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Topics - Names are for the Weak

#1
Stories / Don't do kids, drugs
April 15, 2018, 07:14:22 PM
Andy had had a rough couple of days. His dog died of a heart attack, his wife was kidnapped by raiders, and he had no time for pleasure throughout the entire ordeal. All he wanted was a puff of a smokeleaf joint. As it figured, the last blunt was on the outskirts of the colony, dropped by a raider who was killed in the last raid, yet to be picked up yet. Andy didn't care about the distance, though. He just wanted a smoke. He put on his parka to brave the cold tundra elements and stepped outside.

As it so happened, the colony had gathered to see what was inside a giant, imposing, granite building. He saw them set up sandbags and turrets in the distance, clearly preparing for a fight. Everyone implored him to get into position just in case there was something horrible in there like they all suspected, but Andy didn't care. He just wanted a smoke. He continued to walk.

With a pickaxe in hand, somebody destroyed a section of the wall, with an expression of reluctance on her face. Just as everyone had thought, there was something horrible in there, namely ancient military mechanoids. A giant centipede, sensing movement where there was once just a wall, lumbered out and knocked the person who opened the structure out of its way like a ragdoll. The centipede focused its minigun on a slow-moving figure walking right in front of it, seemingly not caring about it. That figure was Andy. It fired a stream of bullets at him, laboring under the assumption that he would be reduced to jelly within seconds. Andy, however, managed to dodge every single bullet without being hit once, or even stopping to fight back. Andy didn't care. He just wanted a smoke.

The centipede was quickly distracted by two colonists attempting to bash its second ring in with maces. Thus, Andy was spared from another volley of minigun fire. He wasn't out of the woods yet, however. A scyther ran up to him, blades outstretched and ready to skewer him. Andy could not ignore this, as it was simply too fast to outrun. The scyther attempted to slash him, but Andy managed to jump out of the way in the nick of time, on account of his natural nimbleness and his extensive martial arts training. He grabbed his trusty mace and bashed its right leg, virtually crippling it. The scyther made a slashing movement directed at his throat, but once again, Andy deftly avoided it. He counterattacked and hit it square in the head, severely damaging all its motor functions. At this point, Andy got pretty cocky, which explains why he let said scyther slash his stomach open. He gasped in pain, and made one more desperate smash to its head, killing it. He used his left arm to keep his guts inside of him as he limped along to his destination. He probably should have gotten the medical attention of the town doctor instead of doing that, but Andy didn't care. He just wanted a smoke.

A hungry grizzly bear was struggling to survive the brutal winter. It was visibly malnourished and would probably die soon if it didn't get food within the next few days. As luck would have it, it seemed like an easy meal had stumbled across its path. It was clearly injured and dying, ensuring a quick kill. Or so it thought. That easy meal was Andy, who could see the blunt that he endured so much pain for. Just as he thought he had made it, he heard the growling of a bear, and a shadow began to loom over his head. He managed to get out of the way just in time to avoid getting his head swiped off. The bear was on all fours now, and started to charge him. He put his arm in front of him to protect his body from the savage bite of the hunter. As it ravaged his arm, he hit it in the head, in the body, wherever. The bear bit him again, this time finishing the job and tearing his left arm right out of its socket. The pain was almost too much to handle now, but Andy didn't care. He just wanted a smoke. With a sudden burst of strenght and energy, he bashed the bear's skull in, rendering it paralyzed.

At long last, Andy got what he wanted. He dropped his mace, picked up the blunt, lit it, and took a deep puff. He collapsed, the combination of the pain, blood loss, and the intoxicating properties of smokeleaf causing him to lose all control of his legs. It occured to him that he was going to die here. But Andy didn't care. He just wanted a smoke.

The next day, it was noticed that Andy was missing during the daily headcount. After some searching, the colony followed a trail of blood that eventually led to the dead bodies of Andy and a bear. His guts were slashed open, his left arm was torn off, and there was a smokeleaf joint in his hand on the remaining arm. Everybody was impressed by his sheer fortitude and strength when it came to completing his goals, though they wished that he had put that same amount of effort into his cooking. He was buried in an excellent marble sarcophogus, which had a scene etched into it showing him sitting on a rock with contentment. A dead bear was in the lower left corner of the picture, and there was a sense of triumph imbued into the artwork. A bundle of smokeleaf joints was stored by his coffin.

Andy didn't care. He just wanted a smoke.
#2
Ideas / New Trait Suggestions
January 05, 2018, 12:29:25 AM
Traits are what make our pawns unique. We all remember that one master builder or crafter who would have been perfect if their pyromania didn't compel to burn down your potato fields, or your masochistic, bloodthirsty brawler who loved the thrill of battle for more than one reason. I have a few more traits that I feel would be neat if they were added. I have done them in the wiki trait and backstory format.

Asexual: NAME is simply not interested in sex. That's just the way they are. HECAPnever woos others, rarely accepts the proposals of others, rarely has sex, and never gets a mood boost from it.

Polyarmorous: NAME extends the boundaries of their relationships further than most people. HECAP will attempt to woo others even when they're in a relationship, no matter what their opinion of their partner is. NAME will also not be bothered in the slightest if their partner gets into a relationship with someone else.

Judgmental: NAME is a rather judgmental person, and HE will always see the worst in others. -20 opinion of everyone else.

Forgiving: NAME is a rather forgiving person, and HE will always try to look past the flaws in other people and focus on their strengths. +20 opinion of everyone else.

Sloppy: NAME does not take much pride in their work and will often rush it. This lack of craftsmanship often shows in their final products. +25% work speed but lower quality products for any item with varying qualities.

Meticulous: NAME is obsessed with perfection. HECAP will spend hours making sure that every proverbial wrinkle is ironed out. -25% work speed but higher quality products for any item with varying qualities.
5
Tough: Pain simply doesn't bother NAME as much as others. It takes a lot more to take HIM down in combat than others. Pain shock threshold increased to 100%, and the effect of pain on consciousness is halved.

Strong: Melee attacks from NAME pack far more of a punch, but take longer to wind up. +25% more melee damage, -25% melee attack speed.

Lightfooted: NAME is light on HIS feet and recovers more easily from attacks. -50% chance of triggering traps when HE steps on them, and does not recieve the slowdown from being shot at or nearly melee attacked while walking.

What do you think of these suggestions? Do you have any of your own to suggest?
#3
Ideas / Hidden Planet Stats
December 29, 2017, 03:31:08 PM
It always bothered me how often rare natural disasters, such as solar flares or eclipses, happened in the game. Even when you account for the fact that one Rimworld day is equivalent to roughly 6 real days, those events happen far too often. Maybe you could implement hidden statistics for the planet that govern how common events are. For an example, your planet could have a weak protective layer, leading to more solar flares, but also more auroras and meteor/cargo crashes. More moons would lead to brighter nights, but more frequent eclipses. More underground pressure could lead to more geysers, but also more volcanic winters and toxic fallout. In addition, there ought to be two kinds of years implemented in the game: chronological and local. Chronological years determine how old a colonist is biologically and chronologically, whereas a local year determines how long the seasons are. For an example, one season on a planet could potentially last three chronological years or merely a few days. Speaking of days, there should also be local days. There are planets in our solar system with days longer than their years, and I think that would be an interesting thing to deal with in your world. I don't know what you could do with the schedule, however. Maybe keep it on a 24-hour schedule, but make it so that it could represent anywhere from a third of a day to a week. You could even give players an option to make the planet tidally locked, with one very hot side that is permanently daytime, a very cold side that is permanently night, and a temperate region down the middle that is permanently twilight. What do you guys think?
#4
General Discussion / An open letter to Tynan Sylvester
November 22, 2017, 11:41:57 PM
So, you have recently announced that B18 will be the last, or at least one of the last, major content updates for Rimworld before its full release. Now, I can completely understand your reasoning behind this decision. As a developer, you're probably bored of having worked on the same project for the past five years and want to move on to something new. I get that. That being said, I heartily disagree with the assertion that Rimworld is almost complete. Has it come a long way since its first version? Undoubtedly. Is it still a very complex game, on par with Dwarf Fortress? Of course. But I still feels like whatever distance this great game has covered, it still has so much left to go. You have repeatedly mentioned you're not going to get into inter-faction relationships, so I won't ask for much in that department besides a few more ways to interact with the other factions. Instead, I'll stick to your stated mission for Rimworld: to provide complex stories between the individual members of your group. What I would like to see in this regard would be things that would enhance these stories to a greater extent than they ever did in the past. Perhaps colonists could murder each other out of jealous or hatred. Perhaps you could have colonists have a significant mood debuff for being a social pariah, ending in suicide if not dealt with. Colonists could have children, which Thirite's excellent Children and Pregnancy mod proves is possible. Perhaps colonists could elect leaders, or power-hungry pawns could take it through persuasion or force. Perhaps colonists could teach each other certain skills, and even become apprentices to masters in a particular skill. I don't know if you'll implement all of these suggestions. I don't know if you'll put in any of them. I don't even know if you'll read this. But if you are reading this, and don't or can't take any of my suggestions, then I just have one more request: make the last update truly spectacular. Put in anything and everything that you feel is necessary, and more. I don't care if I have to wait a year; I don't care if my grandchildren will be the ones who get to see the game in its entirety. All I want is for Rimworld to go out with a bang.

Signed,

A Rimworld Fan
#5
Ideas / Mining Bases
August 31, 2017, 09:05:29 PM
When a map runs out of resources, but you don't want to abandon your base, you don't have many options. You can smelt dropped weapons, buy materials, or hope for cargo or ship drops. Or you can send out a caravan to establish a temporary base for the purpose of mining, only to abandon it later. This seems to me to be a bit overpowered. Plus, the abandoned base icon kind of annoys me. What I propose is the option to, when settling a tile, to say that you're setting up a mining camp. Basically, the colonists are dropped into an area about the size of a item stash location, where you spend a year mining everything there. When the year is up, everybody still on the tile is forced into a caravan and take whatever stuff they managed to mine. Once you're done, the caravan reforms, and the tile is exhausted for a year, meaning that you can't settle there or set up a mining camp until it is no longer exhausted. What do you think?
#6
Ideas / Height
August 27, 2017, 10:30:28 PM
This is a pretty trivial thing, but for more visual variance amongst colonists, I would like height to be a modifier to the body type. To make things simple, it would be simply "tall", "short", and "medium" So you can have a tall fat person, or a short average person, or any combination of height and shape.
#7
Ideas / Defending other towns
August 17, 2017, 06:38:00 PM
You know how sometimes a friendly faction will send a group of people to defend you? I was thinking about how few ways you can raise a faction's opinion of you in the vanilla game, and I thought of another way to gain reputation: You can send a caravan out to defend another town for +3 reputation every 24 hours you are there. Their basic needs will be provided for by the town, so you don't need to worry about anyone going hungry or insane. If there is an attack of any kind, you will get a notification to zoom onto the battlefield, where you will join in the fight. If the enemy is defeated, i.e all of them are downed or routed, you gain +10 reputation with them. If any of your guys are wounded, they will receive treatment. If you don't succeed, i.e the town is sacked, you don't lose any reputation, but you lose everyone on your caravan that didn't escape. What do you think?
#8
Ideas / New animals
August 08, 2017, 05:29:27 PM
Here is a thread for suggesting animals you would like to add to the game. You can suggest earth animals, living or extinct, or more alien animals, either genetically engineered or natural. Also, note what biomes they appear in, their diet, and any possible special abilities/harvestable resources besides meat and leather, such as milk or wool.

Here's an example:

Name: Komodo Dragon
Diet: Meat, Meals, Alcohol, Kibble
Hunts*: All animals, including humans, besides elephants, boom animals, or Thrumbos.
Biomes: Jungle, Arid Shrubland, Desert, Extreme Desert
Harvestable Resources: None
Reproduction: Lays eggs
Special Ability: Bites instantly cause infection in bitten region

*Not needed for herbivores or non-predators.
#9
Ideas / Tweaks to Scenarios
July 29, 2017, 08:27:39 PM
I feel that the scenario creation mechanic, while pretty robust, could use some more things to make it better. Here are some things that I feel would improve the scenarios that we can create.

Getting to choose the quality of weapons, apparel, and furniture, not just the material.

Make it so that you can choose which creatures can explode, instead of just applying the ability to explode upon death on all mobs.

The ability to choose the sex of animals you start with, instead of the crapshoot we have now.

The ability to have custom victory conditions, such as reaching a population of 12 people, surviving 200 days, etc.

Making the planet tidally locked, making one side always day and extremely hot, and the other side always night and extremely cold, with a temperate twilight zone in between.

Put all lists in alphabetical order.

Do you have ideas on how to improve the scenario system? Put suggestions here!
#10
Mods / Suggest Mods Here
July 26, 2017, 07:38:18 PM
This thread is for people who have a cool idea for a mod that doesn't exist yet, but lack the knowledge, experience, and/or time to actually make them. If a modder finds one of the ideas here interesting, they can make their vision into a reality with proper credits. For an example, here's an idea I had a while ago - growable organs!

Basically, it would be a mod that would allow you to research how to grow animal and human organs from stem cells. A special production structure would be added once you research it that would work similarly to a brewing barrel, where you select what organ you want to grow (except for the brain), input human meat, and wait. Once done, you could implant them into humans missing an organ or suffering from old age, and said organs would work at 100% efficiency. However, lab-grown organs would sell for significantly less than real organs. You could also perform skin grafts using human leather to fix scars that are not on the brain or eyes. With additional research, you could clone animal organs as well, if you input the corresponding meat. You couldn't make an alphabeaver eye with chicken meat, for instance. Same goes for skin grafts.
#11
Ideas / Masks
July 23, 2017, 02:11:56 AM
We all have experienced it at some point. You find a colonist who is a hard worker and can castrate a fly with surgical precision a mile away using a sniper rifle, but looks like the lovechild between Frankenstein's monster and the Elephant Man. Not to mention that they lost an eye in the previous raid, so they look even more hideous. As a result of this, everyone mocks this individual until they get killed during a social fight. Behold, masks. You can create one at a machining table, or get it from tribals, raiders, or traders. Basically, what it does is negate any look-relate mood impacts, positive or negative. It even provides a small armor boost to the head. But the trade-off would be that it would take up the entire head slot, so you couldn't wear it with a tuque or helmet on. In addition, if the pawn in question were to have an annoying voice, nothing would change that except for forcible jaw removal. What do you think?
#12
Ideas / Rain ought to make plants grow faster
July 22, 2017, 12:10:04 AM
I always thought rain was kind of useless, except for when you need a fire put out. I think that rain ought to make your crops grow faster depending on how hard it's raining. Also, it should automatically clean dirt and other filth. And yes, I know that it cleans up blood automatically.
#13
Ideas / 127 Hours
July 16, 2017, 05:16:52 AM
Remember that one movie where a guy gets stuck under a rock and has to chop his arm off using a Swiss army knife in order to escape? The reason why I bring this up is because currently one of my colonists is dying of an infection in her leg, and her prognosis isn't looking good. However, the last case of medicine got used treating a paper cut that a colonist got while reading a playboy magazine, so amputation isn't an option. If you can't tell where this is going, there should be an option to amputate a limb without medicine. Doing so will inflict lots of pain on a colonist, as well as give them a massive mood debuff from, you know, having your limbs chopped off while you're awake, as well as inflict bleeding on the stump that was amputated, but nonetheless an option in a pinch. What do you think?
#14
Ideas / Caravan Battles
June 26, 2017, 10:34:16 PM
So you know how in the new update, caravan events were added? Well, I just thought of a new one: caravan battles! Basically, a raider gang and an outlander union/tribe are fighting each other. You can either choose to intervene and gain favor from the group being attacked (assuming they survive) while risking the lives of your pawns, or sneak away with no risk to you. And to make it balanced, the raider gang will always be larger than the group they are engaging, so that you can't simply sit back and watch as the people you're defending decimate their enemies.
#15
Ideas / Procedurally Generated Diseases
June 26, 2017, 07:41:56 PM
Basically what it sounds like. As an addition to the generation process, a library of diseases unique to that planet would be made. They would all have different names, symptoms, treatability, biomes they can appear in, and they could either be fatal (such as infections) or non-fatal (such as sensory mechanites). Here's an example, as a proof-of-concept.

Name: Nakria

Symptoms, stage 1: Pain +20, Consciousness -10, Moving -5

Symptoms, stage 2: Pain +30, Consciousness -30, Moving -10, Manipulation -5

Symptoms, stage 3: Pain +70, Consciousness -50, Moving -20, Manipulation -10

Fatal: Yes

Starting progress: 55%

Starting immunity: 50%

Biomes: Tundra, Boreal Forest, Temperate Forest

Chance to appear, respectively: 1.76%, 1.54%, 0.68%.

What do you think?
#16
See title.
#17
Ideas / An absurdly big idea
May 28, 2017, 11:01:57 PM
You know the urbworlds? The mostly city planets that are really horrible to live in? Well, I had idea; give players the option to play in one! Now, I recognize that is would be a massive undertaking, perhaps even worth making an entirely new game about. But think about it. You could start out as a street gang, mugging random passers-by for food and money. Mechaniods and policemen could occasionally raid you, as well as other gangs. Companies and scientists could drag off members of your gang in order to do horrible, unethical science experiments on them. It would be like playing on a rimworld, except in an entirely different setting. Heck, someone could probably make a total conversion mod out of this idea.
#18
General Discussion / Theory about children
May 27, 2017, 05:31:55 PM
So as everybody knows, pawns cannot have children in the game. Now, from a design perspective, I understand why this is. Children would be hard to implement, take forever to grow up, and in general be far less practical than just recruiting space refugees or raiders. But real-life explanations, in my opinion, are never quite as satisfying as in-game lore reasons. Which is why I'm here today.

Consider this. If you look at the backstories of pawns, you can find that throughout the universe of RimWorld, there are several advanced civilizations that are technologically evolved beyond our wildest dreams. There are also some childhood backstories that confirm that it is possible to grow humans in vats, removing the need for traditional reproduction. So, what I propose is that most of the humans in the universe have been sterilized from birth, as the ultimate form of birth control. After all, if you can simply grow babies as needed, you no longer need to worry about overpopulation, as you control the growth of the population. If you need more citizens, you grow more citizens. If you need less, you grow less. And in order to further ensure that the population level stays where you want it to be, you make everybody sterile to prevent unwanted pregnancies and by extension, unneeded citizens. Sex would exist only as a vestigial source of pleasure, and nothing more. Further evidence that people are sterile exist in the fact that women do not menstruate or go through menopause. Again, that could just be a design thing where Tynan didn't want to have to code that, but as I stated earlier, I prefer in-game reasons.

"But what about on the rimworlds?" I hear you asking. "How do they maintain their population levels, if they can't traditionally reproduce?" To which I say, space refugees. It's a common event. An escape pod lands near a settlement. The person inside of it is rescued and healed by the nearby town if they're lucky. At that point, they either join willingly, walk away, or are coerced into joining the group that saved them. And it's not just refugees. In the Rich Explorer scenario, we are shown that some people knowingly colonize the rimworlds, thus adding more people to the population.

So there you have it. Feel free to (respectfully) poke holes in my theory, if you find any. Or if you like, you can add to it.
#19
Stories / Ludeon Colony
May 26, 2017, 06:27:37 PM
Over on the Steam forums for this game, I had something of a game show. Basically, 5 people would give me a colonist to insert into a colony I make, complete with backstories, traits, and health defects. Participants also can supply and vote on a potential faction and town name, as well as whether or not the colonists can leave the planet or not. I record the events of the colony in the thread, until everyone is dead or escapes the planet. I figure I would get a bigger audience here. Here's the URL to the backstory list: http://rimworldwiki.com/wiki/Backstories (No tribal backstories, please.)And here's the URL for the traits list. http://rimworldwiki.com/wiki/Traits Familial relations between suggested colonists must be agreed upon by both parties. So if you want your character to be the father to another, as well as married to them, the other person must agree to that. As for procedurally generated relations, nothing I can do about that. Here's the format for creating a character:
Name
Bio. age
Chrono. age
Sex
Childhood
Adulthood
Traits
Health
Relations (optional)
Faction name
Town name
Leave/stay
Once I have 5 people, I will begin uploading once a day, except for Sunday, American pacific time. I don't want to burn out. If I can't upload on schedule or go on hiatus, I'll do my best to let you know ahead of time.
#20
Ideas / Culture
May 26, 2017, 01:43:34 AM
I had an idea for this game: Cultures! Here's how it would work. Basically, everybody is assigned a culture based upon what faction they're from. It cannot be changed, no matter what. This can affect the moods of the colonists, their opinion of others, their traits, etc. For the sake of example, let's say that in the culture one pawn is from, it's wrong to kill dromedaries. Therefore, they will get a mood debuff whenever they kill a dromedary, and when someone else kills a dromedary, they dislike them more by x amount. (The extent of the mood debuff and opinion lowering is procedurally generated.) In addition, certain traits can have a weighted chance of appearing in a certain culture. For example, a raider gang called The Teeth of Hammers might have 70% of its members be gay. You could insert any other trait as well. In addition, people could make cultures like they make scenarios, and share them on the Steam workshop. They could also pay money to have their culture appear in other people's games, as well. What do you think of this idea?