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Messages - Slimy_Slider

#1
Stories / Re: Medieval Colony
October 01, 2018, 09:21:06 PM
I had a Volcanic Winter in my colony the other day...

But since it was a jungle colony in the middle of the equator, it didn't really change anything. Actually, the cooling made most of my crops grow faster, so it was a plus really.
#2
Stories / Re: Destroyed on the First Day
June 23, 2018, 03:53:21 AM
If you were in a mountainous biome, then you get insects spawning naturally inside caves. Check the world tile and if it says 'Caves" at the bottom of the info list, that's why.
#3
Beauty is affected by cleanliness and the quality of the room. To get an overview of a rooms beauty, click the little button that looks like a head in the bottom right of the game screen.

Cleanliness can be lowered by dirt, blood, vomit and more. Pawns moving through an area or performing certain jobs can leave stains in the room. Make sure that the room is included in the home area and someone is assigned to cleaning to avoid this.

The beauty of a room is also affected by the quality of it's surroundings. Different walls give different levels of beauty (e.g. stone brick walls are better than rough stone) and laying down flooring also helps. It should tell you roughly how beautiful each type of floor is in the tooltip for it.
Furnishing also helps, high quality furniture and sculptures can provide huge boosts to beauty.

Also, be aware that leaving items and chunks on the floor provides a decrease to the beauty of a room.
#4
Ideas / Re: Areas, predators and more
March 30, 2018, 07:04:33 PM
It's not quite what you suggested, but I'm pretty sure that the colony manager mod has a system which lets you automatically designate animals to hunt. Might be worth a look.
#5
Ideas / Re: Time-bombs.
March 20, 2018, 09:02:19 PM
I usually just get my pawns to shoot the wall until it breaks, but some kind of remote triggered or time based explosive would be fun too. +1 from me.
#6
Quote from: Call me Arty on March 16, 2018, 02:45:30 PM

P.S. I like the idea of a cane. Sure, it's silly, and you're probably better-off with a wooden shiv instead, but I just love the idea of my designated charmer walking around with his devilstrand bowler hat while twirling a cane on his way to recruit some pirates.


Two words.
Sword. Cane.
If there are any modders out there reading this, please add sword canes. I don't care if they suck I just need one.
#7
Ideas / Re: Butchering spot
March 10, 2018, 02:23:11 AM
While I do agree that a temporary food production spot for butchering is something that could be useful, needing a certain weapon to use it is needlessly complicating things. It is already assumed that pawns use tools for their jobs. Axes to cut down trees, belt knives to harvest plants and perform miscellaneous tasks (such as improvised butchering at a spot on the ground - hint hint). If you want to add tools directly to the game, then look for a mod or use them as inventory-held modifiers rather than a micro-intensive equipping process.
#8
Ideas / Re: procedurally generated ending?
March 10, 2018, 01:55:45 AM
Not yet updated to B18 yet, but still might be worth a look.

https://steamcommunity.com/sharedfiles/filedetails/?id=1117784063&searchtext=not+again

#9
General Discussion / Re: Cassandra's War On Drugs
February 18, 2018, 06:59:25 PM
Posting because this thread is awesome and it should be continued.

Slimy: Tell me a story please Randy!

Randy: I'll tell you a tale of the great warrior of The Colony, Lumi.

Slimy: Oooh, exciting.

Randy: One day, an adventurous woman named Baldwin decided to delve deep into the caverns of a Rimworld, to discover the previously unknown secrets within. Not long after she settled a rudimentary base, another woman by the name of Lumi joined her. Lumi was a great fighter, with a high skill in shooting and she took up the precious charge rifle and began to hunt for The Colony, when she wasn't busying herself hauling things. She was the great leader of the settlement's defence force, defeating raid upon raid of pirates, tribals and villainous scum. A captured suit of power armour made her a beacon of hope for the others and as the research progressed towards bionics, she prepared to become a god.

Slimy: Wow, she sounds amazing.

Randy: She was very impressive, so I decided she had to die in a suitably impressive and fitting way.

Slimy: Lemme guess, you made her fight a heroic last stand against an army of rabid boomrats or fight hand to hand against a scyther, or sacrifice herself to put out a fire that would have burned the entire colony, or wait...

Randy: I sent a raid of medieval warband members. One of them was mounted on a mole and so reached the defensive line well before his allies, a line of steel walls and steel parapets to lean over. The first shot from this level 4 shooting raider with an awful arbalest went straight into Lumi's brain and she died instantly. The end.

Slimy: ...Or you could do that. Seems kind of lame and

Randy: IT WAS PERFECTLY REASONABLE.
#10
Stories / Re: The Lasts
January 31, 2018, 09:44:43 PM
Just a friendly suggestion, maybe put an extra space between paragraphs. Right now it looks a bit too much like a very intimidating wall.
#11
The healer mech serum is a rare item which can only be found at drops or (I think) purchased from traders. Once used on a colonist, it will heal the most severe injury they have. It works on permanent injuries such as scars and can even regrow limbs, so I assume it can heal a brain injury.

Alternatively, go download EPOE (Prosthetics and Organ Engineering mod) which will allow you to construct brain stimulators. Be aware, however, that the mod offers two levels of stimulators and you can't uninstall them, or at least I couldn't last time I checked. I had a brain damaged pawn and installed a basic stimulator as a stopgap and ended up not being able to use a better one as brain efficiency was locked at a low level.

#12
Quote from: dkmoo on December 03, 2017, 10:33:10 AM
1) no raider, manhunters, etc.. since those will require additional game mechanic to walk over water.
2) no resource from drop-pods/meteors since you can't get to them.
3) no traders either other than orbital

Like I mentioned above, this could be solved with the idea that any area you settle would be mostly shallow water, allowing pawns to move around, just at a slower speed.
#13
Maybe a new map tile, like some kind of atoll. Would be a bit like the archipelago mod that Rainbeau Flambe made, with very limited amount of dry land surrounded by some shallow water. Add some sea-based plants like growable algae or seaweed and a fishing mechanic (Again, like Rainbeau did). Alternatively, just go use those excellent mods.

(It might sound like it, but I promise that I am not Rainbeau's secondary account  ;D).
#14
Ideas / Re: Rebellion or civil unrest mod idea
December 02, 2017, 07:16:50 PM
The problem with this idea is the lack of control. Assigning factions to pawns under your control randomly could be incredibly irritating to deal with, especially if you need to keep them apart. The idea of starting with factions is also an issue for a couple of reasons; a) It's not realistic for a small group of people (3-5 if you're using the basic scenarios) to form completely hostile/arbitrary groups from the get go and b) Random chance could result in some really unbalanced factions, I'm just picturing the effects of having two or three incapable of violence or wimp pawns against a group of bloodthirsty psychopaths.

Also, the multiple colony system is still pretty unfeasible for people with lower-end devices, or those who find it a struggle to manage too many things at once. This also ties into the third point, the huge amount of micro that would be required to deal with something like this. To keep pawns seperate, you would have to be constantly managing allowed areas and work priorities for each seperate faction of pawns, making the game a huge hassle.

If you want to implement this as a mod, go ahead and ask a mod maker, I remember that the Rim-Disorders mod had a similar system in which if several pawns are unhappy they could break away and form a splinter faction. Not sure if it has been updated for B18, but it might be worth a look. Just consider the effects of these changes in regards to the lack of control outside of an unnecessary amount of micro.
#15
Now I want a new event where people come to your colony and request to be launched to a particular place, with the option to fire them to some other spot or sabotage their pod.

Using another factions pods would be cool. Imagine going to an outlander town and paying to be launched back to your colony. With a random chance of either a pod malfunction or having them fire you somewhere else, depending on your relationship with them.