Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Riddle78

#1
Mods / Re: Tainted Gear
January 20, 2020, 02:58:40 AM
Last I checked,no,you cannot sell tainted apparel.
#2
I've noticed that RimWorld has a shocking lack of nonlethal solutions to interpersonal conflict. Edged weapons lop off limbs and make you bleed out. Pointed weapons destroy organs. Blunt weapons are the go-to for nonlethal elimination,but in the hands of 20 Melee cyborg supermen,even that goes out the window with consistent skull and sternum crushings. And said cyborg supermen going at attackers with nothing more than fisticuffs and armour is liable to see those valuable colony members either die,or get crippled.

I've only used two mods that claim to have nonlethal solutions. Remote Tech has two remote charges,the Sleeping Gas Canister and the Refined Sleeping Gas Canister. Both demand an enclosed space to operate,and take time to function. Further,you need to vent the gas hut in order to make it safe for your colonists,even wearing gas masks,to collect their prisoners. And by that time,your prisoners have probably woken up. Combined,this means that it's extremely impractical to try and gas people into submission. The second mod is GlitterTech,with its Orion Corporation Pacifier. It claims to inflict more pain than damage,but the issue is that it's nothing more than an electrified knife. As a stabbing weapon,it's quite likely to damage essential organs,especially in the hands of a Melee 20 cyborg superman.

So,I'm now looking for a mod that adds reliable,practical,and consistent nonlethal weapons to the game,so I may take prisoners for either negotiation,penal labour,or organ harvesting.
#3
General Discussion / Re: "Unorthodox Tactics"
August 29, 2019, 05:42:01 PM
I once read that somebody farmed Boomalopes,and he loaded them onto Cargo Pods,to launch at enemy positions abroad,especially ones with flammable structures.
#4
The other clothing items might be tainted (Removed from a corpse),or simply might not be in the list of allowed articles in the currently assigned outfitting rules.
#5
General Discussion / Re: Renweable Raiding - How Do?
August 23, 2019, 10:40:17 AM
Alright,so if I need to keep at least half of the defenders alive,then I have a plan. I think.

-Breed ten Meadow Aves from Alpha Animals. Meadow Aves are like Final Fantasy's Chocobos; They're fast and they're pack animals. With Giddy Up installed,they also miraculously double in speed when mounted. This is a feature.
-Using A Dog Said,turn those Meadow Aves into cyborgs. This should jack up their movement speed,durability,and carrying capacity.
-Assault the Orion Corporation base with ten colonists,who are themselves bionic cyborgs,who are riding Meadow Aves.
-If the enemy has mortars,or similar long range weapons,blitz the base to either destroy the offending weapons platform(s),or uninstall them. Colonists are still riding their Meadow Aves.
-Peel off a couple of colonists to start performing mousehole entries on the local structures to ID loot. The larger group kites the defenders with their superior speed. If the defenders pursue the looters,they rejoin the main force,and I peel off some new looters.
-Identify key loot (Archotech prostheses,Glitterworld Medicine,Resurrector Mech Serum and similar,Nano/Pico/Attomachinery,etc.) and either gank it right there,or make note of it for when I reform the caravan and leave.
#6
General Discussion / Renweable Raiding - How Do?
August 22, 2019, 02:31:46 PM
As a foreword,I have What The Hack,Alpha Animals,Giddy Up,GlitterTech,and a mod that allows me to designate materials to go into Marine Armour installed.

So,I want to raid bases. But I don't want to raze them to the ground,oh no. What I want to do is harvest them. Regularly. Once a quarter sort of regularly. So,this means that,when I hit a base,I need to ensure that I don't kill everybody dead,and I don't flatten every building. All while going in,blowing holes in walls,and absconding with choice morsels of loot. Issue being,I can fully imagine the AI mustering every single available pawn for the base's defence. And I can't kill them all,because if I do,the base won't repopulate,at least that's my assumption.

Any ideas for making renewable raiding possible?
#7
Releases / Re: [1.0] Rimatomics | Rimefeller
August 19, 2019, 09:29:19 PM
How many Zeus and/or Thor Turbines do I need to keep up with a Type V Breeder Reactor running on a full load of 89 fuel rods?
#8
Figured I'd bring it up here. I did some SCIENCE! regarding landspeed. I compared the Meadow Ave and the Feralisk,as both can be mounted via Giddy Up,and accept A Dog Said bionics.

Hypothesis: The Feralisk,due to having four times the legs of a Meadow Ave,would be as fast as,or faster,than the Meadow Ave after both receive full suites of bionic legs.
Results: Hypothesis incorrect. The Meadow Ave moves slightly faster than the Feralisk when both have full suites of bionic legs. When mounted,the Meadow Ave leaves the Feralisk and its rider in the dust,due to the Meadow Ave's 50% speed bonus while mounted.

I'm pretty sure nothing in the mod can top the Meadow Ave for landspeed while mounted up,especially when given dogmentations augmentations. Except for maybe a human in full Archotech,hopped up on Luciferium and Go-Juice.
#9
Quote from: Roolo on April 24, 2019, 01:30:04 PM
Quote from: Riddle78 on April 24, 2019, 01:15:32 PM
Do you need the Portable Charging Platforms to effect maintenance on Mechanoids during caravan? I assumed not,but I was risking catastrophic failure on my GlitterTech Cruise Missile Launcher-equipped Centipede by the time the caravan got back.(It had a Vando Cell).

No, but you do need to bring mechanoid parts. Also, previously, you needed a pawn in your caravan that is assigned to hacking, but because this was too confusing, that's no longer a requirement since the last update. It's still good to bring an experienced hacker, because pawns can still fail at performing maintenance in caravans. In this case they'll retry until they succeed, wasting parts for every failed attempt.

That is confounding. The caravan left with a hundred Mechanoid parts,and never used them. The entire human element of the caravan (Ten people) had high Intellectual and Crafting skills. Like,ten or more in each. Can the parts be accessed if they're being carried by pack animals,or Cargo Unit-equipped Mechs?
#10
Do you need the Portable Charging Platforms to effect maintenance on Mechanoids during caravan? I assumed not,but I was risking catastrophic failure on my GlitterTech Cruise Missile Launcher-equipped Centipede by the time the caravan got back.(It had a Vando Cell).
#11
Quote from: Sonsalt on April 22, 2019, 06:06:51 AM
I have created several new Gas types in HediffDef and tried to add them, but I fear my skills are not good enough. Can anyone help with that task?


Exception filling window for Verse.ImmediateWindow: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Widgets.ThingIcon (Rect rect, Verse.ThingDef thingDef) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DrawPanelReadout (System.Single& curY, Single width) [0x00000] in <filename unknown>:0
  at RimWorld.ArchitectCategoryTab+<DoInfoBox>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.ImmediateWindow.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)

(Filename:  Line: 490)

getting error messages, though I think I should have done everything right ... :(

Here is the definition file for the new gas types: https://pastebin.com/ASAPr78B

1. Tear Gas
2. Acid gas
3. Fear Gas
4. Rage Gas

While I realize it's more flavour than anything else,I think the Fear Gas Canister (Scarewcrow,much?) should be renamed to "Hallucinogenic Gas Canister",and the Rage Gas Canister should be renamed to "Psychotropic Gas Canister",to make them seem more... Proper,I guess,for lack of a better term? While your current names are on-the-nose and explain to the user precisely what they do without the need for a tooltip,the names don't feel like they fit.
#12
Quote from: UnlimitedHugs on April 21, 2019, 03:24:37 AM
Quote from: Riddle78 on April 19, 2019, 05:48:35 PM
So,something funny happened earlier today while I was working on my oil operation...

Is that a meteor drop? I remember I specifically removed the foam from the meteor pool- I guess something changed.


Yup,that's a meteor drop. Think it splattered a Megasloth,too. I guess the ship's sealant foam system didn't do good enough?
#13
So,I've thought about the Rogue AI,and your relationship with it once it gains sapience. Once it gains sapience,you're pretty much stuck with it for good. Its mood is in constant decline. If its mood gets too low,you'll wish you were never born. You can keep its mood up by feeding it. And,with some prodding,it'll even do something constructive,though it won't like it in the least. In other words,a sapient Rogue AI is a gloriously overengineered cat.

And it made me laugh.
#14
So,something funny happened earlier today while I was working on my oil operation...



Dunno if this is supposed to happen,but the implications are hilarious.
#15
About how quickly does a sapient Rogue AI consume data,on a per-day basis?