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Messages - AllenWL

#466
Quote from: JesusKreist on June 13, 2015, 03:02:18 AM
Hmm.
That he can't see jack shit maybe?
Negative enough? ;)
Well, seeing all she'll be doing is talk to people and such, I don't think being blind will do much.
Time to make a blind warden I guess. Maybe give her some hook hands to take down berserk prisoners as well.
#467
My colony is now pretty much only eating bread and cake, and it's well... very effective at keeping my colonists happy.

And on
Quote from: Ykara on June 02, 2015, 02:12:16 PM
Quote from: AllenWL on June 01, 2015, 05:01:52 AM
What, no sugarcane?
Really like the texture for the cake though.
Well, I don't see a need for sugar canes because there are sugar beets. Why should there be both?
I was just saying I prefer sugarcane over sugar beet.

On a totally random note, the mill is called corn mill, and it says it's for grinding corn into flour, but you can't make corn flour?
#468
Another random idea!

'Joywire' a small machine implanted on the back of a colonist's head. Provides constant joy for a small penalty in manipulation, moving, etc.

On a side note, if I gave my warden two crystal eyes, would that have any negative consequences?
#469
Quote from: Orion on June 05, 2015, 03:48:55 AM
Quote from: AllenWL on June 03, 2015, 03:35:12 AM
What if mechanoids had 'thoughts'?
I was actually contemplating doing it like that. But the implementational difficulties were overwhelming (not that they weren't for any other part of this mod, but you have to make choices), since you can't just turn off the thoughts of "normal people".
I was thinking about this, but prisoners don't get cabin fever or joy needs(and in extension, joy-related thoughts), right?
Could something like that be used? Like get rid of their need for rest/food/space/etc to make them not get thoughts? I mean, they can't think 'cramped space' or 'hungy' if they have no need for space or food right?
#470
I just realized, but all card tables boost research?
Quote from: cuproPanda on June 12, 2015, 11:22:36 AM
I may go into consumables later, but I don't know. Mods like Finer Things do a pretty good job of handling joy consumables already (coffee, tobacco, and booze), plus I feel its rather cheap to consume something and instantly fill up half your joy meter. That being said, I may add some consumables in a later update, but for now I don't see a need for them.
I guess. I was sorta imagining books to be a item then a colonist would pick up 'use' for joy, then put back, and stuff like really expensive drugs and such from traders.
#471
Ooh, that'd be nice. Though, I feel that paintings would be more of a beauty thing than joy thing.

Just wondering, but will you ever add consumable joy objects?
#472
Off-Topic / Re: The Drunkard's Tavern.
June 05, 2015, 02:47:35 AM
Quote from: Blizz on June 04, 2015, 03:03:08 AM
Drunk Blizz County reporting for duty, what's up?

Quote from: AllenWL on May 09, 2015, 08:41:38 PM
Me and a few people are doing a rimworld succession game, and a once, the colonist named after me decided to go off on a drunken binge right when the others where fighting a crashed ship part.

That said, I find beer to be a important part of any rimworld colony. It's always nice to have a brawler cook armed with a beer bottle guarding the kitchen.

Dangit. I have the best idea. People should be able to drink beer in this game for a slight anger and strength bump, break the bottle on someone's head, and use the broken bottle as a melee weapon.

Is that a good idea? Or am I just too gone?
Pretty sure beer bottles are a weapon
#473
Quote from: killer117 on June 01, 2015, 04:10:41 AM
Hey would it be possible to have a sort of modern mech in the mod. Cause we've got all these advanced mechs made of plasteel and with lasers and cutters and stuff, but they couldve been stranded on the edge of the galaxy for who knows how long. They couldve lost the ability to make the cool advance mechs we've seen. They mightve needed to scavage to survive. You could make a sort of mech made of steel, looking totally functional and like a terminator sort of look, bare metal, exbosed, busted, the bare minimum. And they could have balistic weapons, rifles, machine guns, snipers. They could even be so bad off they have beaten tribes up, taken thier weapons, and use those. They may even be so old, desperate and defunct that they may be hostile to other mechs. They could be mech scavengers or acient mechs or malfunctioning mechs

A dysfunctional, broken mechanoid with a bad patch job and scavenged weapons pissed at the world and ready to attack and slaughter anything? Sounds cool!

Now my mind has wandered off to the world of old, dysfunctional mechanoids stumping along on mismatched prosthetic legs, its body patched with random rusty sheets of metal and scraps of leather(No, that's not human leather there on it's back. At least I don't think it is....), a empty shot-out eye socket weakly sputtering next to a human eye wielded in, a shining, rusted(Yep, totally rust. Definitely not blood of whatever poor pawn that got their arm ripped off) bionic arm dragging along a charge rifle and a uranium spear for his other arm, whistling a jaunty tune as he slaughters anything smarter than the average muffalo.
Not sure if my mind will come back and share the story.

Another random idea that I'm not sure if had been suggest before, but...
What if mechanoids had 'thoughts'? Instead of randomly breaking down, mechanoids would have to be managed, and if not properly managed(Injured, chip not cooled) or in bad conditions(wet, in extreme[and I mean really extreme] temperatures, etc) it will lower it's 'mood' which can cause the robot to malfunction.
#474
What, no sugarcane?
Really like the texture for the cake though.
#475
I prefer alcoholic drinks, but arcade sounds good too.

Now, all I need is is the visitors to have joy needs so I can open up a bar/arcade/inn/restaurant hybrid and trap them forever and send them out to attack my enemies.
#476
Should have given him a parka too methinks.
Personally, I think a pirate with a eyepatch is a pirate who doesn't know how to duck.

Though, this gives me an idea. Maybe I should make all pirate recruits peg-legged, -patch-eyed, and hook-handed to separate them from the rest. Then, when enemies attack, I'll have the lot of them rush out and stab people to death with their hook hands.
#477
Quote from: delraith on May 31, 2015, 10:10:31 PM
- Pistols seem kinda useless to me.
I find them very useful given to every one of my non-combatants. Since it's light and has nearly no penalty, it's a good weapon to give to my guys who never actually fight as a just-in-case thing.

Plus, it has a fine hitrate and firerate, and is pretty nice for close-range indoors combat or against mad animals.
#478
I've seen the hit rate get as low as 1%, though that's still about 6 shots out of 600.

Something that should be noted is, if there is a mod that adds it's own walls/embrasures/etc, the structures added by the mod seem to be very weak to bullets.
For example, if you get combat realism and superior crafting, you get two walls. The combat realism wall can take a lot of punishment from bullets and other projectiles, but the superior crafting wall can easy be taken out by bullets or the fragments from a mortar shell.
#479
Mods / Mod Request: Separate 'Colonies'
May 29, 2015, 06:27:14 AM
So I was playing, I love stories, so I tend to give each and every person a little 'life'. And as I played, I started seeing some people who might not like being in the colony. For examples, cannibals are really the minority doing what others hate, and in a colony of mainly prostophiles, prostophobes would, well, lets just say 'be very uncomfortable'.
Some have been kidnapped, others where once pirates. There are pop-stars and glitterworld-citizens living with tribals, slum kids, and farm oafs. Slaves live next door with high-class lords.
Then with mods, we have things like working droids, even more factions, etc.

So what if there was a disagreement?

What if the tribals split off from the colony and decided to live their 'traditional' ways? What if pirates attempted a coup, and the colony members had to scatter? What if there was a robot uprising?

Trying to play with two different groups with conflicting interests is, to say the least, interesting. How will the dominate group act towards the smaller group? How will the smaller group fight back? What happens during raids? It's pretty fun, but it also has a big problem.

The game doesn't recognize 'different colonies'. Doctors walk halfway across the map to treat rebels, rebels come over to the colony for the fall harvest, colonists bring over resources and weapons to the robot uprising, the robot workers help construct colony buildings, the list goes on and on.

It takes a little more micromanaging and careful watching than you would think, and while the story is great, the making of the story is a bit too tedious. So then I had an idea. What if we had separate 'colonies', and could make buildings be only used by certain 'colonies'?

Basically, you would be able to assign a colonist a certain 'colony'. The colony would own any buildings made by it, and prioritize it's buildings and members first, but also help with any 'public' or 'joint' work.

On top of being able to play with two groups, this would also let you have more control over what happens. For example, if you put your best fighters in a group, then add a medic in that group, he would prioritize healing his group, your soldiers first.
You could separate different build groups with different projects so you can have them focus on building certain things first, and not have things like colonists making carpets instead of sandbags and turrets when a pirate band is attacking.
You can also prevent things like a bad doctor operating on your best colonist and 'accidentally' cutting out the heart by having your best doctors pared up with your best colonists.
Plus you could also choose what is hauled first without having to fiddle with priorities and ordering, and make only your psychopath deal with corpses, by making different groups and assigning them different stockpiles and such, all without micromanaging the colonists.
#480
I was just thinking, but won't it be sorta cool if there where something like anesthetic ribs or something that increased your colonist's pain resistance/made pain not pain your colonist as much/make colonists not feel pain at cost of loss in manipulation and such?

One of my colonists is really covered in scars and injuries, and due to the accumulated pain, he is pretty much the first to fall to pain despite being one of the best fighters. It would be cool if I could make him not feel pain/not feel as much pain. Of course, this would mean that your colonists is more likely to fight till he loses something vital.... but on the other hand, only death or loss of legs would stop them. Could be quite interesting to have, really.