remaining bed, and looked for any medicine we could. I only found a single herbal. It would have to do. I patched up her badly wounded skull, and checked for a concussion. Somehow she had none. I sat down next to her, and just... Cried. Everything was hitting me in a snap. Years of work gone. All my friends, dead. Everything was gone.

I slept on the ground that night. Next to the girl. I don't know why I saved her, but I couldn't just let her die. When she woke up, she thanked me. I didn't deserve thanks. I was the reason she was near dead. I was the reason she was left behind. She didn't care. She was a slave to them, a slave they gave a gun she didn't know how to use. I freed her, according to her. She said her name was Cyprus. I told her mine. Together we walked through what was left of New Hope. It wasn't much. Bullet holes and burn marks covered the halls. The floor was covered in pools of red. Corpses littered the rooms. Both colonists and raiders.
We buried those we found together, both raiders she knew, and colonists. That brings us to now. I'm sitting at the dinner table, with some papers I found in the workshop room where we kept our research station. Cyprus is scavenging through what is left for anything useful. We're moving to Nova Garadon Republic, a friendly settlement north of here. I don't know wether to take this with me or not, so I'll ask Cyprus. I'm running out of paper, so I'll leave you with one last message:

Whoever you are, whatever your story is, know that you must always stay strong. I lost everything, but can't give up. Because New Hope lives on in me. My friends live on in me, in my memories. And until I die, they will survive. And the same is with you. Anyone you lost lives on in your memories, and only ceases once you do too.

Goodbye. -Cyclops
#3
Ideas / Contagious diseases
September 23, 2018, 11:09:05 AM
Instead of a disease just occuring in someone and it staying there, certain diseases should be contagious, and spread from colonist to colonist unless the infected are quarantined.
#4
Ideas / "Rush Research" option
September 08, 2018, 03:08:15 PM
The Rush Research option would be pretty simple: You research faster, but get a pretty big chance of there being a mistake in the research, lowering the research progress or even just resetting it. It'd be great if you need to research something for an emergency (For example, researching solar power when you ran out of power and wind's not an option.)
#5
Stories / Married to divorce.
September 06, 2018, 02:08:02 PM
So, basically, I had these two colonists, Sleepy and Katyu who were in a relationship. They got married after a couple of months, but then, DURING THE WEDDING PARTY, they DIVORCED. I'm not even kidding. They divorced about five minutes after marrying.
#6
Ideas / Volcanic Eruption
September 03, 2018, 12:45:41 PM
I know, I know, we already have volcanic eruptions in the form of volcanic winters, but what I'm proposing is a bit different.

First of all, a couple of impassable mountain spots on the map would be turned into volcanoes during the generation of a world. They're pretty high, but also affect the eruption itself for the player.

When the eruption happens, a few thing can occur:


  • A few meteorite-like pieces of rock are sent hurling towards the player colony, and will spawn a ring of fire around them when they land. (Perhaps a new, rare type of volcanic rock that's the strength of granite, but slightly easier to lay.
  • Lava could spawn from sides of the map, setting fire to any nearby plants and flammable things. (I'm a bit sceptical this will happen, seeing how hard it would be to program in)
  • A small volcanic winter could happen that doesn't last longer than a day.
  • Animals could start running off the map, trying to avoid the eruption.

Depending on how close you are to the volcano, the events will have a much lower chance of affecting your colony. This will make players more carefully consider base placement, as the closer they are to volcanoes, the more dangerous the terrain is. However, to make it a bit fairer that mountain bases are going to be the primary victim of the eruption, I've designed it so that most events aren't as dangerous for mountain bases as for flatland bases.
#7
Ideas / A few ideas to make rivers slightly more useful
September 01, 2018, 01:03:47 PM
I really like the new watermill, since it gave use to the rivers that used to just be an obstacle. However, while providing power is nice, they still have a lot more downsides than upsides in my opinion. So, here are a few ideas to make rivers a little bit more useful.


  • Add a kind of net-structure that can be placed on moving water that has a very low chance of finding a random mineral.
  • Rafts that allow for faster movement speed downriver when trading, and possibly a way to cross small bodies of still water like lakes
  • Fishing! Rivers and water sources in general could be fished in, giving a random fish ranging from small fish to large fish, with the smaller varieties being stackable while the larger act like regular corpses.

Hope you like my ideas!
#8
Ideas / Acid Rain
August 13, 2018, 07:41:25 PM
A small event with heavy consequences.
Acid rain could come in three variants, lightly corrosive, medium corrosive and highly corrosive, depending on the concentration of acid. It could come with a message like

"A chemical fire nearby has released acid solutions in the air, which are now raining down on your colony!"

Lightly corrosive acid rain will do slight damage to crops outside, and cause a mood penalty to anyone outside due to the acid irritating their skin. It will also slightly damage their clothes.

Medium corrosive rain will, over an extended period of time, do damage to skin, do more damage to plants & clothes, and can turn shallow water into "acidic water" which will cause a skin irritation mood penalty. The acidic water will eventually turn normal.

Highly corrosive acid will very quickly kill plants, burn skin the moment it touches it, burn holes in clothes, and has a small chance to burn through regular roofs, as well as damaging weaker types of walls (wood & limestone).

People hit by medium and high corrosive rain will get burns on non-protected parts of their bodies (So keep your nudists inside). Most realistically, but not necessarily, a new type of wound could be added, an acid burn.
#9
Ideas / Books
February 17, 2018, 06:25:16 PM
I'm gonna be honest here. I came up with this idea because I really wanted one of my colonies to have a library. So, I kinda expanded upon the idea, and came up with the following:

Books are bit of an omnitool, in the sense they help out with multiple things, but only do it slightly. Books could be added in multiple ways. The way I think would be best, is making books somewhat like art. Every book has different effects, and have a randomly generated summary, similar to the randomly generated description of the artwork.

When I say books could have different effects, I mean that, for example, on book is a skill book. It slightly increases the skill it talks about, and gives little to no joy. Meanwhile, there are also fiction books that don't add any skills, but add joy.

A new furniture that could be added would be a writing table. People can write books there, and the quality of the book is based on a few skills. Fiction books would be creativity, while with skill books would be the skill it describes. To make a book, you'd need leather and wood, or even just first have wood turned into paper, although that seems a bit excessive. The leather, of course, is for the cover.

A trait that could be added: Bookworm. Bookworms love to read, and will get a greater mood bonus from reading one, even getting a positive mood bonus from reading skill books.
#10
Ideas / Tasers
February 06, 2018, 04:29:49 PM
Should be pretty self-explanatory. Basically a very close-range (if not melee) weapon that can only down the person that got hit. Because it can be pretty OP in some situations (berserk colonist, jail break, getting prisoners) it could be balanced by making it a pretty high-tech thing in the research menu, having it be rather expensive to make, and have a very long charge/reload time.
#11
Ideas / Crashed ship event
February 06, 2018, 04:24:27 PM
A random event where a large portion of ship crashes down from space. Rather than being a small ship chunk, it be more like a bandit camp. A random tile is chosen, and a large building, designed like a spaceship (hallways, rooms with cryopods, etc...) made out of walls like steel, plasteel and other more advanced materials.

This would, of course, be an incredibly rare occurance, that could also help battle material loss late-game, as it ensures a place nearby with lots of useful materials. Of course, it can't be made too easy. A good counter would be lots of bandits being attracted there for the materials, so there would be a lot of them. Maybe mechanoids invaded the ship, and are now roaming around.
#12
Ideas / Immersive bullet wounds
January 12, 2018, 06:53:19 PM
I was playing some more Rimworld, and started thinking about bullet wounds... Why exactly do the bullets always seem to dissapear in some way? Either they fully penetrate, and you just don't see the second bullet wound, or they stay embedded, and just dissapear, or have no lasting effect, and are remove during surgery. Surgery isn't really a viable option, because your body isn't going to push out the shrapnel on it's own. So, why not add a small feature that makes combat more immersive?

When someone is hit by a projectile, this bullet might do one of three things: The bullet will graze the victim, leaving only a light, easy to treat wound with little chance of infection, go straight through the target, causing, for example, two bullet holes, but leaving little to no shrapnel, or stay embedded in the target, maybe even splitting into shards.

If there is shrapnel inside of a body part, there will be a large chance of infection, as well as causing pain, the intensity depending on the size of the shrapnel. Shrapnel CAN be left inside of a body part, assuming you don't want to risk a medical mishap (and somehow slit the patient's throat despite him operating on his foot), although this comes with a side effect: If it's left in for a long period of time, one can catch heavy metal poisoning.

The shrapnel will be out of one of a few materials, each one causing different effects, such as lead shrapnel causing pain, general irritability, among others, while iron shrapnel causes vomiting, the heart weakens, so on, so on (Since we don't know what elements plasteel is made up of, it could really cause anything). Like any disease, they will get worse over time, but these diseases are not cured by the immune system. The only way to stop them is to remove the shrapnel, at which point the disease will stop increasing, and will slowly decrease. Keep in mind it would be less like an infection and more like the flu, in that it affects the whole body, increasing faster if there are more pieces of shrapnel from the same metal.

Back to bullet penetration, some guns are more powerful than others. Handguns, for example, are more likely to leave shrapnel behind than a sniper rifle. (Basically, since max range probably means the power of the gun, the penetration could be entirely dependant on this.) Some guns also use different munition that is more likely to split. This could be used to create guns that are more likely to weaken an opponent over-time due to leaving lots of shrapnel. Grazing shots are dependant on the accuracy of the gun and the skill of the shooter, and is basically just something inbetween missing and hitting, doing damage, but only a little.
#13
Stories / The luckiest pawn alive.
December 23, 2017, 04:38:22 PM
Meet Talbot.
He's a male colonist of the Taiga Republic.
He is 64.
As a child, he was a pyromaniac, and grew up to be a military commisar.
He is also very, very lucky.

A few days after joining the Taiga Republic, a meteorite hit. It landed about five meters away from him. It destroyed several walls, and left a load of limestone.

Then, a while after, there was a raid. He was being melee attacked by a raider, and shot at by another one.
The shooter missed him, and shot his friend in the head, killing him instantly, and saving Talbot's life.

A few weeks later, a tornado it.
It destroyed a large portion of the colony, inluding his neighbour's room. His room was left completely intact.

During another raid, he was shot in the shoulder, and the wound ended up getting infected.
He managed to just survive the infection (Amputation was not an option, as all medicine had been exhausted during treatment of other's wounds, as well as his infection. He missed the last two treatmeants.)

While traveling to a nearby village to trade, his caravan was attacked. The raiders were all killed, and one of them was a flake addict, which resulted in some extra silver for the trade.

That's the story of how lucky Talbot is so far. Has anyone ever had a luckier pawn?

UPDATE: The person he hated most just died. Hurray for him?
Another update: We opened up the ancient danger, and it was a really easy one. Just a few megascarabs, and a few friendly spacers in the cryptosleep pods. It's luck for the whole colony, including him.
#14
Ideas / Personal belongings
December 23, 2017, 03:48:56 PM
Certain items will belong to certain paws. Paws will be given ownership either by the player, or by events, such as using a weapon for a certain period of time, or being gifted it by another pawn who owned it previously. Being given such a gift will add a mood bonus, and add a positive relationship to the gifter. Pawns that do not own the item will avoid using it. If an item is used by someone other than the owner, there will be a slight relationship loss between the two pawns.

A trait could also be added: Kleptomaniac. A kleptomaniac does not care wether or not the item is already owned by someone, and will still use it as they see fit.
#15
Ideas / Mountain plateaus
December 22, 2017, 01:20:00 PM
I've been trying some arctic survival, and came up with the following idea: Mountain top biomes!
Basically, in large mountains, some impassable mountains will have a large flat area that you can land on and survive on, with it's ups and downs.

Ups:

  • Allows for passable terrain through mountain ranges, albeit incredibly slow.
  • The terrain would still be very mountainous, but because it's near the peak, it would be more like hills, without a lot of mountain roofs. This means more resources!

Downs:

  • There would be barely any soil. Most of the outside would be rocks, so there are not going to be a lot of plants
  • Because of the height these places would have, it would be incredibly cold, almost arctic temperatures.
  • Very few animals, if any at all. (Have you ever seen a squirrel climb Mount Everest?)
#16
Ideas / Slavery
December 08, 2017, 05:14:27 AM
This concept is to give more purpose to enprisonment (Because recruits, organ farms and money isn't enough, I guess).

Basically, you can force prisoners to do labor around your prison, at a price of course. You can select what areas prisoners are allowed to work in, and what jobs they should do first. However, to avoid it being too OP, here are some balancers:

1: If prisoners help with growing or preparing food, they might poison it, giving that food a 100% food poisoning guarantee, or maybe even worse.
2: If prisoners enter a room with anything they can use as a weapon, they might take that weapon and try to jailbreak on the spot. Depending on how good the weapon is, the chance of them attempting to escape increases (for example, they're probably not gonna try to break out if all they find is a wooden log while everyone in your colony is carrying miniguns.)
3: Prisoners need to be motivated to do work, or they'll slack. You could for example give them extra food if they work, which will motivate them, or you could punish prisoners who refuse to work. Extra food increases recruitment chance, but costs food, while punishing decreases recruitment chance, while being free (except for any possible medical costs).
4: If prisoners work outside, they might try to escape, so it might be wisest to have some guards around (drafted colonists)
5: You cannot assign prisoners to do research, medical, artistic, handling, wardening (duh) or hunting (duh).
#17
Ideas / Super mortar event
December 07, 2017, 03:37:06 PM
A super mortar event would be a mortar being fired from far away, barraging the map from an unreachable location for a few days (bear with me)

The super mortar would thus be in an unreachable location for the player (optionally, it could be a marked location that can be attacked), and shoot giant mortar shells at the player's location, that have a large explosion radius.

Of course, this would be INCREDIBLY OP, so I've thought of some balancing.

  • The mortar is not accurate at all. The shell basically just hits a random spot on the map, similar to a meteorite.
  • It takes a very, very long time to reload. About a tenth, or even less, of a normal mortar's firing speed.
  • It's shells leave behind scrap, metal and components.
#18
Ideas / Oxygen depletion
December 07, 2017, 03:30:02 PM
Oxygen depletion would basically be the following: If you're inside a room with no way outside (like no doors), and no roofs, eventually the room will run out of oxygen. This is to prevent what is in my oppinion a pretty cheaty tactic of just locking someone in a room with a load of food, removing the door, and then just letting him deal with addiction on his own. It could also make mountain bases a bit more difficult.
#19
Ideas / More in-depth beer
December 07, 2017, 03:26:10 PM
This idea is to expand beer just a tiny bit more, with a few small changes.

1: Drinking too much alchohol can cause liver and kidney failure, which is fatal if not treated.

2: Livers and kidneys are now transplantable. Livers are different in harvesting in that it is made of two halves, and if only one half is removed, and the other half functions normally, it can regrow overtime (Yes, this actually happens IRL over the course of years). Kidneys do not.

3: Self-made beer has a small chance of causing Methanol Poisoning. It causes blindness, and if not treated, death.
This can be combatted by building a filtration system through which alchohol can optionally go to remove all methanol, and thus also all chance of methanol poisoning.

4: Molotov cocktails should be craftable with beer (for the bottle), cloth and chemfuel.
#20
Ideas / Flooding
December 06, 2017, 04:21:27 PM
A new event: Flooding
Flooding is an event that is more common closer to the coast. It has 3 severities: Minor flood, Major flood and Extreme Flood

A minor flood is a bit of a tradeoff. Movement speed outside is slowed down, but crops grow slightly faster. Dirt also becomes more of an issue, because of muddy feet.

A major flood is a bit more serious. Crops will drown, movement speed is severely slowed outside, and if a door to the outside is opened, the room it connects too will be flooded too.

An extreme flood is, as the name implies, incredibly dangerous. Movement speed outside is VERY slow, most plantlife drowns, along with most animal life, and same as with a major flood, rooms can get flooded.

In order to combat flooding, two new buildings could be added: Floodbags and pumps.
A floodbag is a sandbag, but specialized in holding back water. If it's places in front of a door, the room will not be flooded during major floods. They cost the same as a sandbag, and don't slow down movement speed.

The pump is a wall-block, similar to a cooler, that will pump flood water out of a building, into the outside. It requires the same amount of energy as a cooler.