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Topics - Mihsan

#41
Stories / Farewell, my chinchilla fur industry.
August 25, 2015, 02:04:49 PM
So I had this small chinchilla shed. It started just with two animals, that I bought for fun. It took me several years to bring the count up to 18. I appreciated them more than anything on my base.

And then those raiders came with mortars. They shot a few times, but I charged forward and killed them all fast and simple.

But when I started to assess the damage I saw this. My poor little animals.



#42
-What the circumstances were.
So this "evil" ship part fell right on my pasture with my animals there. And there was my pig right near this ship part.

-What happened.
Pig ignites spontaneously and starts hitting this ship part.

-What you expected to happen.
Pig not hitting ship part. And possible not igniting too (was that normal? not sure).

-How we can reproduce the bug.
Ship part sets tamed animal aflame?

[attachment deleted due to age]
#43
-What the circumstances were:
I was butchering chickens for food. I was making sculptures for silver.

-What happened:
Almost all my sculptures are about killing chickens.

-What you expected to happen:
Art about more important events.

-How we can reproduce the bug:
Have a chicken farm and make art.

[attachment deleted due to age]
#44
- What the circumstances were:
I get huge pack of manhunters event (tested with wargs and boars). I get inside of my base and wait for pack to go asleep.

- What happened:
I get out and shot manhunters one by one. Only the damaged animal wakes up. Others are ignoring anything, what is happening (colonists runing around, firing noise, wounded animal noise?). Super easy way to get tones of meat.

-What you expected to happen:
I expected all pack to wake up and attack me. Just another way to die.

-How we can reproduce the bug. This part is important!
Attack sleeping manhunter pack.

[attachment deleted due to age]
#45
I did not know where to put this great documentary video about Tuva (the place on the far south side in Russia near Mongolian border). IMO it has much relation to RimWorld and can give some ideas and perspective, especially in connection with A12 (pls notice me senpai Tynan!), so I will put it here. This video is in russian, but it has english subtitles.
http://www.youtube.com/watch?v=zstEi3r_SlI

Presented:
- Survival (or just living?) in conditions similar to RimWorld (place mostly isolated from civilization, but it has limited access to modern technology)
- Animals, animal taming and training, animal care (that bull lost his eye... and they cleaned wound with diesel fuel; also they operate saw off horns from deers so they would not hurt anyone), hauling stuff on animals (tamed deer is hauling huge logs - how awesome is this?)
- Primitive buildings (making, repair, heating)
- Some food preservation ideas
- Hunting, nomadism, trapping
- Little about religion and traditions
#46
Ideas / Steel is acting not as steel at all.
January 25, 2015, 11:20:46 AM
Steel is acting not as steel at all. Am I the only one, who is frustrated about this?

I mean "steel" in RimWorld acts more like aluminum and it's alloys: it gives low armor and it can burn.

As I see it:
- Steel walls and doors should be different. They should be rare, expensive and strong. Stronger than stone ones. Real blast doors and vault walls.
- On the other side current "steel" could be renamed into "alloy" (light alloy? must something simple and general...) and be perfect as it is. Because such thing looks ideal for building your space colony.

Also would be nice if metalls will need to be processed from raw ore into usable form before you actually could build from them.
#47
Some brainstorming ideas:

Blood:
- Harvesting blood (from prisoners and colonists)
- Infusion and transfusion
- Using blood in operations as resource
- Crafting from blood (different medications, blood plasma)
- Blood groups (randomly generated for each pawn)

Diseases:
- Organ-based conditions (bad kidneys, heart, liver, lungs...)
- Occasionally heart attacks for those with bad heart
- Terminal diseases like cancer
- Broken bones
- Diseases requiring special medications (quinine for malaria, insulin for diabetes ect.)
- Diseases requiring medications for a long time or even lifetime
- Food-based conditions (obesity, diabetes, gastric ulcer, food poisoning, parasites)
- Animal diseases (plaque, anthrax, smallpox, tuberculosis...) saved in meat, transmission to colonist: with butchery, walking on dead body and blood, cooking and eating raw or cooked (all listed with different chances)

More medical items:
- Separate items for different actions (hemostatic, bandaging, antiseptic, antibiotics, anesthesia, pain relieving, surgical instruments, disease-specific medications)
- Medications to use in combat w/o doctor or bed (pain relieving, hemostatic, stimulants)
- Bangages (cloth, medical bandage, some hi-tech bandage for fast healing)
- Add alcohol, please (which is antiseptic, anesthesia and pain relieving tool all in one!)

Tools for morale management (and huge source of troubles money for colony):
- Alcohol
- Tobaco
- Drugs

Distribution management for food and medications:
- Some table in which I can specify what my colonists and prisoners can use as food and for healing and in which order (something like manual job order distribution)
- Ability to segregate my colonists in consumption (and creating different groups of segregation)

For example:

Group #1 (hunters & soldiers)
Will eat: 1) Survival meal, 2) Simple meal, 3) Raw food
Healing: 1) Glitterworld med, 2) Medical kit, 3) Herbal med

Group #2 (too smart, neurotic, volatile... but needed people)
Will eat: 1) Lavish meal, 2) Fine meal, 3) Simple meal
Healing: 1) Medical kit, 2) Herbal med

Group #3 (prisoners & worthless colonists)
Will eat: 1) Simple meal, 2) Nutri-paste, 3) Raw food
Healing: 1) Herbal med

Group #4 (prisoners, that i want to recruit)
Will eat: 1) Fine meal, 2) Simple meal, 3) Nutri-paste
Healing: 1) Medical kit, 2) Herbal med

Rotten stuff and garbage:
- Food could have small chance of causing food poisoning, proportionaly based on it's expiration date; expiration date of used ingredients could affect
- Crafting could create garbage (or just slag?), which must be stored in dump or be utilised
- Cooking, eating and medical operations could create biogical waste (to store in dumping pile or be used somehow)
- Rotten stuff indoors could give huge morale debuff for stench, smaller debuff when outside and even less if stored in dumping stockile where it belong (also pawns w/o nose should not suffer from this debuff)
- Some way to utilise rotting stuff (compost pile? crafting of soil enrichers? use it in hopper with fertilizer building?)
- After completely rotting items could leave huge spot of dirt, which is hard to clean
- When not frozen rotten stuff could attrackt animal scavengers (megascarabs for begining?)