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Messages - tommonius

#1
General Discussion / how to spawn specific pawn
August 06, 2016, 09:52:11 AM
I was playing Rimworld and sold a bonded animal by mistake and saved over the file and did not realise I sold the animal I started with for some time, is there a specific command I can use to get the animal back?

I am kicking myself for selling Petulina the Yorky while my leader is moping at her loss.
#2
Ideas / Re: Raid Types: Hostile Takeover
August 01, 2016, 04:51:55 PM
I really like this idea, hell it would be a great starting background, have a modest sized warband and attack a small but well fortified colony and take it for yourself, repair it, bury the dead, replace your losses and expand!

#3
Ideas / Re: non lethal subduing weapons
August 01, 2016, 04:49:42 PM
Quote from: Lightzy on August 01, 2016, 04:05:49 PM
From what I understood, the dev said that non-lethal subduing weapons won't be in because they're simply too OP in the context of this game.

Exploding collars would be fun though

well that is a shame but if we consider the fact that the colony has a soft cap so if you have a good amount of colonists then the conversion rate is painfully low then excess colonists caught with non lethal weapons become liabilities draining your colonies resources.

I am sure it could be balanced.

I really think there should be an evil option for explosive collars to enforce loyalty, with the caveat that if there mood goes to low they could get suicidal and try to run far away and blow themselves up.

It could be balanced further by colonists potentially having a big negative debuff at witnessing slavery, but hey sometimes I am screwed and have no one with any social skills to convert, so collar away and dig rocks for me!
#4
Ideas / non lethal subduing weapons
August 01, 2016, 01:16:34 PM
I am actually surprised this is not in game already as a way to subdue rioting colonists that have had a mental break of subdue enemies.

Could it be possible to get weapons like tasers and capture nets in game to take people quietly other than hope you don't shoot/ beat/ stab them to death?

This idea came to me when I opened up an event area and found cyro pods that had 5 injured colonist space marines to rescue and one that was fighting and shooting, it occured to me that trying to get said people to join your colony after they were treated would be hard when you explain you killed their friend/ squad-mate.

Also on the subject of non lethal force, would explosive collars be possible so captured people could be forced to work in the colony and not be so useless. They might not be ture colonists and have massive mood decreases and cannot go far away from the colony but it seems odd that the raiders I downed that may of killed a colonist and I want them to replace them and yet I have to coddle up to them despite what they have done.

your thoughts?
#5
Stories / a moment of silence for my hero
July 31, 2016, 10:03:58 AM
I started a new rimworld colony to try the new version of the game.

I decided to go for a single rich explorer and named him tommonius after myself, imagine to my surprise that the pet he started off with was a yorkshire terrier, I have one in real life, 14 years old and been my companion from the start of adolescence.

I decided to play lawful good to the extreme, answering every call for help when colonists are being hunted by factions even when my base was in dire straights and not defensible, but I managed.

My man was a true defector from dissidence from the glimmer worlds and made a beacon of hope for people hard on their luck, true he was a little greedy having the largest room and a royal bed with marble laid flooring and everyone else had to make do, but all heroes deserve the perks right?

He even married the first ever colonist he saved, a poor stranded woman running for her life from savage pirates, he even gave her his charge rifle as he could not shoot for crap despite his love of guns.

He had a lavish ceremony in a rose filled garden standing on a wedding spot gilded with silver tiles to tie the now, things were good.

The colony survived enraged boomrats, psychic drones, tribal raids, mercenary assault squads, mass electrical storms and massive fires burning crops and oh so much more.

Yet here lies the tragedy, the same Pirate group Tommonius encountered who after hearing nothing from them came back to lay siege, he personally led a sally force with everyone who could hold a gun and his crack kill team of attack timber wolves he trained.

They mostly had grenades and one pistol so I felt I could beat them in a stand up fight at a distance but a freak shot clipped his leg and he could not run away as 4 of the buggers rushed him with grenades and killed my poor hero outright.

Every single pirate was killed, not a single pirate escaped the bloodbath but it was no consolation, my heroic founder was dead and the kicker? my Yorkshire terrier I told to wait in my room for my return and his wife went completely berserk upon his death.

Maybe I could make him a golden mausoleum for Tommonius and have the colony go on in his name after all I named the colony Tommoniusville, but after Bill the Yorky was put down to extreme grief I feel it is time to put this colony to rest and honour it.

Fair thee well Tommonius the founder and Bill the Yorkie, you were a candle of optimism in a sea of evil  :'(

#6
Oh my god thank-you so much, I thought I had to wait for trade ships to arrive and my colony grinded to a staggering halt needing coolers in a heatwave.

I salute you good sirs!
#7
General Discussion / Re: RimWorld change log
August 29, 2015, 06:24:48 PM
/face palm

I just read the change noted and seen that pets will now assist their master when hunting, I did not realize this was not in game yet and wondered why my dog was not helping my colonist who was getting his face kicked in when using a knife to hunt boars.

silly me.
#8
General Discussion / Re: No cats?
August 26, 2015, 11:49:34 AM
I would love for cats to be in game and have a behavior mechanic where they chase down and kill rodents without being promted. What I would give for a cat to be able to kill say a Boomrat but the Boomrat will not blow up due to some kind of instinctual fear of a feline.
#9
Ideas / training rooms
August 23, 2015, 07:17:53 PM
It occurred to me that colonists lack a way to level up skills reliably without actually performing actions. For example now colonists can fail to get any produce from harvesting crops if they are low skilled and many colonists may have low skill in shooting making me unlikely to try and fight or hunt with them.

what we need is training rooms, a library so they can get skill points about reading how to rear and harvest crops so I can use them without fearing them wasting all my time I spent growing crops and a shooting range where they can learn how to not shoot their fellow colonist who is not even remotely close to the boar I ordered him to shoot.

Perhaps we could get a training dummies so my colonists can practice how to fight in melee combat and maybe some kind of weights room where they can do some much needed lifting so they can haul more crap I want.

Will this ever become a reality in game? is it feasible??
#10
Fellow Rimmers lend me your ears. I started my first colonny on the new alpha 12 and was caught out by no less than 12 heat waves one after the other.

I decided to make cooling units to keep my food from spoiling and then turned my eyes towards decking out every room with a cooler as the heatwaves just kept coming back to screw me over and it occured to me that the storyteller delighted in punishing me with heatstroke.

I really think the heat the coolers produce could be useful, so adding hot air to the rooms for my colonists is the desired result but what is the best way to make use of the heat the coolers produce?

A sort of hot corridor surrounding my bedrooms and living area as a hot room that my enemies must make their way through? or is their a room that would benefit from being hot all the time?

Should I just vent the heat out into the wild? your thoughts please.
#11
Ideas / Re: Fences and Rideable animals
August 22, 2015, 06:50:12 AM
I really want rideable animals, when maps start to get larger I would love to be able to tame a horse and send a colonist to scavenge for useful materials. With a horse he could get their faster and have it carry more materials.

Also maybe we could have a buggy or motorcycle for traversing large scale maps, I am annoyed to no end by colonists doing hauling only to get negative mood points because they are tired and hungry but they are to far away from base to do much about it.

Fences make sense and would make a nice addition, if enemies had ways of destroying fences such wire cutters/ explosives and such so they are not to unfairly beaten to a pulp I would be happy. Perhaps a balance on enemy raid scales could be added, the more fencing you add the larger the waves of raiders are so turtling becomes harder. 3 Rows of fencing could add like 150+ enemy raiders getting shot down as they rip through the barricades or climb over them.
#12
General Discussion / Re: RimWorld change log
August 22, 2015, 05:13:51 AM
Having watched the Rimworld alpha 12 video, I am convinced this alpha will be my favourite yet and it will remain my favourite in all likelihood. Tynan I just love the animal interaction, my only wish is we get more dog variety such as pugs at some point.

I really am holding on to your mentioning of "super animals" among them I really hope we get a few more xenos animals like the mufalo who is my all time favourite animal in game.
#13
I really think the original poster is thinking to much on the concept of Humanity always advancing and I apologize in advance for the long post.

Look at the dark ages and how long it took for us to get through that time period, superstition and indoctrination to the "common normality" as well as persecution of those who thought out the box prevented advancement of a society.

Now consider Humanity spread over the stars and yet their is no "warp jumps" just the slow flight between worlds, that will cause communication to break down, now imagine a world suffers from some sort of disaster, say some colonists power cells or fail due to a solar flare or something to that effect, they have no way to contact others to get replacements and simply wait for a ship to come and do trade and it never arrives.

The next generation would view simple technology as wondrous where and the generation after that might view it as a gift from the gods.

Also you would not fall from current technology levels to say the iron age, after a few generations you would for the most part be in the stone age, people today for example have little day to day knowledge of the technology our ancestors used as it was rendered obsolete and forgotten.

Sure you might find a few enclaves with scraps of knowledge preserves and a few poorly maintained relics of the past but for the most part I foresee people wearing animal skins and wielding spears once more.
#14
I get that a brain damaged colonist would be mostly useless but to me I just think that in the future their could be technological implant in said persons brain so they could perform simple tasks such as pressing a sequence of buttons or collecting certain targetted supplies.

Perhaps I play to much 40k and I keep thinking of servitors, mind wiped Humans who are programmed to follow instructions and receive implants to help facilitate this process.

Or failing that perhaps we could implant someone else's brain or head on the undamaged body? Hey someone went through the process in real life and an un-shot up body would work wonders for that really useful minion who got shredded in combat.
#15
General Discussion / Re: RimWorld change log
July 15, 2015, 03:03:14 PM
We know have the most powerful attack creature available to tame and guard our bases, CHICKENS!!!
Ask link what happens when you hit one, they will crawl out of hell to take vengence on you, now I can sleep safely from pesky raider attacks.

extra props if my attack chickens can be mechanical, oh and can explode also  ;D