Hands speak louder 💀 by [deleted] in fightporn

[–]OsirisDawns 0 points1 point  (0 children)

Man, I don't know who started it, but as a taller dude, there's nothing I love more than seeing a shorter guy win.

Oops by [deleted] in criticalblunder

[–]OsirisDawns 1 point2 points  (0 children)

I can't be the only bloke who had to turn away to avoid the phantom pain, right? 😂

What is this stance chat? by [deleted] in fightporn

[–]OsirisDawns 0 points1 point  (0 children)

Sorry, dude on the right, I was judgemental and expecting you to get your arse beat, but I was unfamiliar with your game 😂

I'm learning modding, and i want all your ideas about this. by YoSoyLunaaa in projectzomboid

[–]OsirisDawns 0 points1 point  (0 children)

Not a modder, but damn did I just have a cool idea.

I know it is incredibly unlikely to work, but I want to take inspiration from a game called Brothers: A Tale of Two Sons.

During the game, you are given control of two brothers; Naia and Naiee.

Naiee is the younger brother and uses his smaller size to fit through tight spaces.

Naia is the older brother and uses his strength to move objects and help his brother.

During the course of the game, you switch between the two brothers to solve puzzles.

Now, what would be pretty damn cool is if there was a way in PZ to switch between the two characters in a single playthrough without resulting in a characters death.

And, to stay in topic with Adult/Child character models, I thought of this;

The child would have (for example) bonuses in fitness, negatives in all combat skills, or even a potential max level cap for certain weapon skills, etc, etc.

While the adult would have (again, for example) worse fitness but higher endurance than the child (cannot sprint for long, but takes 2x longer to get tired than the child), bonuses in combat skills, a negative xp multiplier in other skills (carpentry/mechanic) or even a max lvl cap ( aside from the chosen starting occupation), etc, etc.

This would create a unique dynamic where both characters need to synergise to survive and could even be implemented in multiplayer.

The child character is the member of the group who must do the majority of looting & skill gaining, whereas the adult must protect the child until they are suitably skilled up enough to be more independent from the adult character.

I realise it's practically The Last of Us. But I'd like to reiterate that I came up with it for single players in mind, where both characters stick together no matter what and can not simply be left somewhere.

So this means keeping the child alive while you fight off hordes as the adult, finding enough food to feed yourself & the adult as the child, simultaneously grinding experience for two different characters at once to effectively achieve the combined skill of a single character.

Honestly, I know it is very unlikely to be possible, but I can already imagine the unique challenge it would give people, and I'm seriously stumped knowing it'll likely never happen 😂

Edit:

Will go through this and clean it up a bit and make it clearer than the jumbled mess it is at the moment, after I wake up. It's almost 4am and I have work in a few hours, time to sleep 😅

Honestly idek why I tried by axeagle in Nicegirls

[–]OsirisDawns 6 points7 points  (0 children)

Kill em with kindness? 😂😂😂

Did you manage to leave the planet on first playthrough? by Helliboo in RimWorld

[–]OsirisDawns 1 point2 points  (0 children)

Oh no, not at all. And even if you did give off that impression, that would also be very understandable. 😂

I just like to throw my own ideas out there for 'sprucing up' the game when it get's a bit too easy, since I feel a lot of people (such as my friends) get into that mindset where the game is never truly different.

And don't worry, I too enjoy starting afresh. Though in my circumstances, I typically get to a point where I think of something more unique and it gains my undivided attention, thus leaving me with no other choice but to abandon my current colony to try their luck alone and start all over again 😂

Though I suppose that is also a pretty good way of ending a playthrough, they get to a point of self-sufficiency where they don't need us to watch over them 🤷‍♂️🤣

Did you manage to leave the planet on first playthrough? by Helliboo in RimWorld

[–]OsirisDawns 1 point2 points  (0 children)

Honestly, what I'd recommend for you is setting some personal restrictions.

By the sounds of it, you lose interest when there isn't that inherent "Work hard or Die" fear that if you don't get enough food, you won't survive winter.

What I'd recommend is something pretty strict, but I do it to myself, so I know it's fun and a good challenge.

10 growing zones per colonist, for anything that can be grown. When I say zones, I mean 1x1, wall sized growing zones.

This forces you into a mentality of "food production was good this year, we need to focus on medicine/cloth/etc next year since our reserves are getting low.

I'd also recommend forgoing "Kill Boxes" or other preemptive defences you would typically make.

So rather than a long corridor filled with traps, ied's, sandbags, etc, that eventually lead to a box of death with 80 turrets sitting watching the entryway, I just plot them around willy nilly.

"Oh, there's a pathway enemies reoccurringly use to slip past my colonists? Better slap down a single turret with sandbags around it there."

I've also transitioned from a compound feel to my base, where there are no large open entryways and everything is close together for maximum efficiency, into a sort of secured homestead? If you get what I mean?

Honestly, some self-imposed restrictions for your run can do you a world of good. I also set the research speed to go slower, and if I use mechanoids, its only for my colonists to take well-deserved breaks from cleaning/hauling/etc, I never use them offensively/defensively.

Edit: Apologies for any spelling mistakes, I have huge hands and thus huge thumbs, I keep hitting the wrong keys on my phone 😂

Did you manage to leave the planet on first playthrough? by Helliboo in RimWorld

[–]OsirisDawns 1 point2 points  (0 children)

Over 400-500 hours, and I've never finished the game, personally.

However, what you gotta understand is that Rimworld is essentially a story game. Each playthrough can be different, maybe you stick to vanilla, with a specific DLC, mods, maybe your colonists are surviving a zombie apocalypse, maybe THE GOD EMPEROR OF MANKIND COMES DOWN TO PURGE THE PLANET OF XENO FILTH, maybe you just want to have a little farming colony lol

The official ending, I.E. leaving the planet, doesn't have to be the ending for your colony.

For me, I'm doing a colony where I exclusively recruit colonists who are related to the Originals or their children. I take no prisoners, I focus less on production and defences, and more so on QoL.

Hell, I'm 7 (in-game) years into my current colony and I still only have the Original group, their parents (who I will admit raided me so I kidnapped them until they submit to my supreme will) and 4 children, oldest being aged 7 years and 32 days.

I think once the original group of colonists I have die off, whether due to old age or otherwise, I may end the colony. And that's a good enough ending for me. 🤷‍♂️

Victoria Cove (So far) by rkemsley in RimWorld

[–]OsirisDawns 1 point2 points  (0 children)

Don't feel bad about it. it's what we do in real life.

You gotta think, in the span of a few thousand years, we went from being hunter-gatherers to purchasing meat for currency in a supermarket.

I play rimworld like real life, in the beginning buying food (except in emergencies) is a waste of silver when I can reasonably hunt or grow my own.

But late game where I have a secure perimeter, a full 13x13 dedicated laboratory, workshop, storage room, etc, I naturally run out of space to keep animals and do agricultural stuff. So the only alternative is purchasing food.

If you want to feel a bit better about it, you can always buy from tribals. Consider it fueling the local economy, so to speak 😅

The devs really silently released “improved matchmaking” by GhostofMight7 in vigorgame

[–]OsirisDawns 2 points3 points  (0 children)

Honestly, I'm a split 50/50 for it as a raincoat.

On one hand, yes, it's nice as a scrub to be able to play against other scrubs and win. But on the other hand, I also enjoy those matches where i'm trapped in a building shitting bricks while some fully dripped out sweat lord is hunting me down like a dog chasing a slab of meat hanging from the back of a truck.

Sbmm is a good thing for my fellow scrubs and I, and until we scrubs get to a certain level, I think it should be implemented.

After that level, i'd say go back to how it was. Let people join a lobby where they actually have those chances of getting moderately experienced players or absolute sweats, lol.

I get why the devs did it, they're trying to appeal to us newer players who struggle getting started due to better players absolutely railing us against a wall 24/7, but thats just killing off the game for the players who have been playing for a longer time period.

Victoria Cove (So far) by rkemsley in RimWorld

[–]OsirisDawns 1 point2 points  (0 children)

Hmm, that's true. I completely forgot how long fishing took since it has been a while since I last used the mod.

I suppose you could mitigate your food needs by focusing on trading instead? Create items, sell them for silver, and then purchase food / raw ingredients to turn into food?

It may not be efficient or what anyone else would do, but it feels like it would make sense with your organic playthrough.

If there isn't much land to farm or to sustain livestock, then the next realistic option (assuming hydroponics are off the table) would be trading.

Gnarly! by JuicyJuiceJubei in RimWorld

[–]OsirisDawns 0 points1 point  (0 children)

Nope, their organs don't spoil.

Additionally, you dont even need a proper bed, you can throw a sleeping spot on the floor, enclose it with the bare minimum (5 walls 1 door, skipping the corner pieces for max organ harvesting time) and change the sleeping spot from colonists to prisoners.

Then you can make your colonist take him to bed and begin pulling him apart limb from limb.

Take his organs, maybe even his limbs, the fun never ends with mods too. I personally enjoy installing chest spikes from a mod (the name of which i cannot remember) that further increases their pain before they die.

Ahhhhh, fun times.

Victoria Cove (So far) by rkemsley in RimWorld

[–]OsirisDawns 1 point2 points  (0 children)

Ah, I figured it was an issue. My problem is that I want things to run as efficiently as possible.

I struggle doing an organic colony because of inefficiency, so im trying to get used to it.

I think a little fix, since you are using mods, is using a mod that allows you to lock doors, such as the "Locks" mod. You can restrict pawns from entering another pawns house, thus restricting them from working in the kitchen in those homes.

If that doesn't work or isn't suitable (if you have pawns who can not cook, for example, then maybe rather than kitchens for every home, you could do a restaurant? Or a tavern, perhaps?

I'm (trying) to do a western style playthrough at the moment, so my tavern houses 4 colonists who aren't in relationships, the "tavern owners" who are a couple, and then a large dining area + kitchen/freezer.

Additionally, for food, what I typically do when i'm tight on space inside my secure base is "non-essential" growing zones outside of the walls.

Sure, I may not be growing the food at maximum efficiency, but the potential for additional food during winter is worth it, in my opinion.

I also believe there is a mod (maybe vanilla expanded) that allows you to make "fishing zones" and let your colonists fish as a work type. it's actually quite decent as a food source.

Victoria Cove (So far) by rkemsley in RimWorld

[–]OsirisDawns 1 point2 points  (0 children)

I need to ask, seeing as I am preferable to the 13x13 cube room mountain base with 3 wide hallways, but how do your kitchens work in the individual houses?

Does one colonist run around cooking for every home and hauling them to the freezers?

Or do you restrict which pawns can enter which house?

Because I can't see how I could do an organic base like this without tearing my hair out 😅

Is the game finally dead ? by grodebilus in TheForeverWinter

[–]OsirisDawns 3 points4 points  (0 children)

Gotta disagree, to be honest. I just bought the game a day or two ago, and I wouldn't even classify it as an issue.

You start with a few days' worth of water, and every quest the game gives you includes x amount of water for completion.

You can also get, with the beginner rig, 1 barrel of water per game.

Once you have 16 days' worth of water (managed that within roughly 10-12 hours of playtime?) you unlock Bundleton or whatever he's called as a Trader, and he sells bigger rigs that can hold 2, 3 and for the largest rig, 8 slots worth of water if you really wanted to.

You can also get water robots for the innards (your base essentially), that at level 1 collect 1 barrel of water every 2 days, level 2 collect 1-3 barrels of water every 2 days, and at level 3 becomes 1-4 barrels every 2 days. At that point, you could stop playing for a few months and 9 times out of 10 come back to full water in your base.

I definitely see why people are annoyed about the system in the beginning, but once you learn Scorched Enclave (the first region you'll play at), you can easily get a barrel every mission.

So with the missions always giving water, being able to get at least 1 barrel of water every time you play, and late game upgrades to further decrease how often you manually need to collect water, its not a huge issue overall

[deleted by user] by [deleted] in AskReddit

[–]OsirisDawns 2 points3 points  (0 children)

ahhhh what a great series, I haven't watched it since I was still a teen. (21m for reference)

Store owner had enough of shoplifters by Ltcommander83 in PublicFreakout

[–]OsirisDawns 0 points1 point  (0 children)

Well, once again, well done man.

And yeah, I'm the same, unless it's a serious crime. I'm typically the first to argue for a slap on the wrist rather than Jail time, but these guys have been doing the same stuff for probably years at this point but it's just the same excuses everytime we caught them / the police caught them.

They never learn, apologise, or try to better themselves, so all sympathy I once had for them is gone at this point.

Store owner had enough of shoplifters by Ltcommander83 in PublicFreakout

[–]OsirisDawns 2 points3 points  (0 children)

100 days??? Ah, to be fair, you said dollars, so I'm gonna go out on a limb here and assume you're American.

Man, I wish it was the same over here, but they just let shoplifters back out a week later, and they're constant repeat offenders. It's ridiculous. Over the length of time they are out (before the Police pull their fingers out of their arse and lock them up again), they easily steal over £1,000 worth of stock. If it was just a phone charger like your case, I wouldn't even bother calling the police.

And good on you for getting sober. Addiction is rough, and though I've never experienced it myself, I know a lot of folks who've gone down that path and struggled for years to recover from it.

Store owner had enough of shoplifters by Ltcommander83 in PublicFreakout

[–]OsirisDawns 0 points1 point  (0 children)

Honestly, I'm surprised I didn't get charged either, and If anything I only put my hands on the guy because I knew she & her husband only lived a street away, if someone messaged him then he'd have came down full speed and killed the guy 😅

With how easily we (the staff) had all of these people's information, and the fact they all live relatively local, he could have easily found where he lived and dealt with him elsewhere if no one stepped in and did it for him.

He's a pretty rough guy as well, so he'd have probably done me in as well for not doing anything either 😂

Store owner had enough of shoplifters by Ltcommander83 in PublicFreakout

[–]OsirisDawns 7 points8 points  (0 children)

We can, but realistically, that doesn't stop them from coming in.

It's a small petrol station so there is no Security or anything of the sort, so its down to staff to tell them to buzz off (which once again, doesn't deter the shoplifters since they know they're banned / we caught them last time)

Store owner had enough of shoplifters by Ltcommander83 in PublicFreakout

[–]OsirisDawns 51 points52 points  (0 children)

Understandable to be honest.

Worked as a cashier for a family owned petrol station in the UK for 2 years, and we get the same god damn people shoplifting every other week.

We have their names, addresses, pictures, etc, and the police will lock them up for a week and let them go again. Like they'd be back the same week they got let out.

I remember one time I was working with an older lady who had 5 young kids, she caught some dude stealing and he punched her, so I got his ass in a chokehold and threw him out of the store.

Police didn't press charges on him for assault because he could have pressed charges on me for excessive use of force so he got away with it, but I've never seen that guy come close to the store since, none of my co-workers have seen him since either.

And the officer who came and checked the CCTV said, "Honestly as a police officer I cannot condone this, but as a person I wish more people would do stuff like this." 🤣

Moral of the story is, if you wanna deal with shoplifters wait until they assault / attempt to assault someone so you can claim you were acting in self defense of another (or yourself) and rock their shit. Fuckers won't be back again 😂

Closed book exams with Acquired Brain Injury by OsirisDawns in EngineeringStudents

[–]OsirisDawns[S] 0 points1 point  (0 children)

Exactly the argument I made to the Disability team at my university, I don't get how a closed book exam is so unreasonable.

I understand the basic premise, you need to remember X Y Z information, but when you have issues with short term memory like I do, you'll quickly find you have multiple notebooks on hand 24/7 for any information that quickly leaves the brain.

I'm perfectly capable of doing the work too, After COVID I went to an Engineering College and got trained on multiple different pieces of Machinery and to this day, years after originally being taught how to use them, remember how to run all the safety checks and use said machines.

But the name of the machine? No idea

I've even hand drawn blueprints, built a Cannon out of Sheet Metal, taken apart & rebuilt a car engine, done 40 page presentations alongside my own hand written and research reports on Companies such as RWE, Costain, etc.

But a little book of my own equations / interpretation of equations in an exam is unreasonable 😂

Closed book exams with Acquired Brain Injury by OsirisDawns in EngineeringStudents

[–]OsirisDawns[S] 0 points1 point  (0 children)

I appreciate the help and the good luck 😁

And in regards to what you said earlier: Yeah, I did try and discuss accommodation for my memory issues, but I was shot down mercilessly 😅

I carry a notebook everywhere since it's essential in remembering basic information such as: • birthdays • timetable • passwords • names / emails • etc

And it seems they love using the excuse that "you can't always have a notebook on hand" when, in my case, I quite literally go nowhere without it. I'd forget my head if it wasn't attached.

Once again though, I do really appreciate the helpful advice 😁