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Topics - Halinder

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General Discussion / Rimworld City Colony
« on: November 15, 2014, 10:03:56 PM »
Has anyone built a colony that actually appears as though it's a city? Maybe not with everyone having their own house or stores everywhere, but at least the road layout, lamps on the streets, alleys and everything -- basically city infrastructure, with dense population centers in the middle, perhaps industrial areas too, and farms on the outside.

Stories / This Is Why We Think
« on: November 06, 2014, 11:53:20 PM »
So, one of my colony ideas resulted in a large central area with side-lots for farming, each of them slightly open to the sky in the middle with sun lamps lighting the corners, a massive wall encapsulating the entire place. A group decided to drop into one of these side-lots, so whilst they were getting through the three sets of stone doors I put two layers of stone walls on the other side. Since they were kind of clueless after that they instead turned around and began lighting sun lamps on fire.

In a closed /farm/.

It wasn't too long before the beating on the stone walls was halted by burning Austrian paratroopers, the 'given up and leaving' notification showing for their group with nowhere to go meaning they began wandering rather than attacking walls. They're okay, however, since they have food on them, but wait, I have a zombie mod installed. A zombie mod that, when it goes airborne, all bodies turn in three days of death unless rotten -- and these, quite clearly, were fresh. It was beautiful to watch as the quarantined survivors began to slowly deteriorate into insanity, a psychotic rampage sending a flurry of bullets across the room before a day later what little sane survivors were left were soon in a room with a lot of bitten not-so-sane survivors. Combined starvation, burn wounds, and accidental friendly fire meant that the coming days lent me an entire room of zombies.

Guess the next sky-drop is going to be in for a surprise.

Suggestions / Fire Creating Light
« on: November 06, 2014, 11:07:43 PM »
Title says it all. Figured it'd both be more realistic and add more dynamic to fights, get someone with molotovs/incendiary launchers to set the enemy side on fire so your colonists can get better shots on the enemy.

Stories / Rimworld SWAT Training
« on: November 03, 2014, 10:00:50 PM »
Recently I've taken to avoiding the linear game and instead setting up scenarios in godmode, one of these scenarios having been a pirate outpost in the process of having a quarantined zombie room broken down by mortar shelling (the siege base used as a supply area for the SWAT team of 6, equipped with armor vests, synthweave clothing, military helmets, and M16's). The SWAT team was sent in, breaking down the main and only door to be met in a corridor with a merc sniper and pistoleer. A brief exchange of gunfire and both were down, before the teams broke up into squads of 3, clearing each room with minimal casualties. Well, then zombies got past all the frantic pirates and onto the SWAT group, killing 4 out of 6 of them and forcing the last two to retreat back to the siege base. Since zombies tend to straggle, the small group tailing the two members were able to be taken out hit-and-run style (at the loss of a mortar to blow up four).

Fate was not on our side, however, because the 'zombie virus airborne' event hit that night. The fresh pirate corpses from actual shootouts began sprouting up a few days later (we took to shelling the base) and straggling out in masses, actually getting close enough to bite one of our members. The zombie virus would not kill her for a few days, so I decided it'd be best to keep her around, getting a little daring with the half-dead member to kill more and more. It was actually looking up, before in one of the attacks her infection got pretty bad and resulted in a very slow pace, getting her eaten alive. Our last member, Big Red, was having enough of it and went psychotic, throwing himself into the horde and taking down three of its members before having his leg ripped off, left to starve.

SWAT teams are not prepared for zombies.

General Discussion / Rimworld: Secret Troll?
« on: October 12, 2014, 03:40:58 PM »
A topic for all of you to share how Rimworld torments and teases you with events and the like.

For example, a solar flare and then three exotic goods traders..

Suggestions / Fungus
« on: October 04, 2014, 04:44:41 PM »
If you've ever paid attention to grass or flames in Rimworld, you may notice they occasionally let off small 'spores', which float around trying to find adequate soil or flammable objects. What if we had this kind of stuff for fungus? If the spores reach a dark area then they'll begin to grow there, forming a massive blob that can suffocate mountain colonies if not taken care of. It could be a nice surprise for one of the locked away rooms, too.

Off-Topic / The best/worst thing you've ever been banned for
« on: September 21, 2014, 09:22:23 PM »
Share your stories regarding things you've been banned for, any game, any server, stuff like that.

Space Station 13, running into departures/escape after singularity was released and letting off 5-6 EMP grenades, 3 smoke grenades, and an incendiary grenade. It was an RP-rev round, and some silly engi screwed it over by leaving the particle accelerator at 2 strength. So, everyone went into escape, and in a final act as head rev proceeded to set off all the bombs, killing 12 people including myself -- 3 of which head revolutionaries, 3 of which heads of staff, the rest crew members.

I got a week ban for it. It was blissfully stupid and probably the most hilarious non-changeling thing I've done although I doubt I'll be trying that again, like, ever.

Suggestions / Viruses
« on: August 04, 2014, 01:00:43 AM »
Having a nice colony is great and all, and sure the raiders are pretty horrible sometimes, but doesn't it just feel like something is missing? Bodies smell bad and colonists don't like that, but it doesn't infect them. Raw food is eaten and nothing. Squirrels carrying diseases go insane and bite people but they're fine apart from scratches.

It'd be nice to have viruses able to contaminate colonists, with different types per occasion and separate methods of spreading -- contact, airborne, bloodborne, or special cases for some.

Of course, it'd need to be able to be stopped. The doctoring role could take precedence in delivering colonists into a new bed type, quarantine. Anyone marked for infection would be taken and locked up like a prisoner -- but that just stops spread, it doesn't cure the disease. Late-game there should be a set of workplaces like an isolator to separate the virus from the infected's blood (allowing doctors to remove blood from patients) and a centrifuge to create antibodies from the virus. Anyone injected with the antibodies will be cured from the virus and unable to be infected by the same one permanently.

Suggestions / Starvation Craze
« on: July 30, 2014, 04:39:08 PM »
When locking six prisoners in a room together and letting them slowly starve, I realized that someone driven to a psychotic rampage beating others down should actually try to sate their needs. Is there any way to make prisoners try to eat other prisoners raw? (or colonists for that matter)

Mods / [Request] Alien Species: Dionaea
« on: July 29, 2014, 11:38:17 PM »
This mod request is the introduction of a new colonist species into Rimworld. For in-detail fluff on the species, see this link:

For basic mechanics on the species, this is the only bit needed:

Dionaea must be in lit areas to survive. Darkness will cause damage and eventually death. However, light increases nutrition.
Dionaea Nymphs are grown in hydroponics trays in botany.
A Diona Nymph must steal blood in order to progress. Stealing blood helps them understand languages being spoken, and will eventually let them evolve into an adult if they also consume enough food. To grow into an adult, a nymph must consume a very large amount of plants (much as a boomrat or squirrel does) instead of relying on light.
A Diona Nymph moves about as fast as a regular human, whilst adults are far slower, matching walking speed at best.
Fire is extremely dangerous to a Diona. They will die much quicker than humans can by burning. They cannot fight fire for this reason.
A Diona cannot be rescued once downed. After reaching critical condition, light no longer heals them, and they simply die slowly by starvation and wounds.
A Diona does not need to sleep. Period.
If too many are present in an area, they will leave to form a gestalt elsewhere as per instinct.

If someone could make it so that we could grow fellow diona buddies as colonists, I would be a -very- happy person. Pick and choose attributes as is needed to make this mod work. If not then someone, anyone needs to make a mod to introduce some kind of alien species that isn't human to colonies :D

Stories / We The Natives
« on: July 29, 2014, 11:11:17 PM »
((This story is based off an alien species that already exists in an old game known as Space Station 13. The wiki page regarding the species (with some game mechanics involved) is seen here:

We couldn't have known they were the conquerors, the same way that we couldn't have known they could not be helped, or befriended. They did not like the way our children burrowed into their metal cases, nor how blood was stolen neatly and quickly -- they called this invasive, whilst we called it feeding. They disliked the way we did not allow them to turn our lights off when they slept -- it bothered their rest, but darkness threatened our survival.

There were many things we could never have known, but we tried, unlike the three ones they called Human who fell from the Grand Void into our body. Their metal churned our young, but more could be made, and the biomass easily seeded once more. It was not our belongings for which we worried, but for theirs, and for their safety. We knew not of how they lived, for they had the flesh of the Woolen yet minds which struggled to make themselves individual. It seems the shock of discovering us, a species unlike they had seen before, drove them mad with worry, with concern and uncertainty, feelings we discovered plagued their existence with hateful actions they would soon bring upon us.

We were The Scintillating Stars, a single Diona among the others. Unlike most of our brethren gestalts, we misjudged our orbit, joining with a planet most unfortunate to thrive upon. The ground scorched us, animals fed from us in clusters, and bolts from the sky charred the newly joined -- but we lived. From what pockets of fertile land there were, we grew on the surface, and soon adults such as I began to branch off once more to expand the community, a rare occasion fit for our rare circumstance. Benevolence drove us further into hiding, for those humans which we helped soon came in far greater numbers from above. For days they tore into our carefully laid home, claiming it as theirs and that we were inferior 'heathens', a concept of theirs we later knew to be racism. Many of the adults, my kindred, died not in a battle against the humans, but calmly nurturing the gestalt in blind attempts to continue its repair.

We were the few who escaped into the arid lands beyond. Confusion swept our minds -- betrayal? Greed? Our kindred slaughtered for little more than pointless hatred from a species too stubborn for sharing, too prideful to give mere aliens even a chance. Were we to take revenge, or were we to grow in silence in a land that would surely kill our kind?

(Yup. I know it's choppy. Sort of tossing ideas around, not sure if I want to write a full story for this or not, and the style for the species is somewhat difficult to get used to.)

General Discussion / Reactive Weather
« on: July 26, 2014, 11:42:23 PM »
Has anyone else noticed that when large fires rage across the map, rain is more likely to occur? Whilst in developer mode I had 32 colonists on incendiary mortars ripping apart pirate sieges, and couldn't keep the weather clear for more than twenty seconds on triple speed. Instead, it kept reverting to Foggy Rain until the fires died down.

Suggestions / Do-Not-Fire Zone
« on: July 17, 2014, 09:18:30 PM »
As one who enjoys their artillery, it's quite nerve-wracking when you expect your fully responsible mortar crew (consisting of a single chef) decides it's a good idea to surprise the enemy at your door by opening it for them -- and of course I mean opening a hole in your previously secure blood fort. Is it possible to mark areas off for turrets/mortars to not fire on? If not, can this be made a thing?

Bugs / Siege Mortar Friendly Fire
« on: July 16, 2014, 09:05:37 AM »
Whilst playing around in developer mode, I decided to activate two sieges from factions that were at war with one another. It took me a few tries to get them at opposite ends of the map, so what happened was that some raiders took control of outlander mortars after murdering them, whilst the outlanders did the same for any raider mortars around. What happened was that the mortars seemed to have been preset to fire at one faction, or something of the like, as raiders would fire on themselves as close as possible and vice versa for the outlanders.

Stories / Psychic Drone Goodness
« on: July 15, 2014, 10:31:27 AM »
Playing on Chill Cassie, I didn't expect the third raid to be power-armored pirates with mortars and energy rifles. I also had a psychic drone going on, the event without the AI core that disappears after a few days. I tried building turrets near the siege equipment to wear them down, but those got blown up and I very nearly lost colonists to it.

Then suddenly a day later, exhausted and at the whim of the psychic drone, the pirates all began gunning each other down madly. Free power armor and rifles, and the metal from deconstructing never hurts :D

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