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RimWorld => Ideas => Topic started by: MyNameIsMike on February 17, 2015, 01:36:59 AM

Title: Robotics, Bionics and Brains (Oh, my)
Post by: MyNameIsMike on February 17, 2015, 01:36:59 AM
Hey, so, I've been thinking about a lot of stuff concerning the tech aspects of the game.
1) Robotics
So, we've got centipedes, we've got scythers, and they both hate us with all their mechanical hearts. But why can't we be friends? My thinking is that, with the help of some young joywirer, we should be able to rewire a couple of scythers or centipedes to come along and help us in a fight, or maybe get a few assembly drones working here and there.
2) Bionics.
Yes, we have eyes, arms, legs etc etc. But what about the other parts? I've had tons of definitely nonrecoverable injuries done to my colonists heads and torsos, but they always seem to get over the occasional cracked skull or whatever with a bandage and a good nights sleep. There needs to be more bionic stuff, man. Bionic skulls, which add extra protection to brain, nose etc, or bionic torso, or bionic ears or something.
3) Brains
On the subject of cracked skulls, have you ever noticed how easy it is for a shot to the head to make one of your colonists brain dead? Like, not even the sad kind of brain dead, where you have to let your old friend die because s/he can't possibly live without the medical bed they're in, but the annoying kind of brain dead, when they move 1/4 speed and keep wandering out into nowhere. There needs to be some sort of brain recovery neurotrainer, or maybe the possibility of a brain transplant, although that could be rather unpredictable.
Trader : Jack T. Rippers Brain-in-a-Jar, only 500 silver!!
Anyway, these are just musings. People, tell me what you think. You too, Tynan.
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: Keymaster89 on February 17, 2015, 03:49:20 AM
1) I think is fine to have robotics... they're kinda advanced, for late game, but with time, pepole can get to it... u probably need proper resarches, some tipe of bench to do that and a guy with 10+ in crafting, but why not? also, they are probably expansive and time-consuming. Even non combat robots can be made... what about a little specialized cleaning robot for example that his only purpose is to clean home regions? or haulers one, or firefighting one, or...
2) Yes, indeed
3) Brains reconstruction need really advanced technology... if i have to think at a machine that do that i think like a cloning machine or stuff like that... maybe one for automated operation and one for clone organs/people over time. And also as we talk to advanced stuff, reconstructed brain are kinda white pages... some advanced neurotrainer machine to store the knowledge and reinject it should be avaliable, with something like: if your colonist have an ability higher of that the one stored in the machine he could spend the whole day into being scanned by the machine, at the and, the knowledge of the machine in that ability grow by 1, and then it could reinject up to that level at the same speed to anyone. Obviously this have good pros but destroing the machine could mean the loss of months whort of training! Well back to the main topic... Brain transplant should not be avaliable, until u want to take a people and u want to put it into another body...
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: RickyMartini on February 17, 2015, 06:04:54 AM
People tend to hate every aspect of the game which leads to losing a colonist. There have to be scenarios where you lose colonists or where your colonists get weaker and get more scars. It adds drama to the game and when you get a headshot you usually don't recover from that, so the only way this will ever be resolved is by mods and it should stay with mods, because the base game would slowly be overrun by people who think every negative trait a colonist can get during a gameplay should be reversible.

If a colonist gets a head wound it should stay so, if a colonist wanders around because of a brain injury you should put him to sleep.

BUT there is a wonderful mod going around for the brain injury problem. Maybe someone can post the link?
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: ManWithNoName on February 17, 2015, 06:37:25 AM
Robots - Already modded in, not as tough as the scythe's or the centipedes but they are there.

Bionics - Alredy modded in again, i only really get the arms, legs, eyes and fix torso etc but there are more things to do like the brain.

Brain - Covered above i think, ive not replaced a brain yet though i have had some seriously slow colonists.
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: Keymaster89 on February 17, 2015, 06:55:16 AM
Quote from: Skissor on February 17, 2015, 06:04:54 AM
People tend to hate every aspect of the game which leads to losing a colonist. There have to be scenarios where you lose colonists or where your colonists get weaker and get more scars. It adds drama to the game and when you get a headshot you usually don't recover from that, so the only way this will ever be resolved is by mods and it should stay with mods, because the base game would slowly be overrun by people who think every negative trait a colonist can get during a gameplay should be reversible.

If a colonist gets a head wound it should stay so, if a colonist wanders around because of a brain injury you should put him to sleep.

BUT there is a wonderful mod going around for the brain injury problem. Maybe someone can post the link?

If this was a modern times colonial game, i'll agree with u...
But this is Rimworld, 3500 years in the future, there are really hitech civilization out for space, even trascendent ones...
Given the biological engieneering and medical technology that they have, tranferring memories, recover bad wounds, biologically and mechanically alter the body shoudn't be much a problem...
Sure should be a late game ability, as the effort to come along all the needed resarch and equipment takes time, but i think that stands perfectly in the lore and thus in the game that such things exists not only in mods form.
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: ManWithNoName on February 17, 2015, 07:03:37 AM
Quote from: Keymaster89 on February 17, 2015, 06:55:16 AMin the game that such things exists not only in mods form.

Maybe they will be in the game at a later date, but right now the game is in early alpha stages things are always being added including some of the mods people have made.
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: RickyMartini on February 17, 2015, 07:08:54 AM
Quote from: Keymaster89 on February 17, 2015, 06:55:16 AM
If this was a modern times colonial game, i'll agree with u...
But this is Rimworld, 3500 years in the future, there are really hitech civilization out for space, even trascendent ones...
Given the biological engieneering and medical technology that they have, tranferring memories, recover bad wounds, biologically and mechanically alter the body shoudn't be much a problem...
Sure should be a late game ability, as the effort to come along all the needed resarch and equipment takes time, but i think that stands perfectly in the lore and thus in the game that such things exists not only in mods form.

Yes but it doesn't make sense for the game mechanic, since it would just prevent having any population loss, it's not about trying to explain it because it could be the future.
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: ManWithNoName on February 17, 2015, 07:25:54 AM
Could always make it so there is a random events to bulding them.

1. Damage means they turn on anyone, themselfs and you
2. They could decide they are the supreme race and the colonists should obey them and turn on the colonists.
3. Solar flares or any other event could mess with their circuits over time and again mean they turn on you randomly
4. Any enemy (advanced enough) could hack your mechs and turn them to their side
5. EMP's obviously disable them for abit though im sure someone would mod in and EMP shield
6. If they ran out of power you can not simply repair them due to the power core being non replaceable

Other than that the usual stuff like requiring high amount of power, resources, time to research and some maybe some ultra rare resource that is either found on the map or is a rare drop from mechanoids.

Can not think of anything else at moment im thhinkign about getting hair cut haha
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: Keymaster89 on February 17, 2015, 07:44:44 AM
Quote from: Skissor on February 17, 2015, 07:08:54 AM
Yes but it doesn't make sense for the game mechanic, since it would just prevent having any population loss, it's not about trying to explain it because it could be the future.

it doesn't make any sense for the game mechanic or it doesn't make any sense to the way you see the game mechanic?
This don't prevent population loss at all... people still dies exactly the same...
this will simply keep u healtly and efficient at the price of a huge amount of resarch, time, power and infrastructures...
it's simply progression into the ability to survive... it's like acquiring power armor for all the colony... there is no difference...
and anyway... u're talking about game mechanic that broke the game when raiders passby 15000 silver that i leave in front of the entrance of my invincible killbox machine...
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: loc978 on February 17, 2015, 10:09:12 AM
Quote from: Skissor on February 17, 2015, 06:04:54 AM
BUT there is a wonderful mod going around for the brain injury problem. Maybe someone can post the link?
There are three that I know of.

This one allows a direct fix via surgery (https://ludeon.com/forums/index.php?topic=8848.0)

This one allows you to turn them into drones controlled by a hivemind (https://ludeon.com/forums/index.php?topic=5450.0)
and
This one allows you to install an AI chip in their head. (https://ludeon.com/forums/index.php?topic=7029.0)
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: JimmyAgnt007 on February 17, 2015, 10:38:18 AM
1) Roombas and other single job drones would be a nice addition.  Though I wouldnt want robotics to replace people.  Tho a single human living alone with bots and eating anyone he captures would be fun.  (Damn it, even talking bout bots leads me back to cannibalism)

2) Small bits would be nice, even if they are simple things like 'metal nose' for the primitive, and bionic finger for more advanced stuff.  The primitive can be just made from metal, and a 'bionic fiddly bit' item you could buy and use for the little things.  This way we dont need a new type of item for each little thing that can get shot off.  Metal plates in the head and such would be fun too.

3) I have a brain damaged person now who cant do much of anything.  So i stuffed her in a stasis pod.  My only plan really is to launch a ship full of the old and sick.  Im a tester so I dont use mods, so id like some other options in stock.  Salvaging parts from the AI node to install in a brain to replace damaged tissue would be nice.  Something to bring them back up to normal ish operation.  Maybe during a solar flair they go back to brain damaged mode until its over. 

I think its important to still make loss a possibility and sometimes you need to bite the bullet.  Just we should have some solutions to things that make sense but not make it too easy.

Personally Id like to see the crafting of weapons and bionics added in.  Maybe a chemists table for making meds. 
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: MyNameIsMike on February 17, 2015, 11:35:47 AM
Quote from: JimmyAgnt007 on February 17, 2015, 10:38:18 AM
Tho a single human living alone with bots and eating anyone he captures would be fun.  (Damn it, even talking bout bots leads me back to cannibalism)

I feel like that was a Ray Bradbury story.

Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: MyNameIsMike on February 17, 2015, 11:36:52 AM
Quote from: ManWithNoName on February 17, 2015, 06:37:25 AM
Robots - Already modded in, not as tough as the scythe's or the centipedes but they are there.

Bionics - Alredy modded in again, i only really get the arms, legs, eyes and fix torso etc but there are more things to do like the brain.

Brain - Covered above i think, ive not replaced a brain yet though i have had some seriously slow colonists.

Mind putting the links up for those two?
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: MyNameIsMike on February 17, 2015, 11:42:55 AM
Quote from: Skissor on February 17, 2015, 06:04:54 AM
People tend to hate every aspect of the game which leads to losing a colonist. There have to be scenarios where you lose colonists or where your colonists get weaker and get more scars. It adds drama to the game and when you get a headshot you usually don't recover from that, so the only way this will ever be resolved is by mods and it should stay with mods, because the base game would slowly be overrun by people who think every negative trait a colonist can get during a gameplay should be reversible.

If a colonist gets a head wound it should stay so, if a colonist wanders around because of a brain injury you should put him to sleep.
Honestly, I love the occasional scar or colonist death (well not really, but I don't mind too much), that's not really what I"m complaining about. It's just there are some things I really don't think should happen. It's way too easy for a head wound to make someone brain damaged rather than just killing them. It could just be a glitch in my game (The colonists only ever lose right arms and noses, so it could be the same thing).
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: ManWithNoName on February 17, 2015, 12:28:30 PM
Quote from: MyNameIsMike on February 17, 2015, 11:36:52 AM
Mind putting the links up for those two?

Sure.

First i have the Epyk Pack installed but not all the mods activated. I'll post my active mods at the bottom, then i added Natural Surgery to that.

Epyk Pack: https://ludeon.com/forums/index.php?topic=9092.0
Natural Surgery: https://ludeon.com/forums/index.php?topic=8848.0

The robots im talking about are the MAV included in the Epyk Pack you can find more infomration here: https://ludeon.com/forums/index.php?topic=3612.0

There are also droid in this mod https://ludeon.com/forums/index.php?topic=7380.0 but ive never used it and more surgerys here: https://ludeon.com/forums/index.php?topic=7029.0 again never used it.

My active mods:

    <li>Core</li>
    <li>ED-Core</li>
    <li>EdBModOrder</li>
    <li>EdBInterface</li>
    <li>AlphaMuffalo1.5.2</li>
    <li>AnimalHideWorking</li>
    <li>AnimuHair</li>
    <li>Apothecarius</li>
    <li>AutoHauler</li>
    <li>Better Beacons</li>
    <li>Celing Light</li>
    <li>CentralHeatingMod</li>
    <li>Icons</li>
    <li>Industrialisation</li>
    <li>LessIncidentTrolling</li>
    <li>MAI</li>
    <li>Miscellaneous_HiRes</li>
    <li>More Vanilla Turrets</li>
    <li>MoreHair</li>
    <li>NaturalSurgery</li>
    <li>PowerSwitch</li>
    <li>Priorityhaul</li>
    <li>ProjectArmory217</li>
    <li>Quality Labels</li>
    <li>RoofSupport</li>
    <li>Turret Collection</li>
    <li>Vas's Hydroponics - Steel</li>
    <li>AlphaTweaks</li>
    <li>JaffaKree</li>
    <li>ED-OmniGel</li>
    <li>IceSheet</li>
    <li>Stonecutting Tweak</li>
    <li>M&amp;Co. Common</li>
    <li>M&amp;Co. ForceField</li>
    <li>ED-Embrasures</li>
    <li>Darkness</li>
    <li>Horrors</li>
    <li>PumpRange</li>
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: elStrages on February 17, 2015, 02:19:33 PM
So basically you want to add my mod cybernetic storm v2.x to the game. Gotcha ;)
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: BinaryBlackhole on February 18, 2015, 05:32:12 AM
For brains there should be a neuron stimulator that allows people to fix their brains over long periods of time using human flesh maybe even upgrade them the disadvantage would be using human flesh mood penalty and your colonists being useless for long periods of time transferring skills is a bad feature Improvement should take time maybe you can make it faster than normal skill gain but that's all . Also where are the robots in your mod.
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: Mithradates on February 18, 2015, 10:28:15 AM
Quote from: Keymaster89 on February 17, 2015, 07:44:44 AM
Quote from: Skissor on February 17, 2015, 07:08:54 AM
Yes but it doesn't make sense for the game mechanic, since it would just prevent having any population loss, it's not about trying to explain it because it could be the future.
"It doesn't make any sense for the game mechanic" or "it doesn't make any sense to the way you see the game mechanic?"
This doesn't prevent population loss at all... people will still die by exactly the same methods as they do presently. These additions will simply keep your colonists healthy and working efficiently; at the price of a huge amount of research, time, and power, as well as the requirements of a strong infrastructure.
It's simply the progression of the colony's ability to survive, such as acquiring power armor for the entire colony. There is little difference between the two, in my mind.

Anyway... you're talking about a game mechanic that broke the game; raiders pass 15,000 silver by which I've left before my main entrance, in favor of marching into the maw of my invincible killbox machine...

I'm sorry; I had to do it.

Quote from: JimmyAgnt007 on February 17, 2015, 10:38:18 AM
1) Roombas and other single job drones would be a nice addition.  Though I wouldn't want robotics to replace people.  Tho a single human living alone with bots and eating anyone he captures would be fun.  (Damn it, even talking bout bots leads me back to cannibalism)

2) Small bits would be nice, even if they are simple things like 'metal nose' for the primitive, and bionic finger for more advanced stuff.  The primitive can be just made from metal, and a 'bionic fiddly bit' item you could buy and use for the little things.  This way we don't need a new type of item for each little thing that can get shot off.  Metal plates in the head and such would be fun too.

Who're you calling "primitive"?
(http://www.shardcore.org/painting/tycho_brahe_detail.jpg)
I imagine that if you said such a thing to Tycho, that you would soon be holding your own nose in your hand.

#DuelingAstronomerLyfe
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: JimmyAgnt007 on February 18, 2015, 10:41:27 AM
Quote from: Mithradates on February 18, 2015, 10:28:15 AM
Who're you calling "primitive"?

I imagine that if you said such a thing to Tycho, that you would soon be holding your own nose in your hand.

#DuelingAstronomerLyfe

Primitive as in, its not using electricity to function as what is being replaced.

Creepy picture, I dont get the reference though.
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: Mithradates on February 18, 2015, 11:25:57 AM
Quote from: JimmyAgnt007 on February 18, 2015, 10:41:27 AM
Quote from: Mithradates on February 18, 2015, 10:28:15 AM
Who're you calling "primitive"?

I imagine that if you said such a thing to Tycho, that you would soon be holding your own nose in your hand.

#DuelingAstronomerLyfe


Primitive as in, its not using electricity to function as what is being replaced.

Creepy picture, I don't get the reference though.

http://en.wikipedia.org/wiki/Tycho_Brahe#Tycho.27s_nose
Title: Re: Robotics, Bionics and Brains (Oh, my)
Post by: SupremeSoviet on February 18, 2015, 05:01:02 PM
Bionic Spines need to be in the game.  In two separate games now I have had people with moderate spinal damage or have been completely paralyzed at which point its best to murder them which feels so wrong. Cause at that point all they can do is lay in a medical bed and eat.  They become useless.  Fixing people with these types of injuries should be hard but available.