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Messages - Swat_Raptor

#16
Ideas / Re: Venom/Poison
July 18, 2017, 11:23:40 AM
Quote from: cursedrena on July 17, 2017, 09:45:58 AM
Just wanted to get the idea for stuff out there. Using poisons for traps is definitely a nice possibility. Sleeping most likely since anything else would be risking poisoning yourself if you ate it.(brings up an interesting idea with raiders poisoning your food supply)

I wonder how easy it would be to make it so that Poisoned food is only edible to animals and not people, sort of like how Thrumbo and Alpha Beavers can eat wood but People and other animals can't.
#17
Ideas / Re: Venom/Poison
July 17, 2017, 09:20:24 AM
I really like the idea of additional poisons, thou its kinda of a nice extra feature which would make a good mod rather than something that has to be in the base game.

what would also be fun is poisoned food or bait for predators. rather than risk hunting the dangerous game just take a fresh tasty looking rabbit (laced with some poison, or sleeping agent) for the predator to gobble down and take a long  nap latter.
#18
The other day I just had the hilariously ridiculous situation of a Mom and Dad (still together) raided a colony which their son and daughter lived in.

I was able to kill off enough of the non relative raiders for the raiders to flee and Mom and Dad ran off together (un-damaged) to raid their kids colony again another day. And in fact 2 raids later they are both back to cause havoc again.


To bad there is not yet a feature for Mom and Dad to instead of running away to throw their weapons down and say, hey kids we're going to surrender to you now.

or the one of the kids just breaks and and says: Really 3 Raids, THAT'S IT, YOUR DEAD TO ME.
#19

there isn't a lot of reasons for these instant learning modules to counter some of these psychological traits in a logically sensible ways. However I don't really see a need for anything more than a loose reason to be provided. it seems like a fun item which I would certainly send caravans out to retrieve, or spend a lot to purchase.

Some traits like pretty, kind, abrasive, yea it would be ridiculous to have a beautiful neuro trainer, however it would be fun to find one and figure out what to do with it..


When looking at some prisoners or potential recruits I almost never consider some pawns with certain traits, or who can't perform to many jobs types. they just will end up being useless or too problematic.

But Just think, finding a Hauling trainer, all those stuck up pawns who won't haul to save their lives, You can finally get a honest days work out of them.
#20
Quote from: Wheatley on June 20, 2017, 10:21:43 AM
I usually save up for a painstopper for those wimpy colonists. After one went down fighting a mad monkey I knew his brain needed playing with.

Your right that some of the traits already have ways to effectively counter or level out the bonuses from.

but then there are traits like Bloodlust, pyromaniac, or Chemical fascination
#21
So I like how there are sometimes Neuro Trainers in item stash's but I was thinking.

what about a neuro trainer to add or remove some traits? remove wimp, or add steadfast

or a Neuro Trainer that removes work restrictions, have a pawn that won't haul, grab a haul trainer and jab it into that lazy pawns temple (I like to imagine that Neuro trainers work by just jabbing it into your forehead).
#22
So I saw that the stats for the tool belt has changed from global work speed to a few more specified stats.

this makes enough sense to me

but I kinda did like using the tool belt in previous versions to boost my crafting.

thou this made me realize that there isn't really any mods which add something along the lines of a advanced tool chest, or perhaps a table saw or drill press, or air compressor, things which I would expect to see in any respectable tool shop but that I don't see in Rimworld.

#23
Ideas / Re: Animal is hunting colonist!
June 16, 2017, 03:21:27 PM
I'm not sure we need a full blown Red siren event every time a predator gets hungry because their hunting target can change as soon as someone walks through a door.
The animal isn't targeting your pawns to take you down a peg, they are just going after the easiest available food source (which does make me think a item which functions as poisoned Food would be cool to have).

But I don't see why we couldn't have a wild animal starvation notice, just like you get one for your own animals when they are starving.
#24
Off-Topic / Re: Count to 9000 before Tynan posts!
June 14, 2017, 07:04:53 AM
6451
#25
yea I've seen this happen a few times now, Non sapper raids waltzing towards a kill box but stopping short of it, then they stop and wait around and leave eventually.
#26
Off-Topic / Re: Count to 9000 before Tynan posts!
June 07, 2017, 07:57:29 AM
6380
#27
the work amounts for some of the tools, well I'm pretty sure are off

pick axe 5000
tool belt 7000
advanced tool belt 9000
chain saw 55000 <-----  ?? is this a typo
#28
I agree with your points

also its kinda strange that organs and Ribs are either in perfect health or are utterly destroyed.  (there is  the chance of cancer and a bad heart but that's is totally unrelated to combat as far as I know)

having things like partially damaged organs or bones I would definitely find much more palatable than you take a bad hit it and now its completely gone.

The Current system for a fairly simple dmg system it works pretty well and introducing new types of dmg would certainly be more difficult to balance, thou I think it could be done and result in a much deeper game play.
#29
Off-Topic / Re: Count to 9000 before Tynan posts!
June 03, 2017, 11:18:05 AM
6350
#30
Bunny attack a centipede, afterword the whole raid of Mechanoids gathered in the middle of the map and started wandering aimlessly.

Presumably because of a Bug or something about the Mad rabbit caused the group of rampaging Machines to have a existential crisis.

see image attached

[attachment deleted by admin due to age]