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Messages - Simon_The_Space_Engineer

#16
I have had several bad ass stories, the oldest originating from alpha 7 where being 60 years old mean nothing and colonist had 100 hit points.

Story 1: I got the alert for mechanoids, nothing special... just 3 centipedes (or two, i cant remember) which is not to much when your colony is composed of 12 people 3 of which are great snipers and 1 of those three is dedicated to nothing but shooting things. what made it special this time how ever was the fact that a mechanoid with a inferno cannon landing in the middle of my giant strawberry field! the closet colonist what the 65 year old woman with a mohawk that had recently joined the colony. she wasnt any good at shooting so i had her run up and punch as my snipers changed to assault rifles and got ready to attack. they killed the centipede with the mini gun as i guided the elderly woman to punch and retreat. the mech got confused and would go to melee only for her to be out of range. it would get ready to shoot but would get punched, making it go to melee again. all while doing this the elderly woman with the mohawk dodged the bullets from the other colonists and help beat the crap out of the mech :D

Story 2: In the same colony i would start getting seiges and for what ever reason they would land in the same or similar spots. What i did to get rid of them was make my two main (the third was only if needed) go and snipe, and if they wherent sniping there where returning mortar fire for several days straight. little sleep and food, no mental break risks, all bad ass.

Story 3: final story from my first beloved colony is of john the barkeeper, warden, cook, mini gun user, and sniping pal for krista. he was one of the first colonist i had and eventually i got a mini gun. when ever id get attacked from mechs id send him out to hide in a small little cubby hole to shoot with the mini gun, distract the mechs while the rest of my colony tried to pick them off (this was before i got an actual sniper rifle). He was shot several times but kept pumping lead out at the mechs as they tried to shoot him.

Story 4: so i got a heat wave, this was around when the health system was still new but had been around for a few updates (i believe it was alpha 12). The colony was having a heat wave so i had all my colonist hide in the kitchen which was overflowing with food. Suddenly i noticed that one of my colonist, Mack, was walking around outside no problem in his orange cloth duster. the colony was close to going insane but he managed to keep things moving in and out and gave the colonists stuff to do and it helped save the colony
#17
Ideas / Re: Get these walking bombs away from my home!
September 06, 2016, 02:15:07 PM
Quote from: SpaceDorf on September 06, 2016, 02:05:22 PM
Yeah, I like to repeat it everywhere.

Bears are awesome !
Easier to train than Wargs easier to feed than Wargs and still own Wargs 1vs1
i had a bear once named earl. their only weaknesses are suprise attacks from rhinos! he lost one of his paws
#18
Stories / The colony of failing romances!
September 06, 2016, 02:14:01 PM
So when I started out a new colony I made some colonist based after me and my friends with the prepare carefully mod. One of them was a girl and since she likes other girls in real life I gave her the trait "gay" thinking it wouldnt do much. Turns out having 2 guys and 1 gay girl doesnt go well for romances. Everyone was still friends and happy with eachother but the friendzone was lingering high above Mark's and Sora's heads


I suppose her being beautiful doesnt help the situation much more. Eventually the guys gave up when a new girl (aiko) joined the colony and Mark hopped right to it, becoming her lover with each other both having +100 opinions of each other leaving sora alone. Didnt bother him to much after the occasional vain attempt to swoo her over to him from Mark. They are still friends with each other just mark is slightly annoyed by all the attempts. Now Sonie being the gay girl she is tries to make romance with Aiko (marks lover) but fails since Aiko isnt interested in other girls.

Eventually mark proposes to aiko towards the end of the year only to be rejected. He still loves aiko as much as he can but hes a little upset. Before the rejection he was the happiest guy in the colony (aiko being a close second to mark with 100% happiness)
(aiko now holds the lead for happiness. theirs also Cave who has Alzheimer's which makes him have little to no mood bonuses or losses so hes constantly at around 50% he is the saddest i think.

To make things worse aiko thought nothing of it leaving her lover the saddness of a failed proposal like it was something she did for a hobby on sundays


Love is trying to make it into the air but seems like the rimworld has other ideas all while some 65 year old man who ditched the colony he was leading (and the game has decided he is still their leader) can barely remember to feed himself and only worries about being cold



Update Mark and Aiko just got married! :D
#19
Ideas / Re: Get these walking bombs away from my home!
September 06, 2016, 01:34:49 PM
Quote from: SpaceDorf on September 06, 2016, 10:56:14 AM
Quote from: cultist on September 06, 2016, 10:26:32 AM
The only real solution is walls. If you want to keep critters away from your crops, you need walls around your fields. If you want your pawns to be safe from predators, you need to keep them behind walls.
funny part is that im trying to keep the critters away since the bears always wander into my colony. I was trying to tame a muffalo which i failed and it was immediately slaughtered by a bear after. Before that a bear tried to kill a muffalo which had self tamed

And armed, and armored and bears as pets ..
#20
Nearing the end of my first year in game, still deciding if i want to stay above ground or become mix (chances are I wont go 100% underground for a while) but I feel like Im doing pretty well

Randy Random currently on rough (changed from casual halfway through)

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#21
Off-Topic / Re: Count to 9000 before Tynan posts!
September 05, 2016, 09:46:10 PM
4213

Anyone have something dramatic happen in their colony recently?
#22
General Discussion / tribesmen and electricity
September 05, 2016, 01:02:29 PM
ever wonder how they find out about electricity? this was how i imagine it

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#23
Ideas / Get these walking bombs away from my home!
September 05, 2016, 12:48:47 PM
so one of my biggest fears is not only a psychic wave going over and making all the animals with "boom" in there name go mad since you can just shoot them, but it happening while they all take refuge around my farm, eating my crops! It also scares me when predators near my colony with the exploding animals near by (although they seem to avoid them) they do sometimes get the munchies for colonist flesh. There needs to be a way to scare off animals from certain areas or get them to not want to approach, maybe real world things like bear repelant for short term scaring off and for long term maybe something similar to a scare crow which attracts the animals (or tribesmen/colonist) spins around and makes loud noises when they approach(chance that it is triggered by a colonist and scares them giving them a mood debuff of "That thing scared the crap out of me!" though there would be that)
Also good for trying to scare off tribesmen but requires more research so it can identify tribesmen from everyone else (https://www.youtube.com/watch?v=JoxXMy-NStk like in this video) and of course there could be a new trait that is "Fearless" making them act like the fine gentlemen at around 55 seconds (as well as giving them a slight melee boost) and just staring at the thing.
Point is that if it where added it would be great for keeping animals out of your colony so they dont explode and set fire to everything, all your food, and the poor colonist who gets confused and wanders into the fire.
#24
Ideas / Re: Suggestions for Bee hive
September 05, 2016, 12:32:26 PM
Quote from: thedee05 on August 31, 2016, 08:45:41 PM
Here are my ideas for the mod as a beekeeper IRL.


  • Honey Bees have a chance of starting out naturally on the map in subtropical to tropical areas. Maybe a new tree graphic with a hole in it.
  • Bees look like a shifting ball or mass at the hive and look like seeds particles elsewhere on the map.
  • Colonist can build hive boxes
  • Colonist can make Vail and coat for handling bees.
  • Colonist can capture bees and place them in hive boxes. This would be like taming
  • Colonist can harvest honey
  • Bees Produce Honey, this is a percentage like milk animals. It can be in the hive boxes or in the tree.
  • Harvesting from tree takes a chance of attack.
  • Honey can be similar to buckets of milk ,gluttonous food, can can be use in meals and to brew mead.
  • Above 50°F they forge and do normal bee things
  • 45°F to 0°F they stay in their hive boxes but the honey percentage in the hive starts to decline. When it hits zero hive health starts to decline.
  • -1°F and below hive health declines and fails when health is a zero
  • Flowers and vegetables increase speed of honey production.
  • Hives on fire drives the bees out of hive and they become "wild" again.
  • Like all animals bees have chance of becoming manhunters.
  • Bees swarm(positive term meaning splitting to make another hive not attacking) in the spring. They will go to a tree if there is no empty hive nearby.
  • Bees can be purchased from traders.
  • Bees can be stored inside if there is food.
Ideas that would be neat but make it more complicated

  • Bees have a defined distance they will fly.
  • Bees increase the speed of vegetable growth.(Doesn't work that way IRL)
  • Colonist can have an Allergy to bees.
  • Wax amount is tracked in %.
  • Wax can be harvested when manually right clicked, otherwise they will only harvest honey.
  • Remaining Honey is harvested when wax is harvested with 10% buff in honey harvested.
  • Harvesting wax stops honey production until wax is back at 100%.
  • Harvesting wax allows for candles to be crafted or mixed with healroot to make a slightly better medicine.
edited to add list format
+1 this is great!
#25
Quote from: Flying Rockbass on September 01, 2016, 08:09:39 AM
Nope, never seen the game. Is it any good?

Also:

Parkour guy -
Pros: Unless you screw up, you will never be caught by zombies
Cons: You will screw up.
#26
General Discussion / Re: Siege is really imbalanced !!
August 31, 2016, 07:30:16 PM
Quote from: keylocke on August 31, 2016, 11:17:28 AM
Quote from: mrofa on August 31, 2016, 04:11:02 AM
Except minigun :D


dude! dude!!! your rambo pawn has hands!!  :o

how do? where can i has that?! is that a mod?

also.. animations.. so wow. am i sleeping? somebody slap my belly!!
SLAP!
#27
so this is a quadruple suggestion. First we go gas masks and air filter mask! This will tie into the second suggestion as well as the third and forth just a little, but lets do this first. Gas mask and air filters would allow for colonists to safely breath in areas that would normally try to suffocate you and cause you to die because your lungs get clogged with stuff. no one wants those in their lungs, be it smoke or dirt, and as sweet brown says "Ain't nobody got time for that (in the context of getting bronchitis from smoke, which i dont know how that would work). Gas masks would be able to protect people from inhaling things they dont want to, as well as diseases (not as well as medical masks) and would provide colonist the ability to be outside much longer during toxic fallout (maybe clean it away from the plants in a vain attempt to save the farm). more uses for the gas mask later on. Medical masks would allow for doctors and those prone to getting sick from RNG to protect themselves from diseases. Doctors would be able to treat people with things like the plague without catching it themselves as well as other diseases. Now if it protected them from it 100% of the time it wouldnt be fair, so they can still get sick, just not as often. Other masks would include the handy dandy cloth over the mouth (worse than all other masks but better than nothing) or maybe a scarf that they can hold over their mouth as needed (basically a mask that colonist put on and take off automatically without having to drop it) and the construction face mask. It would be worse at protecting against disease than the gas mask but much cheaper and works better than the medical one for general purpose (people with asthma also should need to wear one if they are a constructor or crafter working with wood or they might get an asthma attack)

Now for the second one! Chemical warfare! Tear gas, pepper spray, toxic sludge, smoke bombs, and poison gas! This is where the gas mask (and other masks) shine more. Pepper spray (only the gas mask would protect colonist from it as it covers the whole face) could be a secondary weapon colonist could carry in order to keep raiders at close range from doing a devastating attack on a friend with a club and cause a lot of pain, and maybe even panic from said pain. Since it could be used to stun melee attackers so people can run (from bears and raiders) it would only have so many uses. tear gas, poison gas, and toxic sludge can all be grenades (tear gas and poison gas would be a lethal and none lethal version of each other respectably, and can be treated so the longer effects such as pain and death can be stopped). Toxic sludge would cover the ground and colonists hit with toxic waste that can cause sickness and create a mess (colonists would need to clean themselves off after being undrafted)

Next we got the shorter two, new weather and disease. For weather itd be great to see things like this

Dust storm: like fog but causes colonists eyes to get irritated (unless wearing something to protect the eyes and mouths from sand which may cause some sicknesses found in the dirt) reduce visibility, shooting, work speed, gets sand everywhere, great boost for wind turbines. Also lovingly called Haboobs by arizonans

Drought: causes everything to dry out making it much more flammable. may also cause colonist some discomfort from drying of skin, lips, and bionic eyes.

Monsoon season (not an actual season, just a term) (for the deserts in particular): heavy amounts of rain and cloudy overcast all the time. slightly less power from solar panels but nice boost for the wind turbines.

Diseases! ill keep this simple since this is probably a lot for most people to read
Valley Fever: nasty little bug you get in your lungs. Caught only once by most people (exceptions would be people with asthma or something that weakens their immune system). causes a lot of coughing which is annoying for both the sick people and the people around to constantly hear, minor cases can go un noticed and go away untreated, can be fatal in extreme cases. Most common in places such as deserts or some forests (the little light green tiles need to have a little sickness fun too dont they?) preventable with any kind of face mask. Also to help players find out if a colonist have had it they will receive a "valley fever scar" in their lung. a small little scar that causes no pain in the lung.

Sludged: received by getting sick from toxic sludge being on a colonist for too long. Fatal if not treated, slowly make the person sicker with coughing and they become more irritable.
(little link to the wiki for valley fever https://en.wikipedia.org/wiki/Coccidioidomycosis )
#28
Ideas / Re: Volcanic eruptions
August 31, 2016, 06:52:03 PM
in that case you might as well add gas masks as well to help protect the colonists that are near the ash (keep people with asthma alive and people without it from getting an infection or something in their lungs such as valley fever)

(link to the wiki page if your not familiar with what valley fever is https://en.wikipedia.org/wiki/Coccidioidomycosis )
#29
Ideas / Re: New "Attack" Type: Resource Hogs
August 31, 2016, 06:46:23 PM
id much rather have an epic gun fight to protect resources i haven't yet mined than have to wait for my sniper to finish off the last few siegers bombing my home (of which i think they get to many mortars anyway). Maybe they will also raid storage buildings that are a good distance away from where most the people are (They watch your colonists habits in a way to see who does come to the storage and when so they can steal without being noticed) if they are caught they will run instead of attacking though since if they attack after getting caught chances are the player will already have most of his colony ready to attack the one or two raiders that are stealing
#30
General Discussion / Re: Sleeping Cubbies?
August 31, 2016, 06:39:15 PM
Quote from: PotatoeTater on August 31, 2016, 12:04:56 PM
I uses the furniture mod and make actually real looking rooms, I add a closet space and some other misc stuff to make them happy.
can i have a link to the mod? also does it require ccl? im not sure if its updated yet