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Topics - Halinder

#21
Ideas / Fungus
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.
#22
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.
#23
Ideas / Viruses
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.
#24
Ideas / Starvation Craze
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)
#25
Mods / [Request] Alien Species: Dionaea
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: http://baystation12.net/wiki/index.php/Dionaea

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
#26
Stories / We The Natives
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:http://baystation12.net/wiki/index.php/Dionaea

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.)
#27
General Discussion / Reactive Weather
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.
#28
Ideas / Do-Not-Fire Zone
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?
#29
Bugs / Siege Mortar Friendly Fire
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.
#30
Stories / Psychic Drone Goodness
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
#31
Ideas / Colonist Implants
July 14, 2014, 01:55:51 PM
An idea for anyone doing mods:

You know how colonists are kinda basic, not all that tough, and break easy? Why not add something to help combat this? Introduce a machine called an Implanter that takes, say, 700 power to maintain and a decent amount of metal to build (250 or something around that). You have to research the machine and each implant before using it on your colonists (and the implanter should have a long recharge time, like 10 minutes between implants, and if power goes out during that time it resets or stops). Ideas for implants so far:

Empathy Inhibitor: Reduced/completely negated 'observed corpse' and 'witnessed death' debuffs on mood. Disables doctoring ability.

Nutrient Enhancer: Reduces need for food.

Pleasant Hallucinogens: Completely negates 'very ugly' and 'hideous' environment mood debuffs, but not 'ugly'. Alternatively, if balance isn't too terribly upset, it could grant a permanent 'pleasant environment' buff.

Adrenaline: Negates 'wounded' mood debuff, however, has no effect on physical condition. (Could possibly increase movement speed).

Nanobots: Grants health regeneration outside bedrest.

All I got for now. Someone please make this a thing :D
#32
Ideas / Room Scanning and Interior Zoning
July 13, 2014, 01:44:05 PM
Perhaps among our 'Orders' tab, we could have an Inspect tool that allows us to scan areas to see how suitable they are for our colonists. We can already see the brightness of an area, but can't see if it's ugly or pleasant, a big factor on colonist morale. This would be extremely useful since I strive to make everywhere my colonists might go on a standard routine as pretty as possible.

Whiiich brings me to my second point. Cabin fever is another dent on colonist morale, one that makes fortress building somewhat harder since walling areas off automatically puts a roof over them. From what I can tell, making a no-roof zone still makes it count as an interior. If I'm right about that, then can we please get the ability to zone areas we actually want to be interiors, whilst everything else counts as part of the environment?
#33
Ideas / Turret Event Suggestion
July 12, 2014, 05:40:41 PM
Just a suggestion for an additional event. The turrets (the vanilla ones anyhow) aren't top notch and are easily faulty. Because of this, an event could be a single turret goes rogue as it can't identify friend from foe. Whether or not it has to be destroyed or eventually wears off is up to whoever decides to do this, be it in mod form or by Tynan.
#34
General Discussion / Operation Weasel Stomper
July 12, 2014, 01:02:05 PM
Today I have a mission for all you Rimworlders out there. Rimworlders? Eh, it works. You see those squirrels and boomrats wandering around like they own the place, nibbling gently on shrubbery and occasionally your thousands upon thousands of potatoes? They squeak and squeal when you end their miserable lives, the ingrates. I challenge you all to make a colony on the largest map type (ludeonicrous? I forget) and coat every piece of arable land with flooring to prevent anything from growing. Defend your storehouses and watch as they all starve, and then post the screenshots here. That is all I request of you, carry on your extermination of boomrats, and remember, overkill is the best kind of kill.
#35
General Discussion / Rock Chunks vs. Sandbags
July 11, 2014, 08:17:00 AM
From what I've noticed, raiders and colonists can use rock chunks as cover, making less industrious colonies ripe for the picking by sharpshooting pirates or tribals. Sandbags have this same cover mechanic, except they can be destroyed, whereas rock chunks can only be broken down via stonecutting table. This made me wonder, do rock chunks provide less cover than sandbags, or are they both the same?
#36
Ideas / Guard Mode
July 10, 2014, 07:01:45 PM
You ever get those somewhat useless characters that can do nothing but shoot at stuff, but then you realize you've already exterminated the local wildlife with frag grenades and miniguns? Your only move from there is using them as soldiers, right?

So you hit that draft button and post them up at a checkpoint, waiting for any baddies to drop in so they can get a face full of T-9 incendiary bolts. Soon enough, however, that guy gets hungry! You have to undraft him manually and let him do his thing, before posting him up again. Lot of manual labor for a task that is only situationally handy.

My request here is that we get a 'guard mode' set up for our colonists. To enable guard mode, you hit a hotkey/click a button next to the draft button and their current weapon, and then you click somewhere else to designate an area to guard. The colonist ordered to do this won't be kept under strict control like the drafted units are (unless the target is in their guard area), but will go back to eat and sleep every now and then, and will patrol a small area instead of staying still. Yes? No? Maybe?