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Topics - CucumberedPickle

#1
Mods / [Request] Suicide
December 25, 2019, 12:15:03 AM
Your last meal was a human corpse, and that was five days ago. The plague has a grasp over everyone's lifeforce. All of your loved ones have died, all you can feel is pain, it's blistering cold, and it's been forever since you've been outdoors.
A colonist's life is a terrible one. At what point would you just end it all?
As a type of extreme break risk, suicide could be for a colonist who really can't take it anymore. It would be rare, and their mood would have to be low (possibly 0%) for a suicide to occur, but it could add as a bit of flare and spice to break risks. Of course, there are many ways to end one's life.
Cutting
In this mental state, a pawn will drop their weapon and equip a sharp melee one (e.g, knife), and proceed to cut themselves until they are downed or bleed to death. They also will resist arrest or medical care.
Electrocution
A colonist will "tinker" with a conduit or electronic device, resulting with an electrocution with most likely fatal burns. A tinkered conduit could also cause a small "Zzt."
Gunshot
Same with cutting, except the colonist will arm themselves with a small firearm (e.g, revolver) and aim for themselves, most likely in their head or torso.
Hanging
The colonist goes to a mature tree and "hang" themselves before eventually dying.
Burning
More probable with pyromaniacs, except they set themselves on fire and burn to death.
Poison
A more severe drug binge, where the colonist consumes as much of a drug, any drug, as quickly as possible. Perhaps neutroamine could become a poison if ingested in its pure form, killing the consumer.
Starvation
The colonist will refuse to eat until they die.
Those are just my suggestions for a mod, and they might be terrible, they may not.
#2
message body needs filling.
#3
Mod bugs / Game is melting because of 96 mods
January 13, 2019, 04:39:00 PM
I have installed 96 mods for Rimworld, wanted to test them out all at once on a new save, and it is unplayable. The attached photo is all of them.
As soon as I boot up the game with all mods loaded, the debug log spews out tons of messages that the last one says that it reached the message limit. That's a good start. I don't have that log saved, I'll post it later if required.
After creating the save and finally playing the game, the debug log opens up to greet me with tons of errors. And every second 4 more are generated. I copied the log after 10 minutes of gameplay, but to my luck it didn't copy and I can't paste it. But the errors aren't the only thing. The game is also completely screwed up.
SIDE EFFECTS:
No matter the restrictions or assignments, colonists won't do anything but wander around, eat, drink, sleep, and wander around some more. I can't prioritize them do work, as when I right-click on anything, the context menu doesn't show up.
A dalmatian from one of two dog mods is a pink box.
Some furniture from different mods are red boxes and an 'X' in the architect menu, and a pink box when trying to build it.
AREA RUGS KEEPS SPEWING OUT ERRORS

I didn't get screenshots or logs, as said earlier, if needed I'll post them.

One of the mods that seems to be the most broken is Area Rugs, but that can't be the only mod causing this, as furniture from different mods are broken, such as the crib from the Children mod and something from the Leadership mod or something like that. I didn't entirely believe that all 96 mods would work perfectly with no issues, but the game is unplayable considering that colonists won't do anything except basic survival stuff.



[attachment deleted due to age]
#4
General Discussion / The Perfect Setup
November 15, 2018, 05:32:31 PM
Finally, I can butcher my prisoners and eat them while sitting on a chair made out of them while enjoying jokes, interesting facts, songs, and so much more!

(also why did save the screenshot as a jpg because that's some SERIOUS compression)
#5
Off-Topic / What's after Rimworld?
November 12, 2018, 01:13:52 AM
Rimworld 1.0 was released a while back now, and because of all the mods made by all the modders, it's inevitable that the devs will soon no longer update the game. They will no longer update it and leaves the modders to their devices. After that, whether it be next Tuesday or next megaannum, Ludeon needs another game. So, what's next for Ludeon? Does Tynan have any ambitions and aspirations after Rimworld, or will we never elude the mystery bewildering us? What's after Ludeon?
Maybe this is all unimportant. Perhaps there will only be Rimworld. All the time, everytime. Perhaps Lord Tynan will only work on what matters. Perhaps Rimworld is eternal, and will never end, and maybe even become a major religion, create some theocracy in Bir Tawil that turns into a worse extremely, exceedingly, exceptionally, and extraordinarily better Somalia, where cannibalism, torture, murder, abuse of every kind, slavery, and other unspeakable atrocities like eating without a table is all perfectly and utterly legal, licit and lawful. Dozens of statues, altars, shrines, and other holy places will be erected in the crime-filled slums dedicated to Supreme Tynan Sylvester, Holiness from Above, Savior from Productiveness, Lord of Rimworldia, and a public library will be built with nothing but desks and computers and Rimworld in them. Only the elite will ever get a sliver of a chance to enter.

Wait, where did this monologue go?
#6
Stories / How a simple slap saved my colony
October 28, 2018, 01:10:26 PM
I was just starting out another colony. Things were doing good, and when the first raider appeared, I thought it would be very easy.
I had a guy with a rifle and a guy with a knife. The raider was some barbarian with a club. Surely I'd win.
The clubber attacked my knifesman first. They battled, but as it turned out that bastard had a level 8 melee skill. My knifesman, 4. He fell onto the sandbags.
My rifler continued to shoot at him, but the fire rate was too low. After knocking out one, the raider knocked out my rifler, picked him up, and started carrying him away.
I didn't know what to do, but my 3rd colonist, who couldn't fight whatsoever and was cooking meals, ran up to the raider and slapped him. He couldn't retaliate, and eventually he fell too.
Eventually, my colonists recuperated.
#7
I feel like they do as my dogs always seem to my fine meals more than my simple ones. Shouldn't animals just randomly pick or choose the closest meal?
#8
Ideas / Slavery
October 28, 2018, 01:22:20 AM
(THERE'S PROBABLY MOD THAT DOES THIS)
What do prisoners do? They pace back and forth in their cells, getting a paste meal, changing clothes occasionally and chatting at the table if your nice and getting their organs ripped out if your not. They do this until a slaver comes or they're convinced to join. Why not have them do simple, rigorous tasks no one wants to do! Maybe in the Prisoner tab, they'll be a 'Slavery' option. Slaves will go outside finally and do tasks like: harvest, sow, and cut plants; mine; do (very) simple crafting in a sweatshop you built; hauling; and cleaning. This will have the benefits: Give the prisoners a chance to go outside, improve skills, and do jobs your colonists are too busy to do. Slavery will have the following downsides: Increased chance of prison break, prisoner-colonist rivalry and violence, and colonists won't do those tasks as very often, prisoners might not like their enforced labor and refuse to do it and get mood penalties (gasp). As stated previously, this might've been done before in M O D S.
#9
Ideas / Pawns should carry by weight, not count.
October 28, 2018, 01:12:49 AM
A normal healthy human can carry 75 things (usually) when not in a caravan. 75 of ANYTHING. 75 stone blocks, 75 logs, 75 hunks of steel, 75 meat, 75 potatoes, 75 pieces leather and so on. Why is it that when in the colony, colonist carry a number of things regardless of how much they weigh, when in a caravan they can only carry so much kg? Shouldn't colonists be able to carry more leather than steel for instance? Maybe for large objects, like thrumbo corpses and mega screen TVs, maybe more than one colonist will have to carry it. I mean, who can just casually lift a big bulky CRT TV? Or an elephant body. Or a giant boulder. Basically, colonists should carry less heavy stuff and might need assistance.
#10
Animals don't have a comfort need, and it's not like where you can assign an animal to one so you can have a bonded animal sleep with their human, so what's the point? Selling for economical gain? Wasting resources? For now, I'll have my animals packed like sardines in a barn where they sleep on the GROUND
#11
Yes, I know that makes the game balanced. But WHY on EARTH will a trader just go, "Oh, this $20 shirt? That's $30 for some, err, buying tax. But if you give ME that $20 worth of wool, I'll pay, umm, $10. I payed $10 for food on the way, so why should you get the full 10 silver?" That's not how the economy works, unless there's some serious tariffs and taxes going on, but why? Isn't there another way to make trading balanced without having buying prices significantly over the market value and selling prices below?
#12
So, judging from the research topics and descriptions of ship parts, we can infer that the rockets in Rimworld are fueled by smashing matter into antimatter, which creates pure energy. Using Einstein's E=mc^2, 1 kg of matter and 1 kg of antimatter will create 9*10^16 Joules of energy. In order to put that in motion, we use F=ma. The only problem is the mass, but since NASA is planning on building a rocket that's around 2.5*10^6 kg, we'll use that as our mass. So, we have our force (9*10^16 N) and mass (2.5*10^6 kg), and that gives us 3.6*10^22 m/s^2. That is so much acceleration, in order to reach the speed of light, it'll take 8.33*10^-15 seconds. So yeah, the rocket travels at the speed of light. But what does that have to do with the cryptosleep caskets being useless? Time dilation states that as objects approach the speed of light, time seems to move slower. At the speed of light, people on a rocket will look out their window to see time seemingly stopped. And when they reach their destination, it doesn't matter how many centuries they traveled, they wouldn't have aged at all. Also, just a clarification, colonists be wouldn't traveling at the speed of light, just near it, because unless your a photon, that's impossible. So suspended animation in space is kind of useless, but what do I know, it's quarter past midnight, and this is just of numbers pulled out of hat backed by more numbers out of hat. But I still believe that cryptosleep on Rimworld rockets are completely and utterly useless.
#13
Bugs / Machining table and drug lab not working
October 27, 2018, 11:38:22 PM
I'm playing on a save created in Alpha 17, then to Beta 18 and then straight to 1.0. Everything seems to work fine, except for whatever reason the machining table and drug lab. First, when switching to 1.0, all of their orders were erased, so that was annoying. But when you try and add orders, it doesn't work. The menu where all the the orders are are about 100 pixels lower. There's also some weird phantom order that has no text or anything except a dark lower priority button. When you try and click on the menu, the add bills button disappears. If you try and click on the 'i', the information thing comes up, but from the menu where all the bills end, its cutoff. All I see is its shadow. Sometimes it does add orders, but its not the order you clicked on. It's what it would've been if the menu was 100 pixels higher. I've tried uninstalling and reinstalling the benches, destroying them and rebuilding them, even fiddle with resolution things. It's just not working, and I believe it has something to do with the B18-1.0 change.
#14
General Discussion / quick question
March 31, 2018, 12:28:27 PM
why is eating off the ground more depressing than losing a friend
#15
General Discussion / What does "disfigured" mean?
March 29, 2018, 10:56:22 PM
In the social logs apparently some colonists don't like other colonist because they are "disfigured" and it has -15 social points? Anyway, what does this mean and how can I fix it?
#16
General Discussion / My Gallery of Crazy Things
December 28, 2017, 02:17:13 PM
I screenshotted some things that happened in my game so here we go

Aftermath of the Muffalo Massacre of 5500 after a tribe settled the area


Fun for the whole pack!  :-X


After an angry muffalo herd rampaged through the area and were finally stopped, a husky rescued an incapacitated soldier, despite being injured herself.


Was it a bullet or an artillery shell that crushed the squirrel?


What kind of family would you like? Press '1' for simple. Press '2' for advanced.
Press '3' for insane. Press '4' for "My family tree is a neural network!"

#17
General Discussion / How do I queue actions?
December 28, 2017, 01:55:35 PM
I am a moron and don't know how to do that.  :(  :-[
#18
This problematic human error is making me sad and feel like an idiot.
I got the game off the website and I don't know how to update it.
Supposedly I am supposed to go to the same page where I got the game...?
Please help urgently I need those labels on the globe.

Also, the species "cow" should be renamed cattle. If you look at the info of a cow or a bull it says Species: Cow, even though that's not right.
#19
Making it more complicated Clearing Something Up
No, the "game graphics" are fine, I'm talking about the "graphics" the game uses to show stuff, like the very derpy thrumbo graphic when it faces the front, or the chess pawn shaped lamp graphic. Basically, just the way the game displays objects to you. This getting very confusing and repetitive very fast and the heading I chose is misleading.
A Beige Circle
What is the simple meal graphic supposed to represent? I can see that the fine meal is plate on a wooden tray, and on the plate is some cooked meat and some green bean-like vegetals. In the corner of the tray there seems to be a cup for milk. That makes sense, since a fine meal is meat (or eggs/milk) and vegetables. The lavish meal is more complex, but it has the same tray, less vegetal on the main plate, the same meat and what we can only assume is mashed potatoes -- WITHOUT THE GRAVY.  >:( The same cup is there, and a side dish of bread or pizza -- WITH NO TOPPINGS. Great, now we know that the fine and lavish meals represent something: food. A fulfilling and tasty meal for our colonists to enjoy. But the simple meal graphic? Uh, it looks like a tortilla wrap, pancake or pizza dough on a metal tray. And that's as far as my imagination will go, it's literally a very vibrant beige-orange-yellow colored circle on a gray rectangle. Um, very tasty and it will make me have no hunger until lunch.  :-\ So what is it actually? Is it there because simple meals can have all meat OR all vegetables? And if so, why not just make two graphics, one with just meat and one with just vegetable used interchangeably depending on the ingredients?
Categorized Hideous-ness
Why, why, why, why just WHY are the icons for categories in the categorized mode of resource readout so... REPULSIVE?! It's really hard to explain it, but the colors, vibrant and dark; and dull gray, don't mix very well. The shapes, like the one for raw resources or metals or whatever looks like the old steel graphic. Does that mean these ugly icons were rarely updated? Who knows! All I know is that they are eye-sore-ers that are one more reason not to use categorized mode. Whatever.
Toast Shaped Crates
For some odd reason the little crates colonists use to store raw produce seemed to be shaped like a slice of bread. That or they are rectangular or square except with the weird... thing, tumor, panhandle sticking out.
Ascetics: Preferring to Eat Raw But Don't
The description for the ascetic trait says that they will prefer to eat raw food. The only time I saw that happen wasn't even in the freezer that is also the biggest room in the base. The colonist who had this trait walked into the kitchen, and the last person cooking left some meat on the stove. [insert picture of the Brain Age2 version of Dr. Kawashima saying "How sad!" when you haven't played in eons that I couldn't find on the internet] She grabbed the big chunk of meat, sat down in the "Extremely impressive dining and rec room" wow that's nice and ate it.  Never again did I see this happen, every time that colonist just got a fine meal instead.
Meat Chunks
Is there some deterministic or systematic about the two raw meat graphics: a big huge chunk of meat OR three little bits of meat? Or is it just random, elusive and mystical and only for aesthetics and diversity?

And that wraps up a whole bunch of riff-raff? about the game. Yay
#20
Ideas / Paintings
August 05, 2017, 09:50:25 PM
Beauty - is a wild beast. With all the colonists and wild boars walking around and getting dirt all over wood flooring making it practically invisible, getting their legs cut and bleeding all over, puking and not doing important stuff, giving birth in the hallway, and conduits suicide bombing, there is always some filth making everywhere, every time, ugly. The only significant way of making your base prettier is statues. But statues take up space and eat up a bit of resources. So I suggest that has the potential of being suggested a lot before - paintings. Paintings will be made at an easel, a 1x2 thing that does not have a place to put a stool. Easels, like sculpting tables, will have 3 bills: make small, large and grand painting. Paintings require less resources (maybe 0.25 nutrition of vegetables to act as pigment and 30 resources, and their quality will really boost or damage their beauty. For instance, a normal sculpture and painting will have the same beauty, an awful painting will have n times less beauty than an awful sculpture, and legend. will have n times more beauty, where n is an integer between 2-6. Now know Ludeon and it's fairly small size, I can't really not have doubts, but you'll never have a chance if you never throw a coin in the wishing well.

This is a very long post, is it?