Difference between revisions of "User:Aazard"

From RimWorld Wiki
Jump to navigation Jump to search
 
(159 intermediate revisions by one other user not shown)
Line 4: Line 4:
  
 
== To Do: ==
 
== To Do: ==
 +
* Making People Happy, Using Other "People" - [https://www.reddit.com/r/RimWorld/comments/r2nrbb/making_people_happy_via_tyranny_beautifully/ Link]
 
*Body Modification: For Fun & Profits Guide.
 
*Body Modification: For Fun & Profits Guide.
*Body Modification: A Cruel Tyrant Slaver's Guide.
+
*Body Modification: A Cruel Tyrant Slaver's Guide. A "deep dive" into topics touched on in: Making People Happy, Using Other "People" (& more).
 
*Slave "Care & Feeding" Optimization ''('''Done''', Polishing & Double checking before submitting)''.
 
*Slave "Care & Feeding" Optimization ''('''Done''', Polishing & Double checking before submitting)''.
 
*Prisoner "Care & Feeding" Optimization ''('''Done''', Polishing & Double checking before submitting)''.
 
*Prisoner "Care & Feeding" Optimization ''('''Done''', Polishing & Double checking before submitting)''.
Line 13: Line 14:
 
*Max Difficulty Scenario/Ideology Possible ''(Blind + Guilty + Cannibal + Raider's or Proselytizer's?)''.
 
*Max Difficulty Scenario/Ideology Possible ''(Blind + Guilty + Cannibal + Raider's or Proselytizer's?)''.
 
*No Research Lost Tribe Guide. Plus Lost Tribe + Cannibal + Tree Connection/Desire + Animal personhood + Rancher + No Research + Sea Ice: Guide ''(How to fail the "best"?)''.
 
*No Research Lost Tribe Guide. Plus Lost Tribe + Cannibal + Tree Connection/Desire + Animal personhood + Rancher + No Research + Sea Ice: Guide ''(How to fail the "best"?)''.
* Optimized selections of gear by "pawn role": Clothing, Armor, Utility and Weapon.
+
*Optimized selections of gear by "pawn role": Clothing, Armor, Utility and Weapon.
* Oddities, Stuff with no "practical" use. An example would be the "Crown" headgear.
+
*Oddities, General. Like: Why cant you cant wear hat and a mask (or blindfold) together. OR Why are "Slave Straps" not a "middle layer item" seeing that that area is normally not populated on a slave.
* Oddities, Stuff that "doesn't exist". An example would be a sharp classed slave "safe" weapon.
+
*Oddities, Stuff with no "practical" use. An example would be the "Crown" headgear.
 +
*Oddities, nonsense. Like: A beer bottle exists, can be used as a weapon, but not broken into a "stabby" weapon. Most pub owners would tell you different. OR Bedrolls are neolithic, but a "slab bed" is not (think of the competitivity of a bedroll vs a block of wood/stone)
 +
*Oddities, Stuff that "doesn't exist". An example would be a 1x1 table. Also sharp classed "slave safe" or "Psychic Boosting Eltex" weapons.
 +
*Setting Yourself Up As A Living God: Ideology Guide OR "The Man Who Would Be King".
 +
*"The 6 Million Silver Torso", Great soldiers are not trained, they are REFORGED INTO TORSO'S OF STEEL. A guide to "BIONICS modification" specifically geared to combat (Oddly, the torso is one of few parts not replaceable with bionics).
  
== Maker Of: ==
+
=== Maker Of: ===
  
<big>'''Oddity Related To My Mod;'''</big> '''Note on "Slave Suppression" and "Weapons":'''  
+
<big>'''Oddity Related To My Mod "Terrifying Slave Weapons and Tribal Pain":'''</big> '''''ALL ISSUES FIXED, TERROR & ART ADDED, (other stats inline with terror causing items, NOW SUPRESSION NEUTRAL'''''
  
Weapons in proximity (0,25 modifier) triggers when a weapon is equipped or within 6 tiles in the same room as the slave. Weapons outdoors are ignored entirely. '''Beer and Wood (?yes/no?)''' are considered also considered a weapon. If you want to make sure weapons are out of range you can test it with a column. The easiest way to handle weapons is to make a stockpile for them in a separate, '''SLAVE FORBIDDEN''' room.
+
'''Note on "Slave Suppression" and "Weapons":'''  
  
 +
Weapons in proximity (0.25 modifier ??) triggers when a weapon is equipped (even beer/wood ?? ''DEEP DRIVE in defs shows nothing of use towards this'') or within 6 tiles in the same room as the slave. '''''If you want to make sure weapons are out of range you can test it with a column'''''.
 +
*Weapons outdoors are ignored entirely ('''IS THE SAME TRUE FOR WEAPONS STORED ON SHLEVES ??''' '''EDIT: NO!''').
 +
*'''Beer and Wood (??yes/no??)''' are also considered weapons. '''(EDIT: YES THEY ARE)'''
 +
*The easiest way to handle weapons is to make a stockpile for them in a separate, '''SLAVE FORBIDDEN''' room.
  
[[File:RimPy OLGqJEVU9s.png|thumb|left|RimPy Mod Info Window Capture, for "Slave Shiv", needs updated image]]
+
<big>'''Possible Solution: Slave Weapon Have Terror Causing "Art Motif"'''</big>. '''''DONE & ADDED/TESTED'''''
[[File:Rimworld Slave Shive NEW2.png|thumb|right|Rimworld Slave Shive NEWEST Version Info]]
 
  
<big>'''Slave Shiv:'''</big> '''Unpublished Mod''', in testing, but appears finished. I am not an owner of Rimworld via Steam, so I have no Workshop access to upload ('''looking for an "above board" workaround''').
+
<big>'''Slave Shiv (''Renamed to:'' "[https://www.reddit.com/r/RimWorld/comments/r30zcm/repost_do_you_likearmed_slaves_see_here/ Terrifying Slave Weapons and Tribal Pain]"):'''</big>
*Appears in game as '''''"Wooden Shiv"''''' A "slave safe" sharp weapon (equal to using wood): 1x wood, 500 tick to make, Craft skill 0, Made at Crafting Spot (or better).
 
*'''5 DPS/7.5% AP''' (normal quality), 3 attacks: 2x sharp "blade/cut" and 1x blunt "handle/bash" (oddities of rounding, the closest average to 5.0DPS is 5.03DPS).
 
*'''FAST LOOK: Cuts, Fast (1sec), Has blunt attack option with LOW AP, Higher AP on the "blade" (counterintuitive: ''simulating a thrush, not a slash...its wood)'', Single Stuff as "wooden", Has Quality Levels'''.
 
*Has quality levels, Awful to Legendary. Even a Legendary Wooden Shiv pales in comparison to a steel knife (or wooden ikwa), although is competitive with the DPS of the non-jade stone & wooden clubs, but only at higher quality levels of "Excellent" (rough par) and above (fractions of a single DPS more).
 
*'''Dismemberment Capable?:''' Maybe a toe or a finger, It COULD also remove an eye or nose if lucky, but past that....''its not going to remove a hand or decapitate someone in "one shot"''.
 
  
Lignin is removed from the wood by soaking it in a solution containing sodium hydroxide (also known as lye) and sodium sulphite (occurs naturally during organic fermentation), before boiling the solution at 100°C for a few hours. They then squished the remaining cellulose fibers together at a pressure of 20 megapascals (2900.75psi, or equal to a 50kg woman in high heel shoes, who produces 3000psi standing still) for 6 hours before drying them at around 100°C to produce hardened wood.
+
<big>'''More detailed & most current info here: [https://www.reddit.com/r/RimWorld/comments/r30zcm/repost_do_you_likearmed_slaves_see_here/ Posting, On reddit]'''</big>
  
Lye + Fermented grass, & A Weighted pressing....All beside a Camp fire, Plus a "rubbing stone" to fashion the edge, are all that are needed (including IRL).
+
== What Does This Mod Of Yours Do?: ==
  
The resulting wood can be fashioned into an edge capable of slicing though an aluminum can.
+
<big>'''''SLAVERY GETS S*** DONE!''''' - Attention Grabbing Slogan, Anti-Slavery International, awareness campaign.  
  
The entire process, including the fashioning of the edge, can take place inside as little as 8 hours (depending on the skill and experience of the crafter).
+
'''A set of Neolithic wooden items''', filling in a few, some what needed, and '''missing slavery and ideology items for that era'''. Plus a BASIC set of '''TERROR causing slave weapons''', two for melee, one for ranged.
 +
A '''wicker slave collar/strap''' set and three wooden weapons; '''a baton,  a shiv,''' for: melee blunt, melee piercer respectfully and '''a sling''', as both ranged light and ranged shortshots.
 +
Plus, '''"Slab" bedroll set, as wicker tatami''', and finally, '''a hand carved wooden crown of thorns''', for pain is virtue and guilty memes.</big> 
  
'''Note''': IRL, as a youth, I was involved in paramilitary training, I have produced such a tool, in the bush, with access to only "natural tools" & apple cider vinegar. These are a common "survivalist" tool also, and are often cited as a "primary asset".
+
--
 +
'''Notes:'''
 +
 
 +
To become "safer" weapons to allow slave, they contain TERROR ART, such as a punishment motif. The terror they produce helps to counter-acts the effect of the slave being armed with or near these weapons.
 +
They pale in comparison to the club, knife and short bow, but are slightly faster in cooldown. They do have quality levels, but may only be made of wood.
 +
They are:
 +
- Melee: The shiv (meelee piercer paired) and baton (melee blunt paired), both wooden only.
 +
- Ranged: A wicker corded and bark pad sling (ranged light and short shot paired), also wooden only..
 +
- Art generation allowed on the added weapons, them forced. Note that they are terror art, not beauty art.
 +
--
 +
 
 +
 
 +
'''How its done, IRL:'''
 +
* Lignin is removed from the wood by soaking it in a solution containing sodium hydroxide (also known as lye) and sodium sulphite (occurs naturally during organic fermentation), before boiling for a few hours. Then firmly pressed together for 6 hours, producing hardened wood.
 +
* A "rubbing stone" to fashion the edge or head. Wicker cording is shaped as part of the hardening process, if desired.
 +
 
 +
 
 +
 
 +
'''Change Log:'''
 +
 
 +
* 0.9.0RC2 - Reddit topic and testing
 +
* 1.0.0.0 - inital release for Rimworld v1.3, may require Ideolody DLC.
 +
* 1.0.0.1 - Added OPTIONAL alt patch.xml to keep all slave straps on middle layer
 +
 
 +
'''Unpublished Mod''', '''NOW READY TO PUBLISH''' and appears finished. I am not an owner of Rimworld via Steam, so I have no Workshop access to upload ('''looking for an "above board" workaround''').
 +
 
 +
Please forgive my poor artwork, lol.
 +
 
 +
[[File:RimPy Slav Shiv_Look_v1.0.0.1.png|thumb|center|NEWEST version, Release v1.0.0.1, of mod info pane]]
 +
 
 +
<big>'''Info''':</big> '''[https://www.reddit.com/r/RimWorld/comments/r30zcm/repost_do_you_likearmed_slaves_see_here/ See reddit topic for most current info]'''
 +
 
 +
These are a common "survivalist" tool also, and are often cited as a "primary asset". '''A sharpened 10 inch length of wood IS DEADLY''', and is often the '''''killing implement''' employed by "Dead Fall" and/or "Spring Armed Swing" hunting traps.''
 +
 
 +
[[File:Slave_Shiv_Info_v1a.png|thumb|right|Rimworld Slave Shive, NOW WITH TERROR, NEWEST v1RC2 Info]]
 +
[[File:Slave_Baton_Info_v1RC2.png|thumb|right|Rimworld Slave Baton, NOW WITH TERROR, NEWEST v1RC2  Info]]
 +
[[File:Slave_sling_Info_v1RC2.png|thumb|right|Rimworld Slave Sling, NOW WITH TERROR, NEWEST v1RC2 Info]]
 +
 
 +
[[File:Shiv Knife sideBYside.png|thumb|center|Shiv and Knives side by side]]
 +
[[File:Slave_Baton_sideBYside.png|thumb|center|Baton, with Club and Mace side by side]]
 +
[[File:Slave_Sling_sideBYside.png|thumb|center|Sling, with Short Bow side by side]]
 +
 
 +
== Infographic Bin ==
 +
 
 +
Iteration: current, of Standard Colonist, & Slave, Gear has upgraded from button down to fancy shirt.
 +
 
 +
'''Why?'''
 +
 
 +
* Consolidation of items produced, and later sold when at =/>51% health. Increasing overall gained "cost recoveries/profits".
 +
* Reduces the number of bills and variants in colony inventory.
 +
* Simplifies apparel rules & assigning titles.
 +
 
 +
Note on gear picks and slaves:
 +
 
 +
* Slaves have had pants added. Hood & Torture crown, in combination with a visage mask & slave collar, have replaced slave headgear, when possible.
 +
* Robes still seem best fit for slaves outer layer, if slave strap middle layer mod is used.
 +
* Added "slave safe" combat (helping to defend base mainly) armor and weapon options.
 +
 
 +
Other bits:
 +
 
 +
* I am using: "Combine Hat And Face Items", "RPG Style Inventory", "Simple Sidearms", and "Slave Strap Middle Layer" mods, in my personal install.
 +
* I like "Cannibalism: Acceptable" precept, hence the mentions of '''Human leather''' use, indicated as an equivalent pick to '''Plain leather'''.
 +
* '''Cotton, Wool''' (minus megasloth wool) are mentioned as base materials for "every day slave" & prisoner gear. '''Plain leather''' is mentioned as a base leather, for "starter" gear. '''Wood''' is mentioned for use on starter gear if possible.
 +
* '''"Noble: Melee Piercer" & "Noble: Melee Blunt"''' melee suggestions given
 +
* Ranged weapon selections are in consideration of using '''"Noble: Short Shots"''', but are very applicable to most playthroughs, as the Heavy SMG and Chain Shotgun are top tier, while the auto pistol is without peers, as a secondary side arm. The main loss, in the infographic, is the need to use a Charged lance is a lesser utility Sniper Rifle.
 +
 
 +
<gallery>
 +
Std_Colonist_Gear.png|Std Colonist Gear
 +
Noble_Gear.png|Noble Gear
 +
Warden_And_Slave_Gear.png|Warden And Slave Gear
 +
Prisoner_Gear.png|Prisoner Gear
 +
NoResearch_Tribe_Gear.png|No Research Lost Tribe Gear
 +
Human Body Clothing Layers Infographic.png|Human Body Clothing Layers Infographic
 +
Anatomy_of_the_pawn_Edited.png|Anatomy of the pawn - Edited
 +
Human_Body_Areas_Located.png|Human Body Areas Located
 +
</gallery>

Latest revision as of 14:10, 12 March 2022

Hater of empty info boxes

Verbosity, odd grammar, supposition & a lack of correct spelling are tools of my trade

To Do:[edit]

  • Making People Happy, Using Other "People" - Link
  • Body Modification: For Fun & Profits Guide.
  • Body Modification: A Cruel Tyrant Slaver's Guide. A "deep dive" into topics touched on in: Making People Happy, Using Other "People" (& more).
  • Slave "Care & Feeding" Optimization (Done, Polishing & Double checking before submitting).
  • Prisoner "Care & Feeding" Optimization (Done, Polishing & Double checking before submitting).
  • A Guide To War Crimes, On The Rim, OR "How I Cured Cancer" (Excerpts, "Letters; From The Rim" - Aazard, Rouge Scholar).
  • Optimized Progression; Lost Tribe (Done, Polishing & Double checking before submitting).
  • Min/Max Ideology Customizations (Done, Polishing & Double checking before submitting).
  • Max Difficulty Scenario/Ideology Possible (Blind + Guilty + Cannibal + Raider's or Proselytizer's?).
  • No Research Lost Tribe Guide. Plus Lost Tribe + Cannibal + Tree Connection/Desire + Animal personhood + Rancher + No Research + Sea Ice: Guide (How to fail the "best"?).
  • Optimized selections of gear by "pawn role": Clothing, Armor, Utility and Weapon.
  • Oddities, General. Like: Why cant you cant wear hat and a mask (or blindfold) together. OR Why are "Slave Straps" not a "middle layer item" seeing that that area is normally not populated on a slave.
  • Oddities, Stuff with no "practical" use. An example would be the "Crown" headgear.
  • Oddities, nonsense. Like: A beer bottle exists, can be used as a weapon, but not broken into a "stabby" weapon. Most pub owners would tell you different. OR Bedrolls are neolithic, but a "slab bed" is not (think of the competitivity of a bedroll vs a block of wood/stone)
  • Oddities, Stuff that "doesn't exist". An example would be a 1x1 table. Also sharp classed "slave safe" or "Psychic Boosting Eltex" weapons.
  • Setting Yourself Up As A Living God: Ideology Guide OR "The Man Who Would Be King".
  • "The 6 Million Silver Torso", Great soldiers are not trained, they are REFORGED INTO TORSO'S OF STEEL. A guide to "BIONICS modification" specifically geared to combat (Oddly, the torso is one of few parts not replaceable with bionics).

Maker Of:[edit]

Oddity Related To My Mod "Terrifying Slave Weapons and Tribal Pain": ALL ISSUES FIXED, TERROR & ART ADDED, (other stats inline with terror causing items, NOW SUPRESSION NEUTRAL

Note on "Slave Suppression" and "Weapons":

Weapons in proximity (0.25 modifier ??) triggers when a weapon is equipped (even beer/wood ?? DEEP DRIVE in defs shows nothing of use towards this) or within 6 tiles in the same room as the slave. If you want to make sure weapons are out of range you can test it with a column.

  • Weapons outdoors are ignored entirely (IS THE SAME TRUE FOR WEAPONS STORED ON SHLEVES ?? EDIT: NO!).
  • Beer and Wood (??yes/no??) are also considered weapons. (EDIT: YES THEY ARE)
  • The easiest way to handle weapons is to make a stockpile for them in a separate, SLAVE FORBIDDEN room.

Possible Solution: Slave Weapon Have Terror Causing "Art Motif". DONE & ADDED/TESTED

Slave Shiv (Renamed to: "Terrifying Slave Weapons and Tribal Pain"):

More detailed & most current info here: Posting, On reddit

What Does This Mod Of Yours Do?:[edit]

SLAVERY GETS S*** DONE! - Attention Grabbing Slogan, Anti-Slavery International, awareness campaign.

A set of Neolithic wooden items, filling in a few, some what needed, and missing slavery and ideology items for that era. Plus a BASIC set of TERROR causing slave weapons, two for melee, one for ranged. A wicker slave collar/strap set and three wooden weapons; a baton, a shiv, for: melee blunt, melee piercer respectfully and a sling, as both ranged light and ranged shortshots. Plus, "Slab" bedroll set, as wicker tatami, and finally, a hand carved wooden crown of thorns, for pain is virtue and guilty memes.

-- Notes:

To become "safer" weapons to allow slave, they contain TERROR ART, such as a punishment motif. The terror they produce helps to counter-acts the effect of the slave being armed with or near these weapons. They pale in comparison to the club, knife and short bow, but are slightly faster in cooldown. They do have quality levels, but may only be made of wood. They are: - Melee: The shiv (meelee piercer paired) and baton (melee blunt paired), both wooden only. - Ranged: A wicker corded and bark pad sling (ranged light and short shot paired), also wooden only.. - Art generation allowed on the added weapons, them forced. Note that they are terror art, not beauty art. --


How its done, IRL:

  • Lignin is removed from the wood by soaking it in a solution containing sodium hydroxide (also known as lye) and sodium sulphite (occurs naturally during organic fermentation), before boiling for a few hours. Then firmly pressed together for 6 hours, producing hardened wood.
  • A "rubbing stone" to fashion the edge or head. Wicker cording is shaped as part of the hardening process, if desired.


Change Log:

  • 0.9.0RC2 - Reddit topic and testing
  • 1.0.0.0 - inital release for Rimworld v1.3, may require Ideolody DLC.
  • 1.0.0.1 - Added OPTIONAL alt patch.xml to keep all slave straps on middle layer

Unpublished Mod, NOW READY TO PUBLISH and appears finished. I am not an owner of Rimworld via Steam, so I have no Workshop access to upload (looking for an "above board" workaround).

Please forgive my poor artwork, lol.

NEWEST version, Release v1.0.0.1, of mod info pane

Info: See reddit topic for most current info

These are a common "survivalist" tool also, and are often cited as a "primary asset". A sharpened 10 inch length of wood IS DEADLY, and is often the killing implement employed by "Dead Fall" and/or "Spring Armed Swing" hunting traps.

Rimworld Slave Shive, NOW WITH TERROR, NEWEST v1RC2 Info
Rimworld Slave Baton, NOW WITH TERROR, NEWEST v1RC2 Info
Rimworld Slave Sling, NOW WITH TERROR, NEWEST v1RC2 Info
Shiv and Knives side by side
Baton, with Club and Mace side by side
Sling, with Short Bow side by side

Infographic Bin[edit]

Iteration: current, of Standard Colonist, & Slave, Gear has upgraded from button down to fancy shirt.

Why?

  • Consolidation of items produced, and later sold when at =/>51% health. Increasing overall gained "cost recoveries/profits".
  • Reduces the number of bills and variants in colony inventory.
  • Simplifies apparel rules & assigning titles.

Note on gear picks and slaves:

  • Slaves have had pants added. Hood & Torture crown, in combination with a visage mask & slave collar, have replaced slave headgear, when possible.
  • Robes still seem best fit for slaves outer layer, if slave strap middle layer mod is used.
  • Added "slave safe" combat (helping to defend base mainly) armor and weapon options.

Other bits:

  • I am using: "Combine Hat And Face Items", "RPG Style Inventory", "Simple Sidearms", and "Slave Strap Middle Layer" mods, in my personal install.
  • I like "Cannibalism: Acceptable" precept, hence the mentions of Human leather use, indicated as an equivalent pick to Plain leather.
  • Cotton, Wool (minus megasloth wool) are mentioned as base materials for "every day slave" & prisoner gear. Plain leather is mentioned as a base leather, for "starter" gear. Wood is mentioned for use on starter gear if possible.
  • "Noble: Melee Piercer" & "Noble: Melee Blunt" melee suggestions given
  • Ranged weapon selections are in consideration of using "Noble: Short Shots", but are very applicable to most playthroughs, as the Heavy SMG and Chain Shotgun are top tier, while the auto pistol is without peers, as a secondary side arm. The main loss, in the infographic, is the need to use a Charged lance is a lesser utility Sniper Rifle.