Difference between revisions of "User:Aazard"

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== 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'''''
 +
 
 +
'''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 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 ??''').
+
*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.
+
*'''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.
 
*The easiest way to handle weapons is to make a stockpile for them in a separate, '''SLAVE FORBIDDEN''' room.
  
<big>'''Possible Solution: Slave Weapon Have Terror Causing "Art Motif"'''</big>, if so crafter skill of 6 should be required, work doubled to 1200 ticks, beauty to -1.0, Causes equal "felling terror" modifier that wielding a weapon causes(of 0.25 ??), making the effect of "slave safe".
+
<big>'''Possible Solution: Slave Weapon Have Terror Causing "Art Motif"'''</big>. '''''DONE & ADDED/TESTED'''''
* Would require "copying" wood, used as a weapon, various details and RENAMING making a "Wooden Rod". Effectively wood, useable as a 1200 ticks, crafted at crafting spot, blunt melee weapon. But it would also have quality levels and a single "stuff" option, that being 1x wood.
+
 
 +
<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>
 +
 
 +
<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>
 +
 
 +
== What Does This Mod Of Yours Do?: ==
 +
 
 +
<big>'''''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.</big> 
  
[[File:RimPy Slav Shiv.png|thumb|center|NEWEST version of mod info pane]]
+
--
 +
'''Notes:'''
  
<big>'''Slave Shiv:'''</big>
+
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.
 +
--
  
'''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''').
 
  
'''What is a "Shiv"?'''
+
'''How its done, IRL:'''
* "Chive" is an "1500CE Era English Cant Word" (A word used as slang by a "trades-people" in a profession, so often it enters common speech. In this case "thieves cant") for "cutting another person", normally in a violent manner, but without "deadly intent".  
+
* 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.
* "Shiv" evolved from this term to mean BOTH, "an improvised knife" and "to stab another". The term is employed by criminals & prison inmates, actors & authors, and even news anchors, in the modern English speaking world.
+
* A "rubbing stone" to fashion the edge or head. Wicker cording is shaped as part of the hardening process, if desired.
  
'''Info''':
 
  
*Appears in game as '''''"Wooden Shiv"''''' A "slave safe" sharp weapon (equal to using wood): 1x wood, 600 tick to make, Craft skill 0, Made at Crafting Spot (or better).
 
*'''5 DPS/7.5% AP''' (normal quality), 3 attacks: 2x sharp "blade/power 12/stab & cut" and 1x blunt "handle/power 6/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"''.
 
*'''Hold on! Doesn't this screw up role of the "Wooden Ikwa"?''': NO. There is a clear 1.25x DPS increase, to the "Sharp" attacks, with an equal quality wooden Ikwa, which is capable of a deadly strike to an unarmored pawns skull or vital organs (which the Shiv cant do). Also the cooldown may be faster, the AP is also FAR lower.
 
  
'''Crafting Process''':
+
'''Change Log:'''
  
Lignin is removed from the wood by soaking it in a solution containing sodium hydroxide (also known as lye, which is a main non-emulsifying ingredient in soap) and sodium sulphite (occurs naturally during fermentation of plant matter) for 2 hours, before boiling the solution at 100°C for a 2 hours, completing the removal process. Then pressing the remaining cellulose fibers together, into a rough blade & haft, at a pressure of 20 megapascals/2900.75psi (or equal to a 50kg woman in high heel shoes or the foot of a stool a 70kg man is seated on, both producing over 3000psi) for 6 hours before drying them at around 100°C to produce hardened wood.
+
* 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
  
A simple rough stone can be used to further hone the edge of the blade.  
+
'''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''').  
  
The resulting wood can be fashioned into an edge capable of slicing though an aluminum can, producing a "clean edged" (smooth, not jagged) cut on the can, nearly as easily as one could with a steel bush knife.
+
Please forgive my poor artwork, lol.
  
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).
+
[[File:RimPy Slav Shiv_Look_v1.0.0.1.png|thumb|center|NEWEST version, Release v1.0.0.1, of mod info pane]]
  
*Lye + Fermented grass (most plant matter will work, or "ready made" wine/vinegar or beer).
+
<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]'''
*A Weighted pressing (less than that generated by the mass of the crafter standing on it)....All beside a Camp fire (for boiling and drying).
 
*A "rubbing stone" to fashion the edge, are all that are needed (including IRL).
 
  
Minus this "hardening process", '''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.''
+
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:Rimworld Slave Shive NEW2.png|thumb|left|Rimworld Slave Shive NEWEST Version Info]]
+
[[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:Shiv Knife sideBYside.png|thumb|center|Shiv and Knives side by side]]
'''Note''': IRL, as a youth, I was involved in paramilitary training, I have produced such a tool (locally referred to as a "'''''Wooden Reed'ing Knife'''''"), 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".
+
[[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.