Well actually fluffy technically, there would be, if there's any colony leaders. A government applies to small communities with any governing body.
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#107
Mods / Re: mod idea papers please
April 21, 2016, 10:41:06 PMQuote from: Mr.Cross on April 21, 2016, 10:15:16 PMQuote from: Z0MBIE2 on April 21, 2016, 09:55:01 PM
- Top Secret Government Business-
There is Government in Rimworld, Just because you can't see it doesn't mean it's not there. After all there are Colony leaders, Colony council members and other stuff. And if my eyes haven't deceived me while I was snooping through the defs there might even be spy's later on.
So in short, just because our colonies don't have a solid Government, doesn't mean the raiders/tribals/towns don't.
Back to the topic, they'd have to give some sort reason to detain them. Perhaps stealing valuable items like food? They would get a small penalty for doing so, however should it be a trader they could send a group of their people to not only collect the supplies but to grab the prisoners to be hauled back to be punished in their Settlement.
Yeah, that's an interesting idea. True, they may have their own sort of government. But with us being our own separate colony and just randomly detaining them and stealing their trading goods would be pretty hostile. Papers pleased is based off carefully interviewing the people entering the country to prevent terrorists, so it can't really fit into here.
#108
Mods / Re: mod idea papers please
April 21, 2016, 09:55:01 PM
Why would there be light or no backlash from stealing all the goods of a trader? There's no government, to take the goods of and capture travelling traders would have a greatly negative effect.
#109
Ideas / Re: Milk Boomalope for explosives
April 21, 2016, 03:33:56 PM
I realized the boomalopes I was looking at were not in fact small boomalopes, but boomrats, seems they have a new texture. For a chance of the boomjuice exploding, probably in the 2-10% area would be good. Anymore and would be just annoying.
#110
Ideas / Re: Milk Boomalope for explosives
April 21, 2016, 11:14:57 AM
Boomalopes I just noticed have two distinct sacs on their back. So probably 2-3 chemical sacs a harvest, distil it into a boomjuice alcohol? So much potential as the chemical is unknown.
#111
Ideas / Re: Milk Boomalope for explosives
April 20, 2016, 03:49:40 PMQuote from: Mathenaut on April 20, 2016, 03:40:16 PMQuote from: Z0MBIE2 on April 20, 2016, 03:29:30 PMQuote from: Kegereneku on April 20, 2016, 01:27:36 PM
I support the idea, but rather than it being milk... it could be something you Harvest-medically. That way it would avoid being an Automated Production AND you wouldn't need to make a long duration farm, only tame it, harvest, slaughter.
(Yes I'm defending not mass-producing explosive)
That's what my unfinished mod does, uses surgery to remove the "chemical sac". Chemical sac would be the new bodypart added and when taken out is the boomjuice.
Why not just yield X boomjuice with butchering?
Oh yeah, I tried this road. It's because since there's so many animals and butchering recipes, they don't actually have 'drops defname this' on death. They just have their own label for the type of meat and fur/hide etc on death, so I'd need C# to add more.
#113
Ideas / Re: Milk Boomalope for explosives
April 20, 2016, 03:29:30 PMQuote from: Kegereneku on April 20, 2016, 01:27:36 PM
I support the idea, but rather than it being milk... it could be something you Harvest-medically. That way it would avoid being an Automated Production AND you wouldn't need to make a long duration farm, only tame it, harvest, slaughter.
(Yes I'm defending not mass-producing explosive)
That's what my unfinished mod does, uses surgery to remove the "chemical sac". Chemical sac would be the new bodypart added and when taken out is the boomjuice.
#114
Ideas / Re: Graphics
April 20, 2016, 03:27:54 PM
I don't see how you can't tell what you're looking at in Rimworld. It's pretty easy to tell if you've played, and saying you can't tell if you haven't would apply to many games.
#115
Mods / Re: Security when it comes to C# assemblies
April 20, 2016, 03:22:15 PM
I meant for what I quoted above, for activating exe's from the mod and such as a virus.
#116
Off-Topic / Re: Rimworld roleplay recruiting
April 20, 2016, 10:53:51 AM
Call me a boomalope with bionic legs. I ran at people and maul them because they can't fight back.
#117
Ideas / Re: UI Scaling
April 20, 2016, 10:52:18 AM
Just a question tho... What laptop has a 3840x2160 screen? That's not a laptop that's a friggin tv.
#118
Mods / Re: (Request) Updated "Confusion" Mod
April 20, 2016, 10:06:53 AMQuote from: MisterVertigo on April 20, 2016, 09:34:29 AM
For Alpha 12, there was a mod that would prevent colonists from dropping all their equipment when they would break and start wandering. The mod was made by ZOMBIE2. Here is the link: https://ludeon.com/forums/index.php?topic=15162
That thread has been closed, so I'm assuming he won't be updating any of his stuff for A13. Are there any modders out there who would be able to re-create his "Confusion" mod, or has someone done so already?
Thank you!
Ayy. Sorry, yeah I just didn't think there would be any demand. But have you tried it in alpha 13? It's a single xml file, just replaces the defname, should still work.
#119
Ideas / Re: Milk Boomalope for explosives
April 20, 2016, 10:04:13 AMQuote from: skullywag on April 20, 2016, 09:53:58 AM
Fuel, the generator uses a liquid icon for "out of fuel", so why not.
Makes sense. It might require it's own machine though, maybe to 'crystalize' and refine said boomjuice to make it a valid consumable fuel source and not just blow up. I think combining that with some big explosive weapons would be fine.
#120
Ideas / Re: Milk Boomalope for explosives
April 20, 2016, 09:06:54 AMQuote from: skullywag on April 20, 2016, 09:03:41 AM
I also use it to make 1 use "large" molotovs. Useful for creating panic.
I swear to god skullywag...
Quote from: Z0MBIE2 on April 20, 2016, 08:51:24 AM
Only item I had that they would make was boomalope molotov's. A bigger bang, but single use..