anti thieving fix

Started by NalyKalZul, July 31, 2016, 12:31:45 AM

Previous topic - Next topic

NalyKalZul

does any know if there are any mods that either allow me to lock section of my base as absolutely of-limits to visitors/traders for this version of rimworld?

i did found some very outdated mods that fixed this, but with that info i also found out that tyrian removed a old lock system because some people abused it, and reading though those old topics i have to agree. really wtf... what kind fix is that?

however seeing the latest alpha 14 update section for exploits.
Traders, visitors, raiders, kidnappers, animals, etc will now escape if surrounded by walls with no way out.

al you really need to add now is make a faction plain pissed of the above mention event triggers and viola, technically no more reason to keep the old lock system out of the game is there?

and this issue is also absolutely unfair: it's your map, so any problem on the map by default the players fault
if any faction will get pissed at your for letting a traveler pawn get wounded or even die on your map, even when there nowhere near your base. i play 400 sized maps by default.
it's really likely to make a faction just outright hostile to you if some dies in your base outright, clearly being on the map counts as the player being guilty no matter what happend, even if two hostile faction duke it out somehow.
not to mention letting them stand in front of this section of gun turrets that is trying to mow those raiders down.

the other solution would be overriding some the mechanics in the paragraph above this section, simple give the players a option to shove a shotgun or minigun up said thief's arse and pull the trigger, with no mean that the faction he/she belongs to become be pissed at you. but i am pretty sure players find that very easy to abuse so i doubt that would ever happen.
same for the gun turrets there automatic, the idiotic traders simply wanted to lead based dodge ball practice.


but with the current state of the game i am even willing to settle for a no visitor/trader fix at this point and just trade with space traders only, just purging the mofo's right out of the freaking game.
i can balance the no trader part out with the bulk trader mod and its config settings.

and yes i understand the game is still early development, but if anyone can just for a moment look through the historic updates. they quickly find this should never have been a issue anymore at this point  :-\

and it is really just the unfair thieving part that is pissing me of badly.
at this point i just want a physical copy of the game, so i can just burn the damn thing  >:(

b0rsuk

Visitors and traders can now dig out when walled in, so can't locked doors be restored please ?

erdrik

Quote from: b0rsuk on July 31, 2016, 06:17:19 AM
Visitors and traders can now dig out when walled in, so can't locked doors be restored please ?
+1

Im all for this.

Havan_IronOak

I'm all for restoring some kind of locking. Perhaps a "Do Not Disturb" lock might work.

I see it as serving two functions:

1) It would keep random wanderers out of other people's bedrooms when they are sleeping.

2) It would allow you to set up an area under guard. By drafting a colonists and putting them in that room the door would essentially be locked. Course it would cost you the guard's time and they'd need to be relieved so as to eat and sleep. This would make it much harder to exploit.

Lightzy

"Give key to" can also function as overlaying zones for your pawns.

Create a locked room, and you have a "give key to", and only those pawns can open that door. That could be really useful.

You could create a special room in your fridge with the "good stuff" and give the key only to KINGPAWN! (or depressedpawn.. to raise spirits)

FlayedOne

#5
Thieving is only part of the problem. Yesterday I had this situation:

A trader came to my mountain base. As usual, the whole caravan chilled in front of my vault. Everything was fine until a raid came.

The raiders were friendly with the caravan. When they came to my doorstep they mixed with the caravan! The caravan just stood there chilling as if nothing was happening, while my guys were shooting the tribals that stood between them (using modded embrasures, from inside the vault). Then the tribals set my forest on fire (I'm growing trees for use in the fueled generators), and some caravaneers got burned due to the fire. Thankfully my guys didn't hit anyone from the caravan, so they were not hostile, but little did I know the worst was yet to come.

A burning caravaneer run through my door opening it for the raiders! The doors were made of stone, so they took a long time to close. 3 tribals got inside. This shouldn't have happened.

A good enough solution for me would be a trading post which would mark the place we want the caravans to stay at.

-edit- I tried to reproduce it, but I can't. Strange.

CannibarRechter

I've been meaning to try the Hospitality Mod. You can make a Visitor suite with that, can't you? I've been wondering if traders would automatically go to your visitor suite...
CR All Mods and Tools Download Link
CR Total Texture Overhaul : Gives RimWorld a Natural Feel
CR Moddable: make RimWorld more moddable.
CR CompFX: display dynamic effects over RimWorld objects

b0rsuk

Another anti-thieving fix of sorts: meals and beer with a laxative. Causes food poisoning when a trader's mufallo eats it. Or diarrhoea.

milon

Or just pure beer.  If there's no other food around, they'll enter the binge-blackout cycle until they die.  :D  (And an incap'd muffalo will drop everything it's hauling!)

FlayedOne

Quote from: CannibarRechter on August 03, 2016, 11:54:01 AM
I've been meaning to try the Hospitality Mod. You can make a Visitor suite with that, can't you? I've been wondering if traders would automatically go to your visitor suite...

No, they don't. Only visitors do.