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Messages - Arctic_fox

#31
General Discussion / Re: Magic Doors
October 05, 2016, 04:59:31 PM
Easy you have pressure plates set to weight of X animal and pull tassles on doors animals are trainned to use with clockwork locks, if you have too much weight or not enough on a pressure plate it instantly locks the door and then you need a key, traders have said key somehow (maybe from that visitor to your colony that usually shows up early game with items to trade) and as most raiders are hopped up on drugs well, have you ever seen a crack head so high his head is whacking the moon solve a complex puzzle? they are so stupid they just try to kick the door in, As for tribals most wouldnt know how a doorlock works unless like the ones we play they are boarderline midevil tech.
#32
Ideas / Re: Self-medical treatment
October 05, 2016, 12:16:51 PM
Quote from: Viewer on October 04, 2016, 10:04:14 PM
Bumping this to add my agreement to this suggestion - simply searching for "medical" gives a number of threads like this (and I was actually going to create one myself until I thought of this).

To add on to this, I think that the different medical kits should also include some kind of pain medication - pain has been a constant companion through human history, as has ways to lessen it. Herbal medication could have the shortest lasting and least addictive quality (here, chew on this healleaf for a bit), regular medical kits could have the equivalent of aspirin or ibuprofen (take two of these and call me in the morning), and Glitterworld kits could have high-quality and highly addictive pain relievers (more morphine, yum yum).

I think adding a "Hypochondriac" trait would be an interesting challenge, as well - whenever the affected pawn has a mental break, they can potentially take to a medical bed or their own (or just lie on the ground if it comes to it) and demand medical treatment, even if they are perfectly healthy, wasting medical kits (just like food or drug binges are now).

problem is with that kind of pawn id arrange.for him to have a......tragic.....accident involving a 4x4 room and 16 coolers turned to max.....with the heat side facing inwards, or ask him to go tame a megaspider while wearing a suit made of meat and insect jelly.

meds are very very valuable and if this was a trait then it should have a massive -social impact on a rimworld, i know if i was stranded on a desert island with limited resources and some dumbass kept demanding i use my limited meds on him or stole them i would despise his ass and maybe arrange his accident as soon as he was no longer critical to survival.


it would also need a huge positive to offset it, perhaps when he does doctoring he has a -25% infection chance or a 50%+ speed on cleaning or maybe a -20% chance to food posioning afterall medkits are expensive and if you lack them can and sometimes always cause death so it needs as big a tradeoff as it takes.
#33
way i usually do it is have my base devided into squares in a grid shape with a 1 space tile inbetween every room, fill this space with wood (wooden walls or floor then cancel and forbid the wood) add doors that usually stay forbidden with one leading inside the main room made of wood with a chair infront of it and a stone fore on the outside of the square, when a swarm spawns in a room just go to the corosponding square open the stone door and light the wood then evac the area and forbid the door, with each room being walled off from each other it keeps the risk to the rest of the base low and can spike the temps inside to 500+ usually you lose the contents of the room unless you stuff a fire popper or 2 inside but the bugs still die of heat stroke because you just turned the room into a giant oven.

the better way to do it is just put doors EVERYWHERE and keep several stockpiles of arty shells and such in diffrent areas, then play agro pingpong and leave ied traps in fun places, This is why i tend to split up bedrooms and have spare beds in them and food stores in diffrent places, so if this happens i can kite them around without a mass break risk amd pick them off at my lesure, and if they all go to sleep sneak a pawn in to lay wood and chuck a molotove in.

as with irl there are very few problems in rimworld that can not be solved with vigorous and liberal application of fire, and if fire fails then as a rule you didnt use enough.
#34
Ideas / Re: Birthdays
October 01, 2016, 05:26:43 PM
how about a flip side to the coin? some people despise our birthdays and would rather lock our self in our room with a 6pack.

maybe have -mood impacts
#35
Mods / Re: [Mod request] designate food
October 01, 2016, 01:41:58 PM
Quote from: Serenity on October 01, 2016, 11:32:19 AM
Would also solve those issues where people go for the raw food instead of the meals because it's closer or something.

yep i would.do it my self but truckers arent very good at programming :p
#36
Ideas / Re: Fruit
October 01, 2016, 12:29:52 PM
Quote from: O Negative on October 01, 2016, 01:50:10 AM
Communicable plant pathogens in a game without communicable human pathogens is a bit of a stretch, in my opinion. It's awesome, but it's a stretch. The coding required for that kind of thing wouldn't be a small project.

depends on how its done, i was thinking of a poison ship type thing but faster and only effecting one kind of tree with a 5% chance to spread to a new kind if left alone, one tree gets it and if you wait it "replaces" for lack of a better term a healthy tree with an infected one in a spreading ring, as for the wood when chopped has say....a 0.50% chance of spawning infected wood of the same type as what you cut (apple maple oak poplar ect) with no major telltails save a small visual effect or tiny hint in the text to make you need to pay attention.

i would also make it so only player grown trees can be affected, there are a couple ways to code it i think but damn it jim im a trucker not a game programmer so dont ask me.
#37
Ideas / Re: Fruit
September 30, 2016, 09:55:57 PM
how about take the rasberry bush approach, you can harvest it when fully grown and it grows back or it can be cut down entirely for wood, make it take say a year or 2 to grow and provide a ton of food the year AFTER its fully grown all at once but only gives a yield once per year, twice in an all year growing biome, Then each type can have a blight on a single field that will mean you either burn or destory that field if it spreads too fast or lose all of them, maybe it can even start to spread to other kinds of trees once all the origional ones are gone I.E an apple virus or infestation that moves to peach trees if its left alone long enough to infect all apple trees, make it so infected wood has a low chance of infecting other trees as well even if cut down so its a harder choice then just slice down a few trees and use the wood, Hell you can even make diffrent woods have diffrent levels of beauty, for example cherry wood will look nicer then oak but not be as strong, so you can choose to grow fields for wood, food, or both.

this way you have to make choices like you would in real life, do irl, do you chop your food trees down for wood for winter or to sell or turn into art? how about one tree got a beetle infestiation, do you burn half the field and for sure kill the infestation or cut or burn the infected trees down and hope its enough to stop it and that its fast enough to prevent the spread to the rest of your fields? do you keep the cut wood even though there is a chance the infestation can still spread?
#38
Ideas / Re: Could you make some new colonist races?
September 30, 2016, 09:44:36 PM
draegons link covers most of it but i think as the game goes forward we will see "races" such as high G worlderd who are short snd strong (dwarfs) tall people from low to medium G worlds (humans) people addapted to live with vast numbers of plants and all thay implies such as forrest or jungle worlds (elves) people who intergrate some traits for combat such as being large and powerful and either dumb and fearless or very smart and wise in tactics (orcs) maybe some who addapted animal traits and maybe looks to make up for human short comings (nekos or beast races) perhaps animals spliced with human DNA to make inteligent animals for some tasks (furrys) how about a pre transident race that has blurred the lines between mechanical and biological (cyborgs and androids) the posibilitys are endless
#39
Mods / [Mod request] designate food
September 30, 2016, 07:52:12 PM
so forgive me if there is a mod that does this i looked through the steam workshop and 15 pages here and didnt see it if there is, that said i would like a mod to designate who gets what food, I.E i can have my canabal eat human meat, my greedy bastard eat fine meals and feed my prisioners raw potatos or paste.

thank you in advance.
#40
Stories / Re: Devil's Blessing
September 29, 2016, 04:01:29 PM
i feel you there im a trucker so my game time is...random to say the least.
#41
Stories / Re: Devil's Blessing
September 29, 2016, 01:57:39 PM
Figure ill add my support, dont be discouraged a lot of us read these but rarely comment! Good work so far looking forward to more.
#42
Stories / Re: Shared Map RP Meta-Game (Sign Up!)
September 29, 2016, 04:09:09 AM
As Grey and his band survey the area looking for a safe place to begin building they stumble across some shiny stone ruins spotted with brown flakes right next to a steam vent and the most fertile soil any of them have ever seen, Grey and the other consult and decide even though nothing is left of value in the ruins it is a sign from the gods and the decide to settle here and start making plans for huts in the meantime they place the food they have gathered as they explored within the ruins as the shiny stone seems to keep cooler then the rest of the area, they decide that they will turn this into a holy shrine when the village grows enough.

Soon Starling with the help of the others cutting wood his built some rudimentary huts, They aren't fancy and are not as nice as what they grew up with but the huts belong to them.

As they are finishing the prisioner hut Starling's brother Bascullo shows up having decided to follow his sister

Soon Grey and Starling talk and decide they need a grand hut where a table and chairs as well as a bench to study the sacred slab can be set up Starling agrees and it is soon done, They decide to use the extra space for storage in preparation of moving the stores from the sacred building, Just as they finish a rabid racoon attacks Trobo and has its skill crushed with one mighty blow by Leopord

With a loud scream and explosion the villagers of Muffalo point are awoken as they creep from there huts they see smoke rising in the distance and go to investigate only to find twisted shiny rock that they have since learned from the slab is called steal as they search the wreckage they find strange round fruits that have a soft pink center that is among the best thing any have tasted, When they ask the slab it reply's that the fruit is called watermelon and they learn how to plant it soon after.

One day as Bascullo and Leo are out taming muffalos a giant bang is heard then a drone washes over all making them weak for a moment before it passes as bascullo turns to leo to see if he is ok the heard of muffalo suddenly scream as one and begin attacking leaving both on the ground with many injurys, luckily for them Trobo sees them and calls for help.

Soon all save Starling have been taken down by the muffalo who manages to kill the last 3 alone, She revives Trado and together they haul the wounded back to the camp.

Shortly after this event as they are healing Grey and Trado having always been fond of each other decide to become lovers, Seeing this leo works up the courage to ask Starling to become his lover and she agrees, So to celebrate this he combines the huts of both pairs of lovers and constructs large beds for both and lays bamboo mats down to help make the huts feel more like home.
#43
Stories / Re: Shared Map RP Meta-Game (Sign Up!)
September 29, 2016, 01:11:13 AM
Ok I'll bite, This seems like fun.

Random starting location


Meet the founders of Muffalo point


Our fearless leader, Born of the Muffalo shaman of old and direct descendant of the people of the stars here to lead us to a brighter future, For unknown reasons he was cast out of his old tribe and shunned, His secret however is as a boy he broke tribal customs and entered an ancient ruin considered sacred to all tribes known as the place where the descendants of all crashed in a ship of glittering stone from the sun came to this vast world, He found an ancient trinket in this ancient temple of the gods that is a large thin slab of a material whos name has long been lost to the people with a strange glass and rock upon the top, Engraved upon the bottom in script so old only the shaman still know it are the words "Personal survival computer of Captain Arctic Fox" Whos name is legend as being the one to lead the sun ship through the skies and the one who tried to teach the people the ways of building before being betrayed to this day the Arctic fox is considered a holy animal as a homage to this legend and killing one save in the most desperate of need is considered a curse punishable by death via fire, This strange slab can be opened to reveal buttons and a square of even stranger glass, This slab when left in the sun all day will cause the glass inside to glow and show the sacred words of the old, The buttons can then be made to move and change these words, The words tell of new things and ideas, What to do with them and how to build them.

Grey when he tried to show this astounding find to his father he was cast out and chased for many moons by his tribe they thinking he cursed them by entering the shrine who's name has been lost to time, He has now founded his own tribe and intends to use the sacred slabs words to help his people learn thinking it foolish to spit on this gift from the gods and his direct ancestors, He is also very learned in the way of arts and is able to make things from paint and wood and stone that are pleasing to the eyes, He is however unabashedly lazy and will never be caught cleaning or helping move objects unless it suits his own needs.

Our warrior and defender, He lost his family and his tribe to bandits and evil blood machines of the gods, He will not stop defending his new family until his dying breath he is a master of arms and can use any weapon known to the people.

Our builder, Strong, Powerful and dedicated, She knows the rocks of caves and which are able to be dug out to use as homes and building material and which require strange glittering rocks from the sky in order to break and move, She is tireless in her work and peerless in her construction of adobe and huts of wood and straw.

Our shy and reclusive witch doctor, She watched her entire village burn and her tribe cut down with fire wands by sky bandits and was unable to help her dying tribe watching them bleed out in the dirt from her hiding place under the trash pile where her mother placed her before being taken as a slave and plaything of the sky bandits, She was able to escape and vowed to never allow her ignorance of healing prevent her from helping someone again and learned all she could from every tribe she met, Though unable to inflict harm and always shy and jumpy she is peerless in her ways of healing and plants in all this strange land, She has even learned the secrets of Sky people medicine and is able to use these rare treasures to heal her tribe.

And last but not least, Our cook and maker of clothing and beads, She follows in her mothers footsteps in knowing the secrets of plants and how to combine them into filling dishes that rarely make one sick and keep one strong, She also knows the art of making baskets, leather, clubs, and bows from her father, she is not the best crafter known to the people but by far the best at multiple talents and learns faster then any other, Many expect her to one day surpass her father in this regard and even her mother.


Our fearless new tribe of a strange new grasslands thrown together by circumstance staying together from need will they prosper and thrive? Or will they perish and succumb to the dangers and hungers of this place? Will the ancient slab bring them back into the prosperity known to the ancients as the paradise of an advanced colony? Only time will tell.
#44
General Discussion / Re: Firefoam poppers explained
September 22, 2016, 06:39:12 AM
Quote from: mcgnarman on September 21, 2016, 11:38:07 PM
Never gotten A chance to use/install them.

I recomend them, i keep one in each area i dont want to lose, such as battery rooms (after the first time i had a zzzt destroy a room and charbroil a pawn i installed them which is where i learned to love them) in freezers or storage areas, main crafting area of my base, outdoor wooden greenhouses that i havent been able to upgrade ect.

Things are a god send in many many cases, i even kept a few outside my base incase fires got crazy till i figured out concrete is a great fire break i also keep one at the door and in the middle of my hydroponics greenhouses, nothing ruins your day faster then a fire taking out an entire rooms worth of hydroponics.
#45
General Discussion / Re: Returning raiders?
September 19, 2016, 02:35:58 PM
Well i tend to remove both legs and arms put pegs on, before i remove a kidney and a lung then let them go, if i knew i could get them back id use bionic eyeballs then remove those too and send him back as an object lesson.

Would be funny to see him hobble back to my colony waving a sight stick at me and shooting his own guys in the back though.