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Pornographic Memory
Dec 17, 2008
Harvesting organs from living prisoners is definitely in the game you sick gently caress

(i do it too)

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Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



RavenKrows posted:

I'm still on the fence how much of this post is true if it is any amount greater than 0% I am buying thank you.

It is all true. It is a great game.

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.

RavenKrows posted:

I'm still on the fence how much of this post is true if it is any amount greater than 0% I am buying thank you.

Its with a mod or two, but the mods he's talking about aren't major game changers. You can still make human hats and sell body parts, though the stomach shenanigans require a mod.

Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet)
I got a prisoner who was not so eager to join my colony so I finally said 'gently caress it, chopping you up lady'. We managed to get her arm off before running out of medicine. During the intervening time she decided to join! So I gave her back her arm.

I'm surprised there isn't a massive penalty to relations for 'chopped my arm off you fucker!'

Huszsersvn
Nov 11, 2009

Nice world you've got here. Shame if anything were to happen to it.

Sky Shadowing posted:

I got a prisoner who was not so eager to join my colony so I finally said 'gently caress it, chopping you up lady'. We managed to get her arm off before running out of medicine. During the intervening time she decided to join! So I gave her back her arm.

I'm surprised there isn't a massive penalty to relations for 'chopped my arm off you fucker!'

One of the planned changes is to introduce colony-wide mood penalties for such acts as harvesting organs from POWs. Turning prisoners into games of Operation with half the pieces missing, while expedient, is hardly going to engender confidence in your magisterial governance.
Maybe later down the road, it'll force raiders to think twice about warring with you - they're not going to want to lose against a colony with such an aggressive "waste-not-want-not" policy.

Taeke
Feb 2, 2010


Tias posted:

How do you protect it? No roof zone with turrets around it or what?

I don't put it outside the compound, but I do surround it with turrets and make it difficult for them to leave, with (later in the game) a couple more turrets outside the 'kill'/trade room (without roof, obviously) to make survival very, very difficult for them even if they're able to escape.

Generally speaking it's only the siege invasions and the AI drop ships (that drone if you leave them too long) that give me any kind of trouble, and not even all that much. I usually just send three or so snipers to take them off one by one until they get fed up and charge the base if they're not AI, at which point I retreat my people and my turrets at the entrance take care of the rest. If they're AI I just go all out, but at that point I usually have 4 or so snipers, a bionic minigun guy and a couple of powersuited people to tank the hits.

This is a couple of games ago, and pretty bad, but it does show the basic setup:


It was at the bottom of the map, so all the enemies spawned north having to go through that narrow gap between my base and the water. The wood floor left them no cover at all and the turrets took care of everything. In my newer games there were more turrets and the distance they had to cover was even larger so that even their snipers couldn't take cover. That couple hundred wood and 500ish metal the setup cost is really worthwhile, especially when you consider that most confrontations didn't even need my colonists to intervene, except to repair the turrets afterwards.

If this were a game now, I would've probably surrounded my stockpile there with 4 or 5 turrets and put a wall between it and the (mostly filled) potato field there. I also would've put a couple of turrets covering the exit from the stockpile. Perhaps a wall and bunker or two so that I could've covered it properly with colonists in an emergency.

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.
Can someone explain Minami a bit to me? So I loaded up a new game and I took refuge in a cave and rebuilt the compact research terminal. But now I have a bunhc of items that landed with me (beacon, tools) and a terminal I don't know how to use and I can't really build anything else. I waited several days but nothing jumped out....

Taeke
Feb 2, 2010


Lockback posted:

Can someone explain Minami a bit to me? So I loaded up a new game and I took refuge in a cave and rebuilt the compact research terminal. But now I have a bunhc of items that landed with me (beacon, tools) and a terminal I don't know how to use and I can't really build anything else. I waited several days but nothing jumped out....

Start researching. The terminal you deconstructed and rebuilt servers as a research bench, so you use it to get the basics really quickly (first item only takes 30 clicks/points/whatever) which all branch off into new, increasingly useful stuff.

Don't forget to deconstruct the pods you landed in, because those'll give you some essential tools. Once you start researching it should all become clear, though, just start with Rimworld for Dummies and go from there.

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.

Taeke posted:

Start researching. The terminal you deconstructed and rebuilt servers as a research bench, so you use it to get the basics really quickly (first item only takes 30 clicks/points/whatever) which all branch off into new, increasingly useful stuff.

Don't forget to deconstruct the pods you landed in, because those'll give you some essential tools. Once you start researching it should all become clear, though, just start with Rimworld for Dummies and go from there.

So I'd click on a colonist with researching active and right click on the terminal and got no option to start researching. Is it supposed to work like the research bench does?

FairyNuff
Jan 22, 2012

I'm looking forward to all the crafting changes that'll be in the next alpha, especially the art getting randomly generated names:

Drunk in Space
Dec 1, 2009

Lockback posted:

So I'd click on a colonist with researching active and right click on the terminal and got no option to start researching. Is it supposed to work like the research bench does?

I don't think you can actively make a colonist research (it says something about it being a long-term task when you try). Just turn off all the jobs but research on one of your colonists and they'll automatically use the terminal like they would the research benches in vanilla.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:





This is how you harvest people. Then you can either sell the farm fast, or grab one more optional organ. I didn't get the left leg though, since it was shot off during capture. Tax write off.

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.

Dunno-Lars posted:



This is how you harvest people. Then you can either sell the farm fast, or grab one more optional organ. I didn't get the left leg though, since it was shot off during capture. Tax write off.

Shame you couldn't recruit him.

Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.
I just bought a bionic arm and sold a bunch of resources to a slave trader, but I think they sent me slag chunks. Is that really in the game? Did I gently caress something up?

OwlFancier
Aug 22, 2013

Opal posted:

I just bought a bionic arm and sold a bunch of resources to a slave trader, but I think they sent me slag chunks. Is that really in the game? Did I gently caress something up?

Slag chunks happen when something falls from orbit, or when something metal gets damaged. Traders as far as I know won't screw you out of your order.

Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.
So possibly my shipment was destroyed somehow?

OwlFancier
Aug 22, 2013

Opal posted:

So possibly my shipment was destroyed somehow?

Erm, maybe?

Unless they tried to drop it on top of a roof and the roof got broken and collapsed onto your equipment?

Are you sure it's not somewhere on the map?

Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.
Yep, I'm sure. I just made another purchase but saved beforehand and the first time I did end up with yet another slag chunk which I suspect was another bionic part. When I reloaded I made the exact same purchase and the stuff landed somewhere else in my stockpile with the bionic leg intact. Is there something wrong with my setup?



There's three beacons in total but everything seems to arrive on top of the one I have highlighted.

OwlFancier
Aug 22, 2013

I honestly don't know what's causing that, I've never had the issue when I play.

Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.
I'm save-scumming for now while I research the issue.

On a semi-related note, how do I use neuro trainers?

Slime
Jan 3, 2007

Opal posted:

I'm save-scumming for now while I research the issue.

On a semi-related note, how do I use neuro trainers?

Select a settler and right click the neuro trainer. It's not a surgery, it's just an instant use item.

Huszsersvn
Nov 11, 2009

Nice world you've got here. Shame if anything were to happen to it.

Neuro trainers get much, much more mileage when the recipient in question has a passion for the trade the neuro trainer deals with. All that untapped potential is unleashed like a torrent!

Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.
Thanks! Yep, I noticed that. My gunman went from 12 to 19.

GABA ghoul
Oct 29, 2011

For people reading the thread and who are still on the fence about buying:

It's not a concentration camp or gulag simulator by design. The whole game is just so well made that running death camps can come up as part of the emergent gameplay. Let's say you have all these corpses and POWs after a raid on your base and you are on the brink of starvation and half your crew is dying from infected gunshot wounds in the burned out hospital room. There is just no way to feed everyone. You gotta do what you gotta do, right? Well why not just take out the organs before you bury them, they won't need them were they are going and it will save lives. It a slippery slope.

Eating human flesh is not a central part of the game, just something that's not strictly forbidden by the game engine. You do what you want with that realization.

OwlFancier
Aug 22, 2013

It's a lot like DF in that regard. Only you can actually tell your colonists what to do so you have more direction over whether they are cannibal nutcases or not, dwarf fortress just tends to either do it or not.

Edit:

Updated the OP a little, added a bunch of choice comments by thread posters, the extra links suggested earlier, I can't really think of a better blurb than the one I've already written, I'll check it again for accuracy once the next version is released. Again if any of you have some nice colony/action pictures you'd like to replace the current ones, feel free to post them.

How do I change the thread title, or do I have to badger a mod to do it? Rimworld: A Surprisingly Robust Space Cannibalism Simulator seems appropriate?

OwlFancier fucked around with this message at 17:24 on Nov 17, 2014

awesmoe
Nov 30, 2005

Pillbug

OwlFancier posted:

How do I change the thread title, or do I have to badger a mod to do it? Rimworld: A Surprisingly Robust Space Cannibalism Simulator seems appropriate?

IMO keep the thread title as is - the other ones are funnier, but this one (shock horror) actually tells people what the game is

OwlFancier
Aug 22, 2013

True, just wondering if it particularly grabs the attention or not.

Also I like making lame jokes.

Communist Zombie
Nov 1, 2011

Opal posted:

Yep, I'm sure. I just made another purchase but saved beforehand and the first time I did end up with yet another slag chunk which I suspect was another bionic part. When I reloaded I made the exact same purchase and the stuff landed somewhere else in my stockpile with the bionic leg intact. Is there something wrong with my setup?



There's three beacons in total but everything seems to arrive on top of the one I have highlighted.

No idea if this is causing the issue or not but maybe its due to the walls inside the drop zone? The ai chooses to drop it on a wall turning it into slag because of the collision, thats the only thing i can think off.

Alchenar
Apr 9, 2008

e: my bad

bobtheconqueror
May 10, 2005

Communist Zombie posted:

No idea if this is causing the issue or not but maybe its due to the walls inside the drop zone? The ai chooses to drop it on a wall turning it into slag because of the collision, thats the only thing i can think off.

I've had my beacon in a much smaller space than optimal, surrounded by walls, and never seen that kind of issue.

OwlFancier
Aug 22, 2013

Nor I, genuinely a bit stumped by that one.

OrangeSoda
Oct 8, 2007

OrangeSoda digivolved into Monzaemon!

OrangeSoda has unlocked BEAR POWERS!
Today a bunch of "mysterious crates" fell from the sky in my colony. I had to open them manually to see what was inside, but before I could they opened on their own. It turns out they were full of rhinos. Lots and lots of rhinos! Kinda weird, but okay. I began making plans to domesticate the rhinos and make some sort of farm/conservation program.

Only, shortly after the rhinos arrived, there was this really weird sound and a major event message showed up: "A large psychic wave has hit your area! Your colonists are fine but the local rhinos have gone mad."

An army of rhinos that had moments ago been peacefully wandering my colony suddenly go berserk and begin mauling my colonists. In the hurry to draft everyone, I forgot to realize that they are probably not in the best position to fire. A raider I had converted just before the rhinos dropped from the sky "accidentally" shoots off the leg of the colonist who captured him and then goes "berserk" as well, firing on the other colonists. He's put down, but the damage is already done to both colonists and colony alike.

When I strip him of his gear, it turns out everything he's wearing is rhino-leather. I think my colony was infiltrated by a loving supervillain :stare:

I assume the rhino-drop was an event added by minami mod, right? I haven't seen rhinos in game at all before this. Was the fact that they all went mad a part of the event or was it just really really bad/good timing?

EDIT: A megaevent happened. There was a giant war between all of the factions happening right at my colony. It was pure insanity, with outlanders and friendly tribals charging with my troops while mortar fire rained down on them from the pirate siege camp. Most of my colonists ended up crippled or dead, with wave after wave of troops on each side arriving, turning the entire colony into a warzone.

Eventually, I got a message saying that the friendly outlanders couldn't send anymore help and the pirates were sending a final assault group. As a giant army of pirates neared my colony, I figured "well, it's time to go down fighting!".

A dialogue box suddenly appears saying a rescue ship has found my colonists and offers to get everyone off of the planet. I gladly accept their last-minute rescue and realize this game was money very well spent.

OrangeSoda fucked around with this message at 09:38 on Nov 18, 2014

Pornographic Memory
Dec 17, 2008
The rhinos might be a mod but there's an event in the vanilla game that will drive some/all animals on the map of a given species insane and make them come over to your colony and attack your people.

bobtheconqueror
May 10, 2005
Rhinos are in the base game, either in the arid or desert biomes. Not sure which.

The rhino drop thing is definitely a mod, though, and I'd guess the psychic pulse (which is an event in the base game) was probably also triggered by the drop.

Apoplexy
Mar 9, 2003

by Shine
So JuliaEllie has made another kick-rear end mod to go along with Apothecarius and RumWorld and the Rainbow Roads and poo poo: EUGENICS! https://ludeon.com/forums/index.php?topic=7466.0 You can now make a copy of a colonist's DNA, splice it with another colonist's to create a superdude with 20 in every stat, and create a dozen copies of that superdude using the corpses of the fallen tribals who attacked you!

swampcow
Jul 4, 2011

Apoplexy posted:

So JuliaEllie has made another kick-rear end mod to go along with Apothecarius and RumWorld and the Rainbow Roads and poo poo: EUGENICS! https://ludeon.com/forums/index.php?topic=7466.0 You can now make a copy of a colonist's DNA, splice it with another colonist's to create a superdude with 20 in every stat, and create a dozen copies of that superdude using the corpses of the fallen tribals who attacked you!

Can you use this mod to make a nudist cannibal colony?

marumaru
May 20, 2013



Apoplexy posted:

So JuliaEllie has made another kick-rear end mod to go along with Apothecarius and RumWorld and the Rainbow Roads and poo poo: EUGENICS! https://ludeon.com/forums/index.php?topic=7466.0 You can now make a copy of a colonist's DNA, splice it with another colonist's to create a superdude with 20 in every stat, and create a dozen copies of that superdude using the corpses of the fallen tribals who attacked you!

can i still do unspeakable medical acts on my colonists

Pornographic Memory
Dec 17, 2008

swampcow posted:

Can you use this mod to make a nudist cannibal colony?

oh god how awesome would it be to make a colony of cannibal techno-barbarians who fight and work with no regard for human life because they are functionally immortal due to cloning and eat the corpses of their enemies as well as their own dead

marumaru
May 20, 2013



Pornographic Memory posted:

oh god how awesome would it be to make a colony of cannibal techno-barbarians who fight and work with no regard for human life because they are functionally immortal due to cloning and eat the corpses of their enemies as well as their own dead

time to start a new colony

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Apoplexy
Mar 9, 2003

by Shine
Sadly, the cannibalism part of that won't work well if you require the corpses to produce the clones. Perhaps it's time to start kidnapping traveling groups of fools.

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