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Topics - muffins

#1
General Discussion / I'm doing flake ...
January 26, 2017, 05:46:17 AM
... for real



Started on just one "stick" of flake a week, now I'm blowing through four sticks a day, everyday  :( My dealer keeps telling me to slow down, and I keep telling him "I NEED MOAR FLAKE!!! MOAR!!!"
#2
General Discussion / Nuzzled to death!
July 08, 2016, 09:53:54 AM
Welcome to the cute puppy club!



I have all my hauling animals attached to one colonist for hauling purposes. If I have a lot of items in a single area that need hauling, say after a raid, a crop harvest, or I just need stuff moved, I conscript that one guy, march him off to that area, and when all the hauling animals are present, unconscript him.

When you have 20+ animals the whole area gets picked clean.
#3
Ideas / Scrap merchants for long term metal supply
July 05, 2016, 07:20:04 AM
In long games you mine the map out and run out of metal, leaving you with the options of either purchasing steel from traders or smelting weapons or metal slag left by drop pods. I've seen suggestions for z-levels and permanent mines to get around this. How about something even simpler? How about scrap traders that carry large (large!) quantities of slag chunks that you can purchase and smelt? Everything required for a large scrap recycling industry is already in the game so there's no new buildings, items or materials etc needed.
#4
Stories / The game is guilt-tripping me!
June 16, 2016, 04:24:20 AM
Once upon a time I had a happy little colony ... then pirates came.

Two sisters, Hawk and Tail, lead their friends against my poor colonists. I engaged them outside the colony and managed to down Tail. "Oh goodie," I thought, "a prisoner!" and sent my cook, Dekker, to capture the downed pirate.

BOOM! Hawk blows Dekker's leg clean off with her sniper rifle before he could reach Tail. She was obviously just protecting her sister, but damn I wasn't happy about my cook losing his leg. Tail went to the prison, Hawk was driven off, and their friends were butchered and their remains dumped in the hoppers for the prisoner nutrient paste dispenser.

Nothing says "I'm a little displeased with you" like feeding someone their dead friends.

Then Hawk came back with more friends, intending to free her sister, Tail. She died in the attempt and I had her corpse dumped in the corpse freezer, fully intending to butcher her and feed her remains to Tail as well.

Guess who next turns up to assault the colony and free Tails and avenge Hawk?

Her mother.

She died.

At that point I was looking at the corpses of Tail's mother and sister in the corpse freezer, and looking at the human meat in the dispenser hoppers that used to be Tail's friends, and I realised that I couldn't do this anymore. I'd killed her mother, killed her sister and chopped up her friends. I was guilt-tripping pretty hard at that point.



Then Tails loses an arm in a prison break bid.

Guilt-ridden, I'm now building a mausoleum to bury Tail's sister and mother in. If she joins the colony at least I won't have to explain what happened to the corpses now.
#5
This happened this morning and just goes to show now EVIL the pirates can be  >:(



Oh my lord I laughed so hard when he started stabbing my snowman  ;D
#6
I thought I could safely pull a Dwarf Fortress and put a ton of traps in my colony's entrances. Instead one of my favourite colonists accidentally set one off as she was walking by and got decapitated.



:'(

I'm thinking that the passage should have been 2-wide so colonists could path around them.
#7
Some of the sculptures created by colonists are quite funky so I'd thought I'd start a thread for sculptures rendered in real life.

This is just for fun so they don't have to be masterpieces. Stick-figures crudely scrawled in Paint is just fine.

This is my take on an odd sculpture in my current colony.



http://blackpanzerdragon.deviantart.com/art/Hugs-by-Takeru-RimWorld-scupture-518116272

I'm speculating that during a food shortage a Void God by the name of Takeru decided to aid my colony by striking down a wild boar with a lightning bolt, and turned it insane so that it wanted to be eaten. The burning boar must have ran to the edge of my colony and started rolling about happily at the thought of being eaten. Then Takeru said "Hugs" and disappeared back into the Void.

/wild speculation
#8
With each new version RimWorld gets ten times better, but what are the things that you personally just love in A9?

For me it is ...

... the "downed tool" sound when a colonist takes a break from sculpting.

... the hauling improvements. I just want to hug my haulers whenever I see them walk to-and-fro collecting a full stack of stuff to haul  ;D

... item degradation and the clothing nerf. Colonies are no longer great clothing warehouses buried under tonnes of silver. The early game is harder (  ;D ) and making quality wares for trade REALLY counts now (  ;D x2)

... the way that gunshots get muffled over distance.

... beer! Because ... beer!

... power armour now comes with arms and legs!

... tales! I have my guys making art 24/7 just so I can read more art descriptions.
#9
General Discussion / Good temperature management?
February 19, 2015, 04:04:01 AM
What's a good way to manage temperature now that walls leak heat/cold? Currently my freezers are struggling to get to -10C and the living areas are a bit chilly. I tried making the walls thicker with no noticeable improvement.
#10
Ideas / Above-ground coffins/caskets made of stuff!
February 05, 2015, 01:37:50 AM
I made a crypt for interring my fallen colonists but found that colonist corpses not in a grave generate unhappy thoughts for the surviving colonists (unburied colonist). So how about having above-ground burial receptacles, made of stuff, that we could stick dead colonists in? Essentially they would be an above ground grave, or cryptosleep pod for the dead, but made of stone blocks, wood or gold etc.

Imagine having a crypt full of deceased colonists, with tales carved on their wood, stone or gold sarcophagi, sculptures guarding the crypt doors and places to put flowers.

#11
"Oh, Min has finished another sculpture. Looks like it's made of plasteel. Lets have a closer look."

Grey Wisdom, a Legendary abstract sculpture in plasteel, created by Minyoung 'Min' Kim in the second year.

The sculpture has 1200 beauty and worth 27000 silver.



Oh ... my ... gawd

Should I sell this? Power armour and weapons are in short supply in my colony and I could do with the money. What happens if I install it?
#12
General Discussion / Don't melee centipedes!
February 01, 2015, 04:20:28 AM
I've not tried to melee centipedes in this current build until just now. It used to be a good strategy to deal with these tanks.

Seven colonists with melee weapons wiped out in seconds! I checked the corpses and there was massive damage to body parts hit. Limbs ripped off and destroyed (in seconds!).

wow ... I hate centipedes even more now.

What's a good strategy against these sheep-of-death now?
#13
Stories / Brandon, Squirrel Slayer!
January 29, 2015, 12:55:00 AM
It was the second year after landing and the original colony had grown to some 30+ members. Brandon, one of the first three colonists and a god-like miner and unofficial mayor, was given an uzi so he could defend himself on this rough planet. Brandon wasn't in the militia and had no military experience so had little skill with a gun, however no-one wanted to risk losing our top miner. Hence he was given the gun.

A brutal heatwave struck in early summer and the half-completed cooling system and ventilation shafts had to be finished in a hurry. One such ventilation shaft to the north on the colony was currently unfinished and unsealed and would allow enemies to bypass our defences completely and enter the colony itself. Not a problem we thought. We'll just plug the hole if a raid comes.

Then we got a warning that some of the squirrels had gone psychotic. Unworried, we turned the colony's defences on and posted a guard at the hole. I mean, they're just squirrels ... right?

After a little while our guard, fully kitted in power armour and toting a charge rifle, was screaming for backup. A group of visitors were being attacked by squirrels just outside our north gate ... a lot of squirrels. Dozens and dozens of them. They were swarming the visitors in a furry wave of teeth and claws.

The visitors all fell to this heaving wave of biting, scratching psychotic squirrels, but their deaths gave us just enough time to get four more people to the opening. Only one was militia, and one of the civilians was Brandon, our god-tier miner and mayor. Others were running to the opening but the colony was a sprawling hive so those five took on the first wave of squirrels by themselves.

Five colonists with automatic weapons against a bunch of squirrels? What could go wrong? I mean ... they're squirrels ... squirrels.

They lined up across the opening to the ventilation shaft and sprayed lead at the squirrels as they came on. However, there were just so many squirrels, and they just kept coming! In a moment our five brave colonists were being swamped by dozens of squirrels. one militia guard fell and the other was in a bad way ...

"Withdraw! Quickly! Down the ventilation shaft!"

The second militia guard didn't even make the shaft, while our best grower fell only a few paces down the shaft herself. Brandon raced down the shaft, clambering over rocks with a mass of squirrels close behind him, and took cover behind a rock just outside the hole in our defences, determined not to let any squirrels enter the colony. The other colonist still walking was too badly injured to fight so staggered past Brandon, bleeding everywhere, heading for the hospital.

There was only room in that ventilation shaft for one person. That was Brandon with his uzi. Five more civilians managed to get to the hole as the squirrels poured down that ventilation shaft, but all they had was a Lee Enfield, a pistol, a club, a short sword and a knife. They crowded the hole in the chamber north of the ventilation shaft in the hope that they could mob any squirrels that got past Brandon.

Brandon held his ground and sprayed non-stop death down that shaft. Squirrels died in the shaft, squirrels died in the hole to the colony, and seven squirrels alone died on the very rock Brandon was taking cover behind. Only four squirrels got past Brandon and they mauled three of the five civilians guarding the hole pretty badly before going down.

When it was all done, 42 squirrels were dead in total, of which around 30 died either in the ventilation shaft or in front of it. Had the squirrels gotten past Brandon they would have mobbed the disorganised defence in the colony's hallways and passages one colonist at a time. Brandon single-handedly saved the colony.

The hospital didn't have enough beds to treat all the wounded and three colonists almost bled out. A mob of squirrels can cause a huge number of injuries to a single colonist. However, no-one died and no-one lost body parts.

Brandon, you're getting a bedroom made of solid gold.

Here's a screenshot of the aftermath.

#14
General Discussion / Best hunting weapon?
January 27, 2015, 11:47:46 AM
What's the best weapon for hunting with?

Close combat weapons are great since your colonists just walk up to the critter and tap them on the head a few times then haul the corpse back home. They're not so great against boars and muffalo etc since they "tap back" and your colonists get hurt.

Pistols are safer and have a decent rate of fire, but if a small critter falls incapacitated in the grass at dusk your colonist will spend all night blatting shots at its general direction. In the end you get mental break alerts because Hunter McMoron is exhausted and half-starved from spending hours-and-hours shooting hundreds of rounds of ammunition at a paraplegic squirrel.

Rifles seem better since they do more damage, but with their slower rate of fire it can take forever to kill critters if the colonists miss a lot (squirrels seem to be hard to hit).

M16's can't hit critters even if you walk up to one and stick the noisy end of the gun up the critter's smelly end. It's very frustrating to watch and I usually end up ordering my hunters to use the damn thing as a club on the critters. It's quicker but risks injury.

I'm currently using shotguns and they seem much better as hunting weapons. Hunting seems to be more productive, time-wise anyway. Maybe being shorter-ranged weapons they just miss less, while doing more damage than pistols.

Is there a better method/weapon for unsupervised hunting?
#15
General Discussion / Free stuff from visitors!
August 24, 2014, 07:13:32 AM
This is probably an exploit, since you get free weapons and armour from visitors without making enemies of them.



I have a lot of rooms and areas in my current base - shooting range, storage rooms, etc - which I can block off with a single wall section. Visitors come and hang about in or around some room somewhere. I wall them in and they slowly starve and go insane. Once they're all dead or incapacitated I just loot all their gear, all without having to fire a shot or otherwise making the friendly faction hostile.

Not once do any of them think "Gosh I'm hungry. Maybe I should go break through that wall and get some food."

In A5 you could also get their weapons if they pathed through an area that was on fire (they would catch fire and in their panic would drop their weapons) though I've not tried that in A6 yet.

Any other ways of getting their gear without making them hostile? After all, the greedy buggers have to pay for all the food they help themselves to.
#16
Ideas / Make packaged survival meals LESS YUMMY!
August 19, 2014, 12:44:28 PM
Ok, here's the scenario. A siege was defeated and there are oodles and oodles of packaged meals on the other side of the map.You decide to stockpile them in case you run out of meals during a solar flare, or maybe you want to stock up an emergency bunker, or whatever. The point is you want them, so you un-forbid the packaged meals so your pawns can haul them to your stockpiles.

A little while later you notice that all your pawns are turning their noses up at the simple meals piling up in the mess hall and are trekking all the way across the map to eat the package meals instead. Even your cook, who has refused to sample his/her own cooking, is walking half way across the world to sample whatever wondrous delectable delights that lie within these package meals of scrumptiousness.

Half of the pawns suffer starvation before they even reach the damn meals.

All this for meals that are essentially made of flavoured cardboard and preservatives so they remain edible for 60,000 years or so.

So I was thinking why not demote the desirability to eat packaged meals to something like this -

Luxurious Meals - A banquet for one!
Fine Meals - Meat and veg
Plain Meals - A potato on a plate
Nutrient Paste - Flavoured gloop
Package Meals - Plastic covered cardboard with deceptive labels like "food" stamped on it.
#17
Always running out of meat for making fine or lavish meals? Then try hunting giant land-squids! Affectionately called "Meatballs" because of their shape and large amount of harvestable meat, they spend most of their time foraging for edibles, and like our current-day hamsters, can store food for later in specialist pouches around the mouth area.


Details -
320 health
~450 meat
Melee 35
Herds of 1 to 12 animals

This is my first attempt to mod so report any problems you might encounter (it's a VERY simple mod so there shouldn't be any issues).

Licence - Go nuts. Do whatever.

Quote
History-
Version 1.0 - Initial release.

[attachment deleted by admin: too old]
#18
Ideas / Tone down centipedes?
July 26, 2014, 06:08:41 AM
Essentially, centipedes are tanks. They have huge amounts of health and heavy weapons that turn colonists into nutrient paste. Dealing with a few is not usually a major problem, but when a raid brings 10-12 or more there's not much you can do about it. Turrets are useless against them, colonists have inferior health and weapons, and snipers take forever to chip away at their huge health pool. I usually just use the debuging tools to kill them all off when they come because fighting a big mechanoid raid is just too devastating to the colony. Currently I'd rather fight 100 pirates than 10 centipedes.

I was thinking that perhaps they would be better in the role of tanks, ie far fewer in number (1-5 in a raid) and are there to support many, many more of the little guys (scythers). That way there is no "AND NOW YOUR COLONY DIES BY MECHANOID" raids and a colony has a fighting chance to survive.
#19
I noticed that my colonists now have info on what types of food they eat (omnivorous) and the lowest quality (raw), which got me thinking about events that could temporarily change that. Imagine an event that turned everyone into a carnivore for two days. Eating anything else would give you the same negative thoughts as cannibalism, and make your colonist puke, creating a puddle of nastiness that lowers the prettiness of the environment. Players without meat stockpiled would have to obtain some pronto.

Imagine if in an event everyone became a cannibal for two days. Suddenly your graveyard isn't a waste of valuable space, and prisoners suddenly have another use.
#20
Ideas / "Guest" tab for non-hostile visitors?
June 28, 2014, 04:18:51 AM
It feels wrong that I have to imprison escape-pod survivors or arrest visitors from another settlement in order to attempt to recruit them to my colony. How about if all non-hostiles have a "guest" tab, similar to the "prisoner" tab. Unlike prisoners they would be free to move around, dine with your colonists and use "guest" beds. You could attempt to recruit them without arresting or imprisoning anyone, so there is no faction hit. Of course the downside would be that they would be free to leave if you fail to recruit them (unless you arrest them). Perhaps prisoners could be much harder to recruit than guests as well. Perhaps increase the likelihood of incapacitated enemies ten-fold and make them very hard to recruit. We could sell most of them to the slavers and just focus the wardens attention on a few raiders we like.

Sorry if this sounds derpy. I've just finished a night-shift so I'm as sharp as a wet sponge right now.