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Messages - MeowRailroad

#151
Ideas / Re: Some general Q's and Suggestions
August 15, 2016, 03:58:31 PM
+1 on relatives in raids not giving same debuff as relatives in colony.
#152
Quote from: milon on August 15, 2016, 01:35:22 PM
not really a bug

I beg to differ, seeing that it is an infestation.
#153
Ideas / Re: Let's add a history to Rimworld!
August 15, 2016, 01:47:26 PM
I thought about why the ship broke one day and the most likely thing I could come up with was that there was some kind of attack to the ship or on board it. Maybe there was some kind of rebellion on one section (It could have been transporting prisoners) and there was a big battle on board but a lot of people were severely wounded and with the ship broken in 2 by an explosion, the medics decided to put the injured in their capsules and shoot them to the planet because there wasn't enough power from backup generators to treat everyone. It would be better to let them take their chances of finding help on the planet below than letting them die on the ship, and some people who crash in pods have gunshots. The AI then might have allowed anyone who wanted to leave to get into their pods and go the surface. It says when you first crash that you wake up to sirens and ripping metal or something like that , and maybe the structural damage continued for an hour or so after the 3 main colonists leave until the AI decided to launch everyone because the ship was splitting apart. That's the reason why there aren't more people, most were trapped on the wreckage when the AI launched all the pods. Maybe there was a collision/encounter with a mechanoid ship which split apart on the other side of the planet.
#154
A simple way that might make people more wary of tunneling would be poison gas pockets or bug caves, and when you mine you have a chance of running into these. They would be at least 10 cells away from the closest exposed face on world generation, so simple mining probably won't make you find these.
#155
General Discussion / Re: How to trash things?
August 15, 2016, 11:46:45 AM
I bought one from a group passing by for about 600 silver pretty early on, I guess it was just luck?
#156
Stories / Re: One Dedicated Hauler
August 15, 2016, 11:41:40 AM
Maybe a limit should be set as to how many things can be disabled and the game could use that to pick backstories that match that limit. In some cases colonists should have a way to gain ability to do that but only sometimes. For example, it makes sense that a noble might realize that if he doesn't start working he's going to hurt the colony which will probably cause him and the others to die, but a vatgrown soldier can't learn social skills because his/her brain just isn't wired for social interaction.
#157
General Discussion / Re: How to trash things?
August 15, 2016, 11:35:52 AM
Alternatively set all colonists with assault rifles to go hunting at the same time. I removed an alphabeaver group within 5 minutes this way.
#158
General Discussion / Re: Incapable of scary
August 15, 2016, 11:31:24 AM
It's a good thing the fear system was removed before corpses rotted into skeletons because then the colonists would be 2spooked2work whenever they had to go by a rotten animal corpse or when graves were being moved.
#159
Ideas / Re: Write an event!
August 14, 2016, 08:01:21 PM
Pod Cluster Crash - A section of escape pods has broken off from the wreckage. The people in the pods will be dead or seriously injured.

Lost Travelers - From a tribe or outlander town, either they ask for food/medicine/care/beds for a few nights, then you can call the originating faction to have people come get them or wait till a trade caravan comes. Then they will rejoin their fellow townspeople. Some may join your colony.

Mining/Hunting/Power Line Expedition - A group of outlanders is coming through, building a power line, hunting, or mining. Goodwill increases if you help them by supplying material, supplies, or assistance.

Travelling Circus/Musicians - A group from off the planet is going on a concert tour or circus tour. They will pass through and you can pay them to put on a show for your colonists, which would be about 700 silver and give a great mood boost, depending on the quality of the show, since the performers would range from undiscovered prodigies to groups with no talent to speak of. (You could also attack them and steal their stage equipment)
#160
Stories / The Battle of Sparland, 5503
August 14, 2016, 04:49:40 PM
Beginning of fight:
3 colonists of the Sparland settlement observed a ship part land near the underground prison in the north section of their base. A colonist with grenades and one with a charge rifle were sent out to break the ship part. However, 3 scythers and 1 centipede emerged and quickly killed those colonists while a mortar operator was able to keep firing without effect on the battle as the shells never scored a hit until the stress caused by recent deaths in the colony and the psychic waves emitted by the ship part caused her to break down and attempt to fight the mechanoids hand-to-hand. This was fatal to the operator and she later bled to death in the marsh where she was shot.

Escalation:
A nearby scout for The Reaper Lineup, a local criminal gang, heard the explosions from the mortar, so a huge group of pirates moved into the fight to find the mechanoids with little to no damage. 10 pirates died while fighting the mechanoids. A party from Village-at-the-ridge, a small outlander town, soon arrived to attempt to keep the pirates from gaining new equipment and supplies. They fought the pirates in the settlement while small fires began to spread. Strangely, a fire suppression system in a food-storage room failed to go off and most of the food supply was burned.


The fight left many townspeople wounded, and several died afterwards due to this. The mechanoid hive was picking up signals from the damaged centipede and sent 3 more centipedes into the fight, where more townspeople were wounded, as a small scout force from the pirates moved in, followed shortly by a larger group. The townspeople were able to defeat them but most were severely wounded. The final number of townspeople who lost their lives or were left behind in the battle is unknown, along with the number of pirates killed. However, the exact number of colonists from the colony is known.

(Put this music on now: https://www.youtube.com/watch?v=eYj8ciqAPcA)

Lost their lives in the above battle:
Fiolina German, 61
Aleksi "Pepe" Vanttinen, 19
Leslie Pearson, 47

Lost their lives previously in the colony:
Pavel Everett, 53
Mitchell Everson, 24
Kit Thurman, 54
Kristalia Astari, 26
Veniamin Kane, 54
Artemis Abel, 38
The following colonists lost their lives previously and their graves and bodies were destroyed so their names and ages could not be determined.
Shikego
Autumn

Rest in peace colonists of Sparland, the only colony of mine that survived 4 years.
11th of spring, 5499 - 14th of spring, 5503

Note: the colonists died before spring 14th but that's when the story ended. Also, I used Dev mode to add the raiders, townspeople, and 2nd mechanoid wave but it makes a cool story.

The name Sparland lives on as a Trainz Railroad Simulator route, the Sparland and Carrier Falls, a fictional 8.9 mile scenic railroad in upstate NY.
#161
Stories / Frustration
August 14, 2016, 02:51:25 PM
I have 3 colonists and we are attacking a physic ship part. There are 3 scythers and a centipede. 1 colonist mans the mortar and hits the ship until the mechanoids spawn, as the 2 other idiots go berserk and run up to the mechanoids to punch them instead of taking their anger out on them by shooting them WHICH IS WHAT THEY WERE DOING BEFORE THEY WENT BERSERK! Then the mortar takes forever to load and fire as the 2 formerly berserk colonists lay on the ground. It finally fires and guess what? It completely misses the mechanoids. But, it did hit something. One of the unconscious colonists on the ground. Luckily it didn't kill them but the situation seems unwinnable now. Nothing short of a wanderer joining will work since I have a wealthy colony, but only a few people, so if someone asks for help a huge force of about 7 raiders will come to our base.
#162
Stories / Re: Your Best Screenshots
August 14, 2016, 02:14:55 PM
http://steamcommunity.com/sharedfiles/filedetails/?id=744149887

Sorry for the steam pic, I just can't figure out how to get my computer to take screenshots.
#163
However, don't do this with muffaloes, elk, deer, cows, etc. as they make nice shields. They can soak up the bullets by standing next to colonists in battle.
#164
General Discussion / Re: Pictures and Pictures
August 14, 2016, 01:38:44 PM
It has a drainage system, wifi, electricity, a sanitation system, it's lead-lined, insulated, temperature-controlled, and 100% Made In USA.
#165
The medicine widely available near the planet mostly uses an anesthetic that has the unfortunate side effect of making conscious people near it or near a person with it in their system sneeze and move their limbs uncontrollably. While professional doctors in a real hospital would wear filter masks to prevent this, there are none available and so the surgeons sometimes make accidental cuts when their arms move.