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RimWorld => Ideas => Topic started by: Listy on January 29, 2015, 10:18:56 AM

Title: Write an event!
Post by: Listy on January 29, 2015, 10:18:56 AM
It occurred to me that Events are what makes this game, and at the moment there's actually a small number of them. Now that's no way the Dev's fault, he is after all busy squishing bugs and adding drinkies for my bored colonists.
He's also just one man, and no one can be that creative, as events need inspiration, and we all have our own experiences and thought processes.

However with all of us here, we've got a much larger brain. So a brain storm of ideas for events within game.

Its simple, just think of an event that you'd like to see in game. However to reduce work load I'd strongly suggest using existing mechanics and assets.
If you want some inspiration, have a look at the Dev Console.

Some starters:

Gale force winds:
Freak strong winds strike without warning. All Wind turbines take damage.
The later part could change from some destroyed to a % taking damage, as balance is requires.

Space Weevils:
Space Weevils/Parasites get into you food supply, destroying X of your prepared meals.
(A variant on this could be some % of your meals become contaminated and poisoned, using the new game mechanic for the next patch)

Sentient AI:
A Scyther from a near by Mechanoid hive has gained independent thought and is now fleeing, and wishes to join the Colony. Might not want to give it a Charge lance though.

Earthquake:
A sudden earthquake trembles through the area. Walls take X damage.
(A Variant of this as giving a boost is to open up a new steam geyser, with random placement.)

So what ideas do you have? Don't be shy stick it up!
Title: Re: Write an event!
Post by: Bodog999 on January 29, 2015, 10:28:48 AM
"You hear something unknown near your place, when you investigate further you see a weird small creature. But its not like any creature you've previously seen. For now it seems harmless, but keep an eye on it."

The creature you've spotted seems blobby, it will slowly grow over the coming few days, due to it's cell structure it has a high damage resistance, but it also moves very slowly. While moving it will destroy anything in its path. Trees, bushes and grass will be consumed, man made structures will take a lot of damage and other creatures will slowly be eaten by the blob if they are unlucky enough to get consumed.
Title: Re: Write an event!
Post by: milon on January 29, 2015, 11:26:06 AM
^ Sounds like a Tiberian creature to me.  ;)

I'd love to see some Fey Mood events (resulting in either Awful or Legendary works of art), drunken parties, sieging pirates who brought alcohol, visiting neighbors who get incap'd from their food going bad (poison mechanic), and trade merchants (another visiting-neighbor event, but with trading!).
Title: Re: Write an event!
Post by: REMworlder on January 29, 2015, 12:56:34 PM
A spacer appears on the map and runs to your base. Tribals appear shortly after and follow. A popup message says the spacer is being chased by tribals for stealing a valuable item (http://i.imgur.com/ePmWG39.jpg).

The message states the player can:
A. Do nothing. The tribals will eventually catch up to the spacer. If the spacer survives being pincushioned he can be captured.
-(unstated random chance) Some spacer drop pod in and throw down with the tribals.
-(unstated random chance) The spacer drops a valuable object. The tribals will still chase him.
B. Attack the tribals. The tribals will attack your colony and the spacer will drop something valuable as thanks before leaving the map.
C. Kill the spacer. (unstated option) The tribals will be thankful and your relations will increase.




A cloud of ash blankets the map (http://upload.wikimedia.org/wikipedia/commons/7/73/Pyroclastic_flows_at_Mayon_Volcano.jpg), dropping solar panel efficiency and halving cooler effectiveness. Darkness and storm effects debuff ranged accuracy. Most common in mountain regions.
Title: Re: Write an event!
Post by: mumblemumble on January 29, 2015, 08:13:35 PM
Parasite takeover : chance for colonist to become hostile (or just uncooperative) due to parasite control. Can be cured by surgery to extract parasite (somewhat like resident evil 4)

Stray artillery volley : A volley of lasers (or missles) has traveled through space and happened to hit the planet. Randomly does explosions in a set area of the map. Lasers could just heat up a random spot to an insane level for several seconds, combusting the area.

Gun jam (for with the new gun qualities they will have) : Guns of low quality have a chance to jam (applies to ALL factions however, not just you, takes 5 "reload" cycles to unjam)

Migrating animals : A large swarm of X animals are passing through to adapt for winter / summer. They wont be around long, so hunt them if you can.

Crossed wires starting fire : Chance to have fire start when any electronic / conduit lined wall is shot, due to wires getting knocked around and igniting an electrical fire.

Miraculous healing : For whatever strange reason, your colonist heals from a normally irreversible injury ( brain damage, cataracts, other things besides amputations) has healed with no detectable cause. you feel blessed.

Turret programming corruption: One of your turrets AI has gone haywire, and it now shoots anything that moves. (this may not be a big deal now, but seeing as how colonists must manually turn things off next update...yeah.)

Breaker failure: Your breaker fails and all (or most) equipment gets shut off. (might synergize well with the new power system.

pass out : A colonist who is sleep deprived has a chance to fall over on the spot and fall asleep.
Title: Re: Write an event!
Post by: Listy on January 30, 2015, 02:53:13 AM
Quote from: REMworlder on January 29, 2015, 12:56:34 PM
A spacer appears on the map and runs to your base. Tribals appear shortly after and follow. A popup message says the spacer is being chased by tribals for stealing a valuable item (http://i.imgur.com/ePmWG39.jpg).

The message states the player can:
A. Do nothing. The tribals will eventually catch up to the spacer. If the spacer survives being pincushioned he can be captured.
-(unstated random chance) Some spacer drop pod in and throw down with the tribals.
-(unstated random chance) The spacer drops a valuable object. The tribals will still chase him.
B. Attack the tribals. The tribals will attack your colony and the spacer will drop something valuable as thanks before leaving the map.
C. Kill the spacer. (unstated option) The tribals will be thankful and your relations will increase.




A cloud of ash blankets the map (http://upload.wikimedia.org/wikipedia/commons/7/73/Pyroclastic_flows_at_Mayon_Volcano.jpg), dropping solar panel efficiency and halving cooler effectiveness. Darkness and storm effects debuff ranged accuracy. Most common in mountain regions.

That's nice, its one of the ones to get you out of the base. Dunno if its programmable though.

Lots of good ideas so far, so keep it up!
Title: Re: Write an event!
Post by: EscapeZeppelin on January 30, 2015, 08:40:24 AM
The Madman: One of your colonists, if the right conditions are met, will incap a fellow colonist and perform unnecessary surgeries on them.

It's terrifying, you might not notice for a while, where did this pile of organs come from, and where's George?
Title: Re: Write an event!
Post by: Tankh on January 30, 2015, 08:43:34 AM
A lot of great ideas here imo. Would definitely like to see them in game.

btw, where can you read all the latest changes/additions to coming alpha version? People talk about alcohol and manual activations etc. but where do you get this info?
Title: Re: Write an event!
Post by: milon on January 30, 2015, 09:27:38 AM
^ See the changelog thread.  Tynan linked it to his google doc:
https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub)

Lots of great ideas in here!
Title: Re: Write an event!
Post by: Listy on February 01, 2015, 01:20:07 AM
Got some more!

While digging out the foundations for your floor you find an old deactivated Scyther. With no idea how it got here, or how it was so battered. Only the Charge lance is functional, but even so its been degraded by however long its spent buried.
Gain 1x Poor Quality Charge lance.
Title: Re: Write an event!
Post by: BoogieMan on February 01, 2015, 03:50:02 AM
Not exactly events, but instead of just different biomes, different world types.

Events/Environments based on various world types and each one could have a combination or just one effect selected randomly:

Erratic Orbit: This world does not have a circular orbit, and instead has a highly eccentric orbit. For a period of time in between both perihelion and aphelion (closest/farthest point in orbit to parent star) it will be temperate and comfortable. However, at the aphelion it is very far from the star and it will get extremely cold for months. Plants die, temperatures plummet, and solar power generation is diminished. At perihelion, it gets close to the star and things get very hot. Some plants and animals die, brighter days and nights, increased solar generation. So the world will probably spend most of the time cold, temperate, and the least hot. I would make weather go crazy during the hot part of the year.

Slow/Fast Rotation: This planet rotates slowly, resulting in long days and nights. Or the opposite, it rotates quickly and has short days and nights.

Low/Extreme Axial Tilt: Low tilt, lack of profound seasonal changes. Extreme tilt, wild seasonal changes.

Rogue Planet: This planet is drifting through interstellar space. It has no star. No solar generation. Always dark. Maybe populate it with a lot of hostile animals.

Non breathable environment: Would require making suits or masks for breathing. Colonists have limited time outdoors, and oxygen levels have to be carefully maintained.

Doomed planet: This planet is going to be destroyed in X years. Megaquake, super volcanoe, black hole, planetary collision, nanotech disaster, whatever. Make a ship and escape before it's too late!

Contested World: Planet is in a contested region of space: High chance of getting caught in the crossfire of two warring worlds. Stray artillery rounds, skirmishes, and perhaps you might join one side and make the other your enemy?

Apocalypse World: This world has been ravaged by a disaster of cataclysmic proportions. Radioactive fallout, cannibal invasions, zombie invasions, sentient machine invasions..

Primitive World: World is inhabited by large numbers of fanatic tribal people, who view you as invaders and want nothing more than your destruction.

Primeval World: (could be combined with the previous) populated with large aggressive animals.

That's it for those, I'll have to scale it back and just think about some events and make another post tomorrow.





Title: Re: Write an event!
Post by: milon on February 01, 2015, 09:38:34 AM
^ Yes!!!
Title: Re: Write an event!
Post by: Listy on February 01, 2015, 11:16:35 AM
Quote from: milon on February 01, 2015, 09:38:34 AM
^ Yes!!!

I always wondered why we don't have a ruined city Biome, I mean structure generation is in game.
Title: Re: Write an event!
Post by: Captain Crash on February 01, 2015, 11:37:27 AM
Poison gas caves: Digging into a mountain and creating a fortress is fun, but can make it easy.  Sometimes digging into an area of poison gas knocking out/potentially killing people will add some risk. Maybe even pools/pits in the open world where its difficult to get close to an area without certain apparatus (gas masks ect)


Chaos Events: Some late game terrible disaster is about to happen, making use of the cryopods, you have to get you colonists in them to survive. Upon wake up the world your on has changed.  This isn't an easy one to do, but will add some variety and means the game can change biomes radically without starting a new game.
Title: Re: Write an event!
Post by: REMworlder on February 01, 2015, 12:09:20 PM
Quote from: BoogieMan on February 01, 2015, 03:50:02 AM

Primeval World: (could be combined with the previous) populated with large aggressive animals.

Reminds me of the Redfields character's backstory, which I really like. A recurring spooky/bloody Redfields event on the last day of October could be a cool twist (https://www.youtube.com/watch?v=kdhhQhqi_AE).
Title: Re: Write an event!
Post by: Argon on February 01, 2015, 07:32:54 PM
A larger number of factions who raid less frequently, and can also be raided themselves.

-Argon
Title: Re: Write an event!
Post by: ousire on February 02, 2015, 12:08:47 AM
I'm in huge support of adding new events to the game, and if I knew how to, I probably would have already made a mod that adds in several of them to the game. I've seen a few threads about adding new events to the game before in the suggestions forum, and I even made one myself.

are there any mods that focus on adding new events to the game? I may need to look into how they work and take a crack at it some time
Title: Re: Write an event!
Post by: BattleFalcon on February 02, 2015, 03:04:23 AM
Quote from: Bodog999 on January 29, 2015, 10:28:48 AM
"You hear something unknown near your place, when you investigate further you see a weird small creature. But its not like any creature you've previously seen. For now it seems harmless, but keep an eye on it."

The creature you've spotted seems blobby, it will slowly grow over the coming few days, due to it's cell structure it has a high damage resistance, but it also moves very slowly. While moving it will destroy anything in its path. Trees, bushes and grass will be consumed, man made structures will take a lot of damage and other creatures will slowly be eaten by the blob if they are unlucky enough to get consumed.

Beware of the blob!

(Reference to the original blob movie)
Title: Re: Write an event!
Post by: FridayBiology on February 02, 2015, 05:46:23 AM
calm day : no wind for a whole day,
> maybe low pressure system event : no wind for a week.
Title: Re: Write an event!
Post by: Listy on February 02, 2015, 08:50:11 AM
Quote from: Feirfec on February 02, 2015, 05:46:23 AM
calm day : no wind for a whole day,
> maybe low pressure system event : no wind for a week.

A week is a bit excessive as month is only about 14 days (? ), but yeah at the moment Wind turbines are a little too good, and have replaced the Geothermal power station in constant, reliable power out put.
SO this along with the gales make them a little less efficient.
Title: Re: Write an event!
Post by: milon on February 02, 2015, 06:41:25 PM
Quote from: ousire on February 02, 2015, 12:08:47 AM
I'm in huge support of adding new events to the game, and if I knew how to, I probably would have already made a mod that adds in several of them to the game. I've seen a few threads about adding new events to the game before in the suggestions forum, and I even made one myself.

are there any mods that focus on adding new events to the game? I may need to look into how they work and take a crack at it some time

Minami created a Custom Events mod, but it's Alpha 7:
https://ludeon.com/forums/index.php?topic=3859.0 (https://ludeon.com/forums/index.php?topic=3859.0)
Title: Re: Write an event!
Post by: ousire on February 02, 2015, 09:02:03 PM
Quote from: milon on February 02, 2015, 06:41:25 PM
Quote from: ousire on February 02, 2015, 12:08:47 AM
I'm in huge support of adding new events to the game, and if I knew how to, I probably would have already made a mod that adds in several of them to the game. I've seen a few threads about adding new events to the game before in the suggestions forum, and I even made one myself.

are there any mods that focus on adding new events to the game? I may need to look into how they work and take a crack at it some time

Minami created a Custom Events mod, but it's Alpha 7:
https://ludeon.com/forums/index.php?topic=3859.0 (https://ludeon.com/forums/index.php?topic=3859.0)

are there any good tutorials out there for adding new events? I've not seen any
Title: Re: Write an event!
Post by: TrashMan on February 03, 2015, 08:21:28 AM
Something like legendary monsters from DF. Randomly generated monstrosities.
Title: Re: Write an event!
Post by: The-MathMog on February 03, 2015, 07:04:11 PM
I probably had more, but can only remember this one at the moment.

"Meteor/meteorite" - A rock falls from the sky simply. Could make a fiery effect, explode (crash hard) on impact, and maybe even drop a few mineable resouces (or simply make them collectable)
This ties well together with the "Drop Pod", but with a few tweeks :)
Title: Re: Write an event!
Post by: StorymasterQ on February 03, 2015, 07:47:02 PM
Quote from: The-MathMog on February 03, 2015, 07:04:11 PM
I probably had more, but can only remember this one at the moment.

"Meteor/meteorite" - A rock falls from the sky simply. Could make a fiery effect, explode (crash hard) on impact, and maybe even drop a few mineable resouces (or simply make them collectable)
This ties well together with the "Drop Pod", but with a few tweeks :)

There's a mod (https://ludeon.com/forums/index.php?topic=9851.0) for that if you like.
Title: Re: Write an event!
Post by: TheSilencedScream on February 04, 2015, 11:22:18 AM
Having colonists request to join, rather than just showing up out of the blue.

Because I don't need someone who can't haul, is a brawler, psychicially sensitive, with a peg leg, and an old gunshot wound to the head... but I do appreciate their organ contributions, I suppose.
Title: Re: Write an event!
Post by: JimmyAgnt007 on February 04, 2015, 11:28:55 AM
Quote from: TrashMan on February 03, 2015, 08:21:28 AM
Something like legendary monsters from DF. Randomly generated monstrosities.

This is what i was going to suggest.  I giant boomrat has gone insane.  Kill it and half the colony goes up in flames.
Title: Re: Write an event!
Post by: Kegereneku on February 05, 2015, 12:10:28 PM
Quote from: Listy on January 29, 2015, 10:18:56 AM
It occurred to me that Events are what makes this game, and at the moment there's actually a small number of them. Now that's no way the Dev's fault, he is after all busy squishing bugs and adding drinkies for my bored colonists.
He's also just one man, and no one can be that creative, as events need inspiration, and we all have our own experiences and thought processes.

I basically registered on the forum to say the very same thing. "Events are what make Rimworld, why isn't there several topic about them already ?". Then I saw your topic, but I still would have expected it to be bigger (you seem to have quite a community already).

So let's participate :
VARIABLE EVENTS

GOOD EVENTS


NEUTRAL EVENTS


BAD EVENTS


Note:
Storytellers suggestion here (https://ludeon.com/forums/index.php?topic=12534.msg126185#msg126185)
Game Ending suggestion here (https://ludeon.com/forums/index.php?topic=11275.msg112541#msg112541)
Title: Re: Write an event!
Post by: Reptavian on February 05, 2015, 11:55:21 PM
Going along with that great suggestion for there to be world types, I have some ideas that fit the bill. 

Your world was once home to a society that had many research labs for what most civilizations would consider morally and ethically questionable projects.  This society was wiped out to prevent contamination of the nearby sectors of space.  Not all of those projects died with the society, in response to your presence a bio-weapon comes to evict you all by force.

One of your bionic limbs has been infected by a rouge AI trying to join the Mechanoid collective.  You don't know which colonist has the infected appendage but at night when you aren't watching one of them builds a beacon summoning the Mechanoids, they will be here shortly.

Your planet is a scrap yard and organic matter is scarce.  Growing food outdoors is not possible due to the toxic atmosphere and hunting is scarce, but you do have all the metals you could ask for.  However, flying machines descend on the area regularly and deconstruct what you have built or dump additional ruined hulks on top of it.

Hey, what if it was possible to play as the Mechanoids at some point?
Title: Re: Write an event!
Post by: TrashMan on February 06, 2015, 07:50:32 AM
Enviromental dangers are a must


Hurricane/Typhoon/Sandstorm/Tornado - horrible weather. Get your colonists inside! map visibility goes to s***, power fluctuates and things outside get damage. Items and animals - even some trees - get flung around (and destroyed). Damages crops and structures.

Landslide - terrain change. Part of a hill dissapears or expands

Eqrthquake - damaged structures, may cause fissures to open (possible valubale metals or gyser appearing)
Title: Re: Write an event!
Post by: giannikampa on February 07, 2015, 05:00:45 PM
Last prisoner that joined your colony just simulated loyalty and runs away from the map
Title: Re: Write an event!
Post by: apljee on February 07, 2015, 07:12:31 PM
A herd of Elk are passing by.

--> 25% chance of meat being infected with a random disease
--> 50% chance of meat being normal
--> 20% chance of the elks going mad when a colonist goes near them
--> 5% chance that the herd goes on a rampage when they enter the map
Title: Re: Write an event!
Post by: FridayBiology on February 07, 2015, 09:22:37 PM
Quote from: apljee on February 07, 2015, 07:12:31 PM
A herd of Elk are passing by.

--> 25% chance of meat being infected with a random disease
--> 50% chance of meat being normal
--> 20% chance of the elks going mad when a colonist goes near them
--> 5% chance that the herd goes on a rampage when they enter the map
kill 50% of animal type random chance from psychotic animal herd event?
Title: Re: Write an event!
Post by: Listy on February 08, 2015, 02:20:17 AM
Quote from: giannikampa on February 07, 2015, 05:00:45 PM
Last prisoner that joined your colony just simulated loyalty and runs away from the map

That event is already in game. If your colony gets too large for the storyteller cap then you start loosing people.
Title: Re: Write an event!
Post by: OpposingForces on February 08, 2015, 05:11:49 PM
 ice event: wind turbines get stuck due to ice, movement slowed.

meteor shower: small bits of metal / ore/ stone rain down. damages any thing they land on.
Title: Re: Write an event!
Post by: TrashMan on February 09, 2015, 05:14:04 AM
A mysterious visitor wishes to join your colony. He is very pale looking and prefers to work at night tough, avoiding sunlight. He is also very strange and distanced.
...
...
When he does go outside he sparkles. A LOT. He also has a tendency to follow around young females in your colony and stare at them.
..
Sometime later another visitor will come. Female. She will follow the first on everywhere and will start cutting her wrists if she spends too long outside his company.
Title: Re: Write an event!
Post by: muffins on February 09, 2015, 10:54:42 AM
A very large ship breaks up in orbit, showering the planet with its cargo (like the in-game cargo drop but x20)

25% chance of dead bodies (without arms or armour - it was a passenger/colonist ship)
25% chance of dead animals (it was a terraformer ship loaded with fauna)
25% chance of muffalo meat (it was a trader from a ranching colony/world)
25% chance of slag or rock chunks (ancient derelict ship or meteorite broke up while entering the atmosphere)

All but the chunks would rapidly rot away in warm weather.
Title: Re: Write an event!
Post by: Sartain on February 18, 2015, 01:01:59 PM
Brain Parasite Infestation:

One of your colonists has been infected with the often deadly Brain Parasite. The parasite will have to be removed (by a competent medical professional) before it's gestation is complete or the colonist will suffer permanent brain damage and possibly also fly into a violent rage from which there is no recovery.
Title: Re: Write an event!
Post by: Mithradates on February 18, 2015, 01:42:00 PM
Some kind of positive psychic event would be lovely. As is, a lot of people just reject 'psychically hypersensitive' people out of hand.

A new colony is established somewhere on the planet (not necessarily in the same manner as your own). You can choose to assist them materially early on for diplomacy bonus - regardless, a new faction is added wit which to negotiate. If you want to be awesome about it, you can have versions of this where they are themed in some way (A new band of pirates, reawoken Ancient warriors, a proper colony ship from another planet, an expansion of one of the other settlements, refugees from a conflict resettle, etc).

Having other people settle your area would be interesting - especially early game. You can attempt to convince them to join with you, you can fight for resources, and all the other things that have doubtless been said a dozen times already in this thread.

I know this isn't very specific, but I would like to see more high-level technological items (like the AI Persona Core) and quests regarding them/uses for them. As an example, a crashed pod has a damaged cloning array, which if repaired can grow lost organs if given enough time, energy, and resources (Read: Biological material) to do so. However, such things are highly valuable on Rimworlds, and pirates will attempt to take it, whilst other settled factions might want to trade for it, giving a strong relations bonus among other things.

Other things?
Title: Re: Write an event!
Post by: Sartain on February 18, 2015, 01:48:55 PM
Some more expensive, game-changing, high-tech stuff would certainly be fun. Like say, gathering several rare and expensive materials, along with obtaining research schematics and then actually researching, a Psi-dampening tower that makes your colony immune to Psychic events.
Title: Re: Write an event!
Post by: Listy on February 19, 2015, 02:16:49 AM
Quote from: Mithradates on February 18, 2015, 01:42:00 PM
Some kind of positive psychic event would be lovely. As is, a lot of people just reject 'psychically hypersensitive' people out of hand.

Sort of a Psychic wave washes over the area giving your colonist a psychicly generated tip off and then the game re-formats some extra mineable resources, maps an undiscovered area of the map, the more valuable/larger area the more psychically sensative your guy is?
Or the wave could mean he calls out to more animals, and the game spawns lots more creatures near his location?
Title: Re: Write an event!
Post by: litenthadark on February 19, 2015, 04:26:32 AM
Alpha creature: A single creature goes psychotic, but instead of attacking the player, it attacks other animals. In it's rage it gets a huge boost to all stats, and is very dangerous. It can wipe out all other animals if you don't handle it.
Title: Re: Write an event!
Post by: Mithradates on February 19, 2015, 09:59:01 AM
Quote from: litenthadark on February 19, 2015, 04:26:32 AM
Alpha creature: A single creature goes psychotic, but instead of attacking the player, it attacks other animals. In it's rage it gets a huge boost to all stats, and is very dangerous. It can wipe out all other animals if you don't handle it.

Eh. I think that needs to be toned down significantly. I'm not looking to fight an Epic Creature from Spore.
Title: Re: Write an event!
Post by: Kegereneku on February 19, 2015, 12:57:30 PM
Eh... I think I have to suggest some GOOD EVENT.

By now Tynan must have 10 000 way of killing you as slowly and cruelly as possible, but barely any good -yet logical- event to assist a player on the verge of destruction, starvation, death by boredoom...etc

Edit : Just modified again my post with some good event idea
https://ludeon.com/forums/index.php?topic=9755.msg99874#msg99874
Title: Re: Write an event!
Post by: Tynan on February 22, 2015, 04:32:15 AM
This thread is a gold mine! Many thanks to you all.

If anyone has other thoughts, I am all ears.
Title: Re: Write an event!
Post by: vagineer1 on February 22, 2015, 04:37:45 AM
Quote from: Tynan on February 22, 2015, 04:32:15 AM
This thread is a gold mine! Many thanks to you all.

If anyone has other thoughts, I am all ears.

I've got one.

(You've detected an escape pod about to land nearby, but it isn't one from the ship you escaped from)

My idea is that these escape pods are much larger than the ones on the ship our colonists came from. These were designed to carry at least 5 to 10 people and a small number of supplies ranging from guns, building materials or medicine. You could also take apart the EPs to get the materials they were built from. But be careful as the pods could have hostiles inside too.
Title: Re: Write an event!
Post by: Sartain on February 22, 2015, 07:11:18 AM
For a positive event, skilled visitors to your colony could offer their services, either free of charge or for a fee, while they're visiting. Basically, hired help for a bit.
Title: Re: Write an event!
Post by: evrett33 on February 22, 2015, 10:17:29 AM
The AI running your guns/power/com computer becomes corrupted and decided to kill all humans.

Heavy rain/wind/poor maint causes a roof collapse.

A passing shaman declares you have settled on a sacred burial ground of his people. He demands a offering or he'll call down lightning on your base, summon ghosts to haunt your settlement, or drive local animals to attack your colonists.

A visiting artist becomes inspired. She constructs a statue of a leader you do not recognize and gifts it to the colony, inviting you to enjoy its beauty for all time. After she leaves you learn the statue is an comedic caricature of a local leader and that leaders zealous followers are bent on its destruction.

A princess from a local community has eloped with one of your colonists. She wants to join your colony but her brothers have arrived and demand her return.

One of the local animals has adopted your colonist. It follows him around to the entertainment of all and soon becomes the town mascot. They have even give it a name. If it were to perish everyone in the colony would be very sad.
Title: Re: Write an event!
Post by: Listy on February 23, 2015, 03:02:41 AM
Quote from: Tynan on February 22, 2015, 04:32:15 AM
This thread is a gold mine! Many thanks to you all.

If anyone has other thoughts, I am all ears.

Good to hear, that's why I started it.

Event:
Lost Key.
One of the colonists looses his door key card. He can't open any other doors until another colonist gets to him. (Use the "Rescue colonist" functions perhaps?

A good nights sleep:
No matter the conditions a Colonist has had a really good nights sleep. + morale effect.
Title: Re: Write an event!
Post by: skullywag on February 23, 2015, 03:25:49 AM
We have beer, we have emmie, party anyone?

Edit - woops i mean the pop star. TOTALLY different party if emmie is involved..*gulp*
Title: Re: Write an event!
Post by: StorymasterQ on February 23, 2015, 03:41:03 AM
Quote from: skullywag on February 23, 2015, 03:25:49 AM
We have beer, we have emmie, party anyone?

Edit - woops i mean the pop star. TOTALLY different party if emmie is involved..*gulp*

I'd go to a party if Emmie's coming. Also if she's doing the thing with the same (or slightly different) spelling but with a completely different meaning.
Title: Re: Write an event!
Post by: skullywag on February 23, 2015, 03:42:05 AM
Combing?
Title: Re: Write an event!
Post by: StorymasterQ on February 23, 2015, 03:43:12 AM
Quote from: skullywag on February 23, 2015, 03:42:05 AM
Combing?

Drapes or carpets?
Title: Re: Write an event!
Post by: Mithradates on February 23, 2015, 02:13:18 PM
Quote from: StorymasterQ on February 23, 2015, 03:43:12 AM
Quote from: skullywag on February 23, 2015, 03:42:05 AM
Combing?

Drapes or carpets?

Desert.

https://www.youtube.com/watch?v=MtkK3eijBso
Title: Re: Write an event!
Post by: MrSurvivor on February 23, 2015, 11:13:52 PM
Desert: Sandstorm
A sandstorm has begun.
-Until it ends colonists will have reduced visibility
-(And your screen will be filled with sand too so you can't see anything. Of course indoors isn't affected)

Snowy place: Hailstorm
Hail has begun to fall.
-All colonists will take damage from hail (Like once every 5 seconds or so. Damage will be like getting hit with a rock [basically is])

Anywhere: Supply drop
An orbiting cargo ship has taken pity on you and has dropped some supplies *jump to location*
-Basically like cargo pod crash but there is much more stuff and much rarer. It is also more organized.

Anywhere: Inspiration
Your researcher has suddenly has a flash of inspiration!
-Research subject boosted by 10%

Anywhere with trees: Fallen Tree
A tree has collapsed and has caused some damage!
-Tree destroys anything in a 3x3 radius with the tree in the middle. Gives more incentive to cut trees.

Electronics: Malfunction
One of your electronics has malfunctioned and is not working. It will take some time to fix.
-Anything that needs power can have this. Time to repair varies but with ex: improvised turret it will take 1 hour to fix and up to 3 hours for advanced turret...


HOPE THIS HELPS! ^_^
Title: Re: Write an event!
Post by: NoImageAvailable on February 25, 2015, 12:33:47 PM
Something a bit more complex: A deep space mining vessel appears and drops in a bunch of miners who build a small outpost similar to sieges. They get regular supply drops from their ship and go around mining ore and hauling it back to their base camp. After a week or so they go away, taking all their gathered resources with them. The player can either attack them and take all their resources or call the ship using the comms console and either pay a small fee to make them go away or buy their resources at below market price (saves them the trouble of hauling and finding a buyer after all).
Title: Re: Write an event!
Post by: Garash on February 25, 2015, 03:37:07 PM
A single pirate request to join your colony, saying he/she has had enough of his/her days of pirating.

A. You except him, he joins and no followup event.
B. You decline and he/she leaves the area.
C. ITS A TRAP! The pirate saboutages your powergrid (like a solar flare) and a group of pirates enters the area and assaults immediatly. (This ofcourse with a lower percentage of happening)
Title: Re: Write an event!
Post by: StorymasterQ on February 25, 2015, 08:33:30 PM
Quote from: Garash on February 25, 2015, 03:37:07 PM
A single pirate request to join your colony, saying he/she has had enough of his/her days of pirating.

A. You except him, he joins and no followup event.
B. You decline and he/she leaves the area.
C. ITS A TRAP! The pirate saboutages your powergrid (like a solar flare) and a group of pirates enters the area and assaults immediatly. (This ofcourse with a lower percentage of happening)

Sounds suspiciously similar to an event from FTL :D Love it!
Title: Re: Write an event!
Post by: cultist on February 25, 2015, 09:46:23 PM
I would like to see more "soft" events. Basically, things that add more life to the area, but doesn't have a substantial effect on your colony. Good examples of this in the current game are random friendly visitors (no real effect except the option for more social chat) and cargo drop pods (reasonably small positive reward with little risk but often a time sink). It doesn't have to be much more fancy than a few lines of text or a slight change in the environment. But it all adds up.
Title: Re: Write an event!
Post by: Kegereneku on March 03, 2015, 08:30:02 AM
Bumping,
Who is on making this thread a sticky ? Tynan looked like interested and we really need at least one of these don't you think ?
Title: Re: Write an event!
Post by: Dapadoupas on March 03, 2015, 08:43:17 AM
Nudes race. :P
Title: Re: Write an event!
Post by: A_Bandit!!! on March 04, 2015, 08:12:58 AM
Gonna repost one i´ve written in the cheap ideas-thread, it fits with this thread more.

Bountyhunter
A bountyhunter hails you. A colonist that joined your colony is wanted and the bountyhunter wants you to hand him/her over. Problem is, the person have joined your colony under false name and background. He has a few snippets of information about presumed age, gender and traits. You have 2 days to find the person and place them under arrest. If you comply you might get a finders fee. If you refuse or give the wrong one he gets angry. Bountyhunter is though and has allies.



Title: Re: Write an event!
Post by: Keychan on March 04, 2015, 09:53:12 AM
Personal Business
An allied colony asks you to hand over one of your prisoner's for 'personal reasons.'  The prisoner may have had good/bad ties with the allied faction, maybe the allied faction wants to use him as a hostage, the prisoner may have been a spy for the allied faction, it's up to your imagination.
Accept = +Faction Relationship, maybe some random supplies, more for the imagination considering how bad they wanted the prisoner.
Decline = -Faction Relationship

"Tax Collector"
A hostile/neutral/not great relation faction who believes they own the area requests you pay a tax, in silver to scaling to colony wealth, for use of the land /year, /#months, randomly.  If you decline, maybe repeated, - faction relationship, you receive a threat of a large invading force to wipe you out, or not, they could have been bluffing.

UFO
An unidentifiable object hovers above your colony. (Small, Large, Massive, as in blocking out the sun massive.) (Interesting if it's shown as a large moving shadow on the map)
It may leave over time, causes worry to colonists during it's stay.  Event could also lead to dropped goods, junk, abandoned people or mechs, or hostiles from under the ship.
Title: Re: Write an event!
Post by: SteelHeart on March 06, 2015, 10:08:41 PM
gold rain:
it rains gold

Friday:
it`s Friday, all your colonist are happy. they might throw a party.

MAGIC:
all of a random item on the map are transmuted to some other random item. could be wood to plasteel or gold to potatoes.
Title: Re: Write an event!
Post by: Listy on March 07, 2015, 03:40:05 PM
Ok got a sensible one:

Change of leadership.

One of the factions in the game has a sudden change of leadership, due to an election, chieftain dying, or whatever reason. The new leader decides to take the faction in a new direction. Randomly gain or loose a large chunk of reputation points.
Title: Re: Write an event!
Post by: Argon on March 07, 2015, 03:56:05 PM
Chemistry accident: Causes a small explosion, sets the research bench on fire along with the colonist, and burns the colonist's eyes.  All research into the current topic is lost.

-Argon
Title: Re: Write an event!
Post by: b0rsuk on March 09, 2015, 03:29:27 AM
Boomrat mating season
Male boomrats on the map fight each other for the right to copulate with a female.
Title: Re: Write an event!
Post by: StorymasterQ on March 09, 2015, 03:35:54 AM
Quote from: b0rsuk on March 09, 2015, 03:29:27 AM
Boomrat mating season
Male boomrats on the map fight each other each other for the right to copulate with a female.
Add to clarify: female, but not necessarily a boomrat :D
Title: Re: Write an event!
Post by: b0rsuk on March 09, 2015, 05:45:15 AM
Illegal deal
Two factions land their ships in the middle of nowhere, a good distance from your colony. They attempt to trade crates containing smuggled wares. Watch Firefly to see how this should look. If approached, they will both open fire at you, then cancel the trade and fly away blaming each other. Interfering worsens your relations with the factions a lot.
If you send a strong team quickly, you kill them all and capture both the wares and the silver meant to pay for them. The wares would be randomly selected between:
- uranium
- medicine and glitterworld medicine
- human organs and/or bionics
- high-tech weapons and armor
- slave(s)
- devilstrand
- a nice number of lavish meals
- hyperweave
- stuff crafted from human leather
Title: Re: Write an event!
Post by: Kegereneku on March 17, 2015, 08:33:46 AM
Bumping, I think some people might have some JOY (https://ludeon.com/forums/index.php?topic=11461.0) related event. Myself I might add some.
Title: Re: Write an event!
Post by: M on March 17, 2015, 11:51:09 AM
This thread is awesome! I think more and different events would add much to the story of our games.

- Betrayal:
One of your colonist (most recent ones) betrays you the next raid/siege from his previous faction, disabling defences, powering off stuff, decostructing the main entrance, shooting colonists etc. He will only shows himself as an enemy (red) once the battle starts or enemies are at the gates.
Prerequisites: *10+ Colonists, *Enemy Faction Raid/Siege, *First raid after colonist admission in the colony, *Very rare event

- Military Support Request:
One of your allied factions request for immediate military support! One of their scout squad is under attack! A small squad of the allied faction enters the map and runs in your base direction, few seconds later an enemy squad enters the map(mechanoids or pirates or enemy faction or even anther allied faction). Both squads start a battle after taking cover or after a few seconds chase. You gain +15 relationship if you kill ALL the enemies (no capture), lose -15 relationship if you let ALL your allies die.
Prerequisites: *5+ Colonists, *At least 1 allied faction, *Uncommon event

- Checkmate:
The group of visitors inside your base is actually a disguised group of pirates/riders/enemies. They will start breakingsome power conduits, disabling some turrets or melee/shooting some of your colonists before this event and its message pops up and they become red.
Prerequisites: *10+ Colonists, *At least 1 allied/neutral faction, *Rare event

- Foraingers:
Foreigners of a faction (maybe exiled from that faction) start their own colony in the map (simple huts, farms, campfires, hunting animals, mining in an area, chopping trees in an area, building some defences and basic energy). They seems neutral... For now... But there are three hidden possibilities:
*1) They are cannibals. They will hunt down your colonists. (30%)
*2) They are insane. They will do random creazy stuff like burning forests or stealing items and weapons etc. (30%)
*3) They are normal and neutral but will contend resources harder. (40%)
Prerequisites: *5+ Colonists, *Medium-Large Map, *Very rare event
Title: Re: Write an event!
Post by: Johnny Masters on March 17, 2015, 04:08:29 PM
The Escapee

Part 1:
-A refugee comes to town and asks if he can join the colony (yes, no answer). He may or may not disclose that he is running away from someone.

Part 2:
-A few months later, one of the factions or a raider group prompts you to give the escapee back, for whatever reason (he committed a crime, he's a slave, etc). You decide:  Keep the refugee and fight the faction, possibly turning a friendly or neutral faction into a hostile one, or give him away, possibly causing a gloomy mood in the colony.
Title: Re: Write an event!
Post by: SpaceDorf on March 19, 2015, 05:28:55 AM
Positive Psychic Events same as the psychic Wave as of now but with a positive mood boost

Auroras ( Polar Lights ) for all Polar Biomes in conjunction with the solar flare event - give a mood boost for being beautiful

Title: Re: Write an event!
Post by: Listy on April 14, 2015, 01:59:33 PM
Four more events. These are minor ones that while having a blue message come in explaining it might make the colony feel more alive, but it might also lead to spam as its likely to happen often. These are also the flip side of each other.

Sleep:
Disturbed sleep:
After a bad nights rest the colonist has the Disturbed sleep modifier.

Good nights rest:
After a good nights rest the colonist has a positive modifier.

On the fun/Joy system:
Boredom:
Colonist is not inspired by any of the activities on offer. Will not gain any benefit from Joy for the next 24 hours.

Inspired:
The colonist has all his Fun/Joy resistances reset to zero.
Title: Re: Write an event!
Post by: amul on May 05, 2015, 12:02:19 PM
This is less of an event and more of a category of events : More communication traffic.

A scout ship, [ship name] has come in range of your communication buoy. The pilot has been flying around space by him/herself for a while and is looking for a friendly port to stretch his legs in. You have the option to let him land and hang out for a while, eating your food, engaging in Joy activities, and sleeping (preferably in a bed). When he leaves, he drops off a payment of some kind. Possibly, you can negotiate the type of payment.

You are picking up a distress call. Tons of ways you could go with this one. The simplest is just receiving a message you can't do anything about. Or it could be a ship full of starving people that will buy food/meals in exchange for silver. Or the ship's computer has been infected with a virus and they need you to complete a research project for them and then "upload" the code by talking to them again once you've completed it -- fail and the ship crashes nearby.

You're picking up an ancient entertainment broadcast. Temporary Joy bonus to anyone indoors while the signal is good as you listen to that Olde Time Music.



Title: Re: Write an event!
Post by: Tynan on May 06, 2015, 01:23:16 AM
I very much love this thread and appreciate everything you guys have contributed here!
Title: Re: Write an event!
Post by: Listy on May 06, 2015, 02:39:51 AM
How about screwing with joy? An event that turns a Joy session into a frustration session. To give a slight - modifier.

Interference/static on TV
Missing chess piece.
Broken pool cue.
etc etc
Title: Re: Write an event!
Post by: silenced on May 06, 2015, 02:52:40 AM
Quote from: Listy on May 06, 2015, 02:39:51 AM
How about screwing with joy? An event that turns a Joy session into a frustration session. To give a slight - modifier.

Interference/static on TV
Missing chess piece.
Broken pool cue.
etc etc

This is so evil! But good! Tantrum spiral anyone?
Title: Re: Write an event!
Post by: Piet.Lu on May 06, 2015, 03:29:45 AM
Amnesia
Out of a sudden, a colonist forgets everything.
you have to recruit him again and his skills and his personality are complete different than before.
Title: Re: Write an event!
Post by: Regret on May 06, 2015, 06:25:47 AM
Quote from: Piet.Lu on May 06, 2015, 03:29:45 AM
Amnesia
Out of a sudden, a colonist forgets everything.
you have to recruit him again and his skills and his personality are complete different than before.
Hmm, maybe too extreme.
But constantly forgetting what he was doing could be a hilariously frustrating trait.
Maybe call it ADHD, have them work a lot faster but randomly dropping their task and starting a different one?
Title: Re: Write an event!
Post by: Listy on May 06, 2015, 12:23:12 PM
Trying a new look: Random hair change
Title: Re: Write an event!
Post by: Ketzal on May 06, 2015, 12:32:47 PM
Lethargy / Depression (contagious)
- Everyone moves and works much more slowly
- Severe joy deprivation
- Need to force tons of joy to remove
- Chance of suicide if not addressed

Holiday
- Boosts joy bonus
- Penalty for working

Animal Population Boom
- Massive influx of a particular animal type
- Boom animals force other animals to starve (by eating food)
- Need to curb population or animals go insane and start attacking everyone and everything

Nudist Colony
- A nudist colony passes through taking any of your nudist colonists with them

The Big One
- A massive mufallo walks through map
- Anyone above a certain hunting level will be excited and more effective while it's on the map
- If they kill it, they get a permanent skill + joy boost (I killed "The Big One")
- If they don't they get a permanent abrasive trait (stories about the one that got away)
Title: Re: Write an event!
Post by: amul on May 06, 2015, 01:29:22 PM
Hatfields and McCoys:

Two NPCs from opposing factions have, for some reason, brought their longstanding grudge to your neck of the woods. Each is armed with awful-quality miniguns, and they aimlessly wander the map taking pot shots at each other for a few minutes and then running away, but generally leaving your actual colony alone.
Title: Re: Write an event!
Post by: SteelHeart on May 10, 2015, 07:15:09 PM
Ancient Challenge:
An ancient ship shows up in orbit and challenges your colony to a battle. Accepting immediately causes a mechinoid raid but gives a fairly large reward of goods at the end. Accepting but asking for time to prepare lets you start setting up for about a week before the raid but grants a smaller reward. Declining has a chance of the raid happening any way with a smaller reward or not at all.
Title: Re: Write an event!
Post by: Piet.Lu on May 11, 2015, 05:38:10 PM
Quote from: SteelHeart on May 10, 2015, 07:15:09 PM
Ancient Challenge:
An ancient ship shows up in orbit and challenges your colony to a battle. Accepting immediately causes a mechinoid raid but gives a fairly large reward of goods at the end. Accepting but asking for time to prepare lets you start setting up for about a week before the raid but grants a smaller reward. Declining has a chance of the raid happening any way with a smaller reward or not at all.

maybe with another option: you may offer some of your stuff and if the raiders accept, they won't attack you.
Title: Re: Write an event!
Post by: isistoy on May 12, 2015, 07:41:53 AM
Hello Guys,

There are a lot of great ideas in here.

Someone asked about how/if possible to write custom events for the game and I wanted to point out, that there already is a tutorial down there: https://ludeon.com/forums/index.php?topic=4626.0

it was made by minami26 a while ago.
Title: Re: Write an event!
Post by: Hayhorse on May 12, 2015, 11:32:55 PM
Self-Reliant Mechanoids - A group of Mechanoids have managed to become free from the AI Core due to a Solar Flare/EMP and somehow are able to speak English (whatever language your game is in) and ask for protection stating that once the AI is back and running it will send a large group of Mechanoids after them. Killing anything and anyone in their path, since they had passed by your colony the small army will attack the colony to find and destroy them.

1. Decline (Be attacked by the army and possibly have some of the group become hostile_
2. Protect them. (The attack still happens but some Scythers join the colony. Also unlocks a Mechanoids tech branch that allows you to build charge stations for the Scythers. Anyone with a crafting skill of 10 or higher and a research of 12 or high (or a Mechanoid related back-story) can repair their charge lances or their body's.)

(Hidden) 3. Use your Mortars to disable some of the Mechanoids before they reach you. (At least 2 EMP mortars are required for this third option.)

               (Hidden) 1. Ask for the coordinates of the hive after the battle so you can bombard them with your Mortars.

(This is assuming any of the Scythers that stayed with you survived)

                               A) Use your Incendiary mortars to ignite the hive and burn what can be burned.
                               B) Use your Fragmentation mortars to destroy the production lines of the hive to prevent construction of new Mechanoids.
                               C) Use your EMP mortars to disable the hive and possibly wipe the AI Core.
                               D) Use your Frag and Incendiary mortars to completely destroy the hive.
                               E) Completely wipe out the Mechanoids.

They should all be self explanatory. All of the options to attack the hive require at least 2 of the represented Mortars. It would create an event where you can have people man the mortars and shoot off screen destroying the Hive. If you manage to wipe the AI Core (C) the hive will no longer attack you as all mechanoids attached to it shut down.

(D) Will destroy the hive and make attacks from the remnants less frequent and smaller in numbers assuming any mechanoids survived or are still functional without the AI controlling them.

(E)Should be self explanatory. Only mechanods that will attack you would be any from crash ship parts or Cryosleep rooms.
Title: Re: Write an event!
Post by: Anduin1357 on May 15, 2015, 01:14:53 AM
Event: "Hostile Siege outpost"...
...by a pirate or really hostile faction which is a severe version of the basic siege. The hostiles set up permanent camp in the vicinity of the colony map, building up forces in manpower and mortars as it continues to last. It will send attacks every day and at night as well if it has the forces to do so.

Basically an enemy colony settling near you with hostile intent.
Title: Re: Write an event!
Post by: Frankenbeasley on May 15, 2015, 05:15:14 PM
Moral Dilemma

Perhaps certain conditions might affect colonists in different ways. At the moment, there doesn't seem to be any friction between colonists and the colony - even when someone incapable of violence has to live in a colony of psychopaths and cannibals, or a tribesman watches his former friends, or even relatives, harvested for organs or sold into slavery.

I think there should be a chance that, say, a new recruit from an escape pod who breaks during their first few months in the colony has a chance to steal some small percentage of your resources to buy passage off-world from a trader when they pass by. Or, for home-grown recruits, perhaps, if you have a prison full of raiders from their former community and they aren't happy enough, they might lead an escape - not a fight, unless you choose to try and recapture them.

It might make it more important to choose who you do and don't recruit, and how you treat them, rather than taking the route of recruiting everyone you can for the purposes of Operation Human Shield. After all, the Warden might have told them the colony was a family-oriented place and you'd be working people close to you, but when you discover that you're taking Granny to kidney removal 101, you might begin to entertain doubts.
Title: Re: Write an event!
Post by: Wild Card on May 17, 2015, 05:26:11 AM
A group of rebels/slavers pass through the map. They have succesfully raided another outpost and they are heading to their drop zone (other side of map). All/most of them are carrying wounded prisoners, weapons, art reasources, etc.

You can..do nothing..they leave map with their cargo in toll
Intercept them and try to "liberate" the cargo rescue the prisoners and do whatever recruit free, them (relation boost with their faction)

The slavers should be large in numbers and focus on defending their cargo and escorting it to destination. Could tie in to the new escort Ai behavior for A11
Title: Re: Write an event!
Post by: Elixiar on May 18, 2015, 02:42:47 PM
Suggestion 1:

[Colonist 1] had a heated argument with [colonist 6]

For a few days they will be bitter and their moods worsened.

Suggestion 2:

[Colonist 4] has organised a shoe horse competition.

Light hearted group fun has raised the moods of everyone in the colony.

(all colonists go to shoe horse zone for 2-3 hours)

Suggestion 3:

Visitors from [town at the field] are in pursuit of fleeing raiders, help them!
Title: Re: Write an event!
Post by: ARiA1089 on May 18, 2015, 04:12:52 PM
good/bad event:"you see a chunk of the ship that brought you here crash down "
the ship piece may contain work benches smelters furnaces and resources or a cryptosleep casket with another colonist (capture rescue to whatever)
the ship piece could be filled with mechanoids which had destroyed your ship in the first place (cuz they really hate humans)
Title: Re: Write an event!
Post by: Listy on May 19, 2015, 05:56:01 PM
Quote from: REMworlder on January 29, 2015, 12:56:34 PM
A spacer appears on the map and runs to your base. Tribals appear shortly after and follow. A popup message says the spacer is being chased by tribals for stealing a valuable item (http://i.imgur.com/ePmWG39.jpg).

Congrats REM, you got your event in!

From the change log:

"Added chased refugee incident. A refugee radios for help; you can accept them into the colony but a raid will follow them."

The message states the player can:
A. Do nothing. The tribals will eventually catch up to the spacer. If the spacer survives being pincushioned he can be captured.
-(unstated random chance) Some spacer drop pod in and throw down with the tribals.
-(unstated random chance) The spacer drops a valuable object. The tribals will still chase him.
B. Attack the tribals. The tribals will attack your colony and the spacer will drop something valuable as thanks before leaving the map.
C. Kill the spacer. (unstated option) The tribals will be thankful and your relations will increase.




A cloud of ash blankets the map (http://upload.wikimedia.org/wikipedia/commons/7/73/Pyroclastic_flows_at_Mayon_Volcano.jpg), dropping solar panel efficiency and halving cooler effectiveness. Darkness and storm effects debuff ranged accuracy. Most common in mountain regions.
Title: Re: Write an event!
Post by: Barley on May 21, 2015, 11:43:24 AM
Rockslide!
A sudden rockslide comes rushing down a nearby mountain's surface, burying or crushing anything nearby.

Replaces everything within 3 tiles of an overhead mountain tile with compact rubble.
Title: Re: Write an event!
Post by: Bodog999 on June 07, 2015, 10:09:49 AM
Event : Cannibal Man-hunter
Some lone warrior (tribal or with advanced tech) is seeking humanitarian food.
Challenge for the player : straighforward

Shia LeBouf?
Title: Re: Write an event!
Post by: Wild Card on June 07, 2015, 03:14:12 PM
Event : Predator (kinda` like the movie)

3 or 4 friendly pawns start at the edge of the map and make their way to your colony. 1 is a tribal 1 a spacer 1 a pirate and 1 an outlander, each with his/her own gear.

few sec later behind them spawn 1/2 bio-engineered soldiers , 1 specializing in melee (2 bionic legs, 2 power claws, shield,etc...melee build) 1 ranged (bionic legs bionic eyes, minigun bionic arms etc...ranged build) which hunt the first 4.
Story is that this is a test by the local genetic engineering company to see how well their products behave in combat.

You can...do nothing, in which case the Predators will catch and exterminate the prey and leave
           ...move to intercept the 4 runners and get ready for a fight.

If you win you get to keep the survivors as well as the gear of the fallen bio-engi soldiers.  And maybe would incur the ire of the bio soldiers manufacturers who would send them against your colony again in the future...in small to med numbers, to keep from being to unfair !
Title: Re: Write an event!
Post by: A Friend on June 07, 2015, 11:32:24 PM
Some small simple ideas.

Event: Equipment failure

"[Constructor Colonist]'s poor maintenance check resulted in a [Equipment/Door/Turret/Etc] being unusable until repaired"
Basically the description.

Event: Chewed cables

"A wild squirrel/rabbit has chewed on some of your power cables!"
When the mentioned animals comes near exposed power cables there is a chance for this to trigger, the eating animation thingy happens on the cable and when finished, the cable deconstructs.
Title: Re: Write an event!
Post by: Vas on June 08, 2015, 11:44:48 PM
Reavers.
The race of people that rape you to death, eat your flesh, and sow your skin into their clothing from the series Firefly.

An event that has them land at your colony.  Like the crashed ship event, only the shape of a ship instead of a part.  Going within 100 blocks of this ship will cause your colonists to get sick with radiation damage, increasingly high radiation levels the closer you get to the ship.

It releases a race of humanoid creatures with scared flesh and wounds and metal sticking out everywhere as they desecrated their own bodies.  These are permanent man-hunters, and will never stop trying to find you.

When they land, your colonists (all) get a mood shift to -20, "Afraid of reavers" or something like this.  The ship does not leave or retreat, it must be destroyed to get rid of it.  The mood shift disappears once you kill all the reavers though, and the ship has a random storage amount based on it's size of 30-75 reavers, all melee users, mostly with no shields.  So kill all the enemies inside, then find a way to kill the ship (if you want).

Lastly, these enemies are priority, all humanoid creatures will attack them and consider you temporarily allied till the enemy is dead.  Reavers are considered extremely dangerous, all humans work together to kill them even if they have a -99 relation with everyone else around them.  Once the reavers are dead and gone, all visitors and raiders leave peacefully but return to previous standings before the fight (all may have a +5 standing boost based on the fact that you helped them against the reavers).

This would be a fun event, might be nice to see a mod make it.
Title: Re: Write an event!
Post by: Katorone on June 11, 2015, 09:55:55 AM
Quote from: Vas on June 08, 2015, 11:44:48 PM
This would be a fun event, might be nice to see a mod make it.
These reavers pale in comparison to some of the colonies i've seen.  Wouldn't be surprised if for some colonists the reaver event would end up being a +20 mood boost because of "new friends/food/clothes!"
Title: Re: Write an event!
Post by: demacrex on June 21, 2015, 06:37:10 AM
Good
Hazy Sunset/sunrise - (any biome with trees) a nearby fire (off map) is producing smoke that combined with the wind, layers the sky above us and gives beautiful tones in the sunset/sunrise - gives small boost to joy and beauty for that evening/morning, colonists go outside to see it.

Now I know people have said Meteor showers BUT Meteor Shower - Non impact, small particles streak across the night sky from whatever origin, they leave incandescent trails in their wake - similar to Hazy sunset/sunrise but a midnight or pre-dawn event which increases joy and beauty, colonists go outside to view it.

I noticed my pawns meditate sometimes in their rooms if they are set to either 'joy' or 'anything', possibly both but what if there was an event for that say something like 'Inner peace' - one of your colonists after meditating an average amount over the last x amount of months has found what it means to be truly happy, and goes about spreading this to their fellow colonists (might not work for every one e.g psychopaths and the like but the other colonists are happier for a short time or a +2 or +5 permanent effect)

Not sure if someone has said something like this but 'Amazing Art' - one of your colonists (who has a certain crafting level) has made a stunning piece of art, your whole colony gathers for a moment this evening (so work isn't interrupted) to unveil it (or not haha) and it gives a medium beauty and a minor mood boost, both of which fade with time.


Neutral
Drought/Monsoon Season - (Drought for forest/plains, monsoon for desert) The weather system of the planet shifts changing the biome significantly for the following month/ 2 months - not sure how possible but changes the biome to the opposite end of the spectrum for a period e.g desert to tropical forest and vise versa for however long.

Strange Tides - (raised/ lowered water levels, maybe for coastal) one of the moons of this planet has a strange affect on tides at this time and it raises/lowers water levels.

Tribal Migration - (any biome, so long as world map contains a tribal faction) A neighboring tribe has been forced from their home for reasons unknown to us, while they seem cautious they do seem willing to barter, as they are carrying everything they could from their home (maybe even have a muffalo/some animal towing a cart or with leather packs) they don't have anything fancy but may have food or items of little value to them (which they don't understand) but are of great value to us etc.
^ could go another way aswell, e.g they decide your colony is the perfect site and try to evict after trading with you or whatever kicked them from their home land follows or a small number defect from the group and join you out of fear of wandering the landscape trying to find a home forever.

Bad
Locust Plague - (Desert and Arid shublands, possibly more) A ravenous swarm of locusts descend upon the land eating any crops or natural food plants in their path and possibly contaminate any meals they can reach through vents etc.

That's all for now I'll add anything I think of later :)
Title: Re: Write an event!
Post by: b0rsuk on July 25, 2015, 06:44:26 PM
Great Migration
A HUGE herd of pack animals, like mufallos, passes through the map. It's an opportunity to get quite a lot of food if you have competent hunters with nothing else to do. They enter on one edge and exit on the opposite one.
Title: Re: Write an event!
Post by: Tynan on July 25, 2015, 06:50:38 PM
Quote from: b0rsuk on July 25, 2015, 06:44:26 PM
Great Migration
A HUGE herd of pack animals, like mufallos, passes through the map. It's an opportunity to get quite a lot of food if you have competent hunters with nothing else to do. They enter on one edge and exit on the opposite one.

I love it - that's one of the oldest ideas I have written down in my ideas reservoir. From like day 1 of RimWorld brainstorming.
Title: Re: Write an event!
Post by: Segrog on July 25, 2015, 08:35:08 PM
Flooding: Most likely on on beach maps. Almost the whole map would be filled with water. Most of the water would be light blue (the type you can walk in), but some areas could be the dark blue water (The type you can't walk in). When this happens, it can last for weeks.
Challenge for player: all their outside fields with crops in them would be destroyed. Also colonists would walk slower and the smaller animals would drown. If the player had a house woth no doors, then water would come in the house and damage the electronics and detroiate the furniture and items in it. This would be even better of there was hostile fish.
Title: Re: Write an event!
Post by: Kegereneku on July 26, 2015, 10:07:24 AM
The migration idea just feel like "even more meat" to me, that's ok for Ice-sheet and post-Fallout but most biomes don't need it much.
...A dangerous stampede however... I wonder if it can be coded.
Title: Re: Write an event!
Post by: b0rsuk on July 26, 2015, 12:52:24 PM
Quote from: Kegereneku on July 26, 2015, 10:07:24 AM
The migration idea just feel like "even more meat" to me, that's ok for Ice-sheet and post-Fallout but most biomes don't need it much.
...A dangerous stampede however... I wonder if it can be coded.

I've been thinking about it. Yes, cargo pods may as well be called meat pods. So maybe once this event is introduced, meat pods can come less often ? There will mostly be pods for things that aren't edible.

Stampede might be simulated by "animal(s) went mad" event happening during the migration event. Or maybe Evil Ship activates while there's a migration ?

Wargs should primarily go after loose meat and corpses. Events like that would reduce the amount of freely available meat.
Title: Re: Write an event!
Post by: Romi on July 26, 2015, 04:17:50 PM
It would be cool if like:  "A conflict has begun between (Faction example tribal) with (Faction example pirates) (The factions must hate eachother)"
"Choose which to help or remain neutral"
Note: "The other faction relation may decrease if you choose to help the other"

This whole thing should happen close to your colony base , not too close tough.

Good idea?
Title: Re: Write an event!
Post by: isistoy on July 26, 2015, 08:14:40 PM
Quote from: b0rsuk on July 26, 2015, 12:52:24 PM
Quote from: Kegereneku on July 26, 2015, 10:07:24 AM
The migration idea just feel like "even more meat" to me, that's ok for Ice-sheet and post-Fallout but most biomes don't need it much.
...A dangerous stampede however... I wonder if it can be coded.

I've been thinking about it. Yes, cargo pods may as well be called meat pods. So maybe once this event is introduced, meat pods can come less often ? There will mostly be pods for things that aren't edible.

Stampede might be simulated by "animal(s) went mad" event happening during the migration event. Or maybe Evil Ship activates while there's a migration ?

Wargs should primarily go after loose meat and corpses. Events like that would reduce the amount of freely available meat.

Yes, Animal Migration would be a great idea!
I just had a light coding xp of how to get a specific ThinkTree in place and spawning custom pawns (Project K9). These babies were able to eat meat, or a corpse (and generate byproducts) or even attack other pawns on the map.
They were planned to be generated as wild animals but I suppose having them come out during a specific event instead is doable...
I still dunno if the specific Thinktree would be needed here though...
Balance was a concern we did not have the time to go through and project is alted right now (A12 will change a lot of things for animal taming)...

We might be closer than ever from seeing Tynan create such an event, based on his own set of upcoming vanilla features ;)
Title: Re: Write an event!
Post by: b0rsuk on July 28, 2015, 12:50:03 PM
Door is stuck
As colonist tries to open the door, it jams! It won't open until bashed down to 1/2 max health. It would be a minor bad event that creates a temporary traffic jam at best and potentially serious trouble if it happens during an emergency. It would also reward players for forward thinking and building alternate routes.
While minor, I could easily see this event being frustrating, so it shouldn't happen often. I suggest not more often than once per 20 days.
A more evil version would be a door that was held open, but now is stuck OPENED! Must be bashed like above. I frequently use doors held open during raids, to take a few pot shots at an enemy and retreat. Or start a fire in the middle of advancing enemies and close the door. If the door was stuck open, enemies could follow me and my plans are ruined.
Title: Re: Write an event!
Post by: isistoy on July 28, 2015, 02:26:29 PM
Subtle, but could be a decisive game changer!
Title: Re: Write an event!
Post by: Shinzy on July 28, 2015, 02:54:21 PM
Quote from: isistoy on July 28, 2015, 02:26:29 PM
Subtle, but could be a decisive game changer!

^ !
Title: Re: Write an event!
Post by: b0rsuk on July 29, 2015, 11:43:57 AM
Saboteur
A colonist from faction_name is visiting your colony. He is named Torgo.
Do you remember those ? Quite pointless events currently unless you like to kindap people. Imagine if such a colonist had a chance to actually be a saboteur. Once inside your colony, it tries to find an important power conduit or a power source and deconstructs it. If it's equipped with emp grenades, it throws it at powered structures. The saboteur tries to choose a spot not in sight of turrets and armed colonists.
Once he does some damage, a raid follows. The raiding force is not as big as usual.

Wanted
This event might happen if you have a prisoner. A ship from a glitterworld lands and proclaims a prisoner of yours a convicted criminal. Maybe they're law enforcement, or maybe bounty hunters. They demand that you release him. If you don't do that within a few hours, they attack. And they are well equipped.
You might also claim you haven't seen him. Then they arrive for inspection. if the sought prisoner is in a cryosleep casket, they don't find him and go away hurling insults.

Mystery disease
Late game event.
One of your colonists becomes ill, with a randomized and gradually increasing effect. Simply treating the patient only slows it down a bit. Slowly, he becomes more and more ill.
You need to perform an operation on him and take a blood sample. Then you research this sample using a bill on research table, or a new research topic pops up. Finally, you find a cure and heal the colonist.
Alternatively, if you don't have a good researcher, maybe you can put the patient in a cryosleep casket.
Glitterworld medicine is more effective, and if you can treat the patient several times with it, the disease goes away and you're none the wiser. The disease might return, on this or another pawn.
Title: Re: Write an event!
Post by: Kegereneku on July 29, 2015, 03:12:49 PM
Quote from: b0rsuk on July 26, 2015, 12:52:24 PM
Stampede might be simulated by "animal(s) went mad" event happening during the migration event. Or maybe Evil Ship activates while there's a migration ?

Wargs should primarily go after loose meat and corpses. Events like that would reduce the amount of freely available meat.

Nah, Stampede event must be a correct stampede to be interesting : Herd of animal -on their way out- trampling things on their way.
Else they would simply rush your turret and be no different from like 90% of events and simply worsen the Meat-Delivery problems.

Equivalently for Warg, a more efficient solution would simply be for them to lurk around the whole map in wide (but FAST) pack. That way you Hardly get to kill them with turrets and harvest tons of meat as :
- You would have to get out to hunt them or bait them close.
- Warg are faster than colonist so you'll never reach the base soon enough
- The few that get at turret range wouldn't trigger a meat delivery party.
Title: Re: Write an event!
Post by: b0rsuk on July 29, 2015, 04:21:27 PM
So wargs would have to have their numbers reduced. They're currently murderous if they catch you i n the open. Even if wargs don't eat downed colonists, they prevent others from rescuing them. A downed colonist is as good as dead if others have no way of rescuing him.

So why would anyone send colonists far away from colony to kill wargs if any pawns that fall are effectively dead ?
Title: Re: Write an event!
Post by: JesterBlue on July 29, 2015, 11:48:19 PM
Here 're some nice events for you to chew on:

- Some drifter squat in your farm, they ate your corn... Wtf!?
- The wargs dug up your graves... Poor Betsy!
- Your gunturret malfunction! Shut it down before it kill people.
- Your guest steal your shotgun. Arrest him?
- Some Looter have entered the map, keep your eyes on them.
- The looters are deconstructing your wind turbine!
- Steve is in a fell mood and lock himself in his room.
- Steve slain his friend UricMctribute with a wood log and create a mastercrafted wooden knife named "BFFFEVAR"
- A hungry thief sneak into your base and steal your lunch.
- The large number of corpses attract some scavenger to your base, they will loot the dead and take what's on them, better get to it first.
- The large number of corpses attract some wargs to your base, stay inside, they'll leave when they're done.
- The large number of corpses attract an old man to your base, he want to raise the dead but don't actually know how. Ignore him and he'll go away.
- Some tribeman herd their muffalos across your land.
- Some buffoon take up squirrel hunting near your base. They are armed with rocket launcher.
- You detected a cluster of debris. Unfortunately, some pirates detect these also. It's a race!
- Steve Job just walk across the entire continent to have lunch on your door steps.
- The Nutrient paste dispenser is malfunction. It's paste taste even worse.
- The Nutrient paste dispenser is malfunction. It's paste actually taste like food.
- Monkeys scatter your goods arounds.
Title: Re: Write an event!
Post by: Kegereneku on July 30, 2015, 05:04:56 PM
Quote from: b0rsuk on July 29, 2015, 04:21:27 PM
So why would anyone send colonists far away from colony to kill wargs if any pawns that fall are effectively dead ?

Yes I would foresee a reduction in number with that idea. As for the reasons to risk yourself away :
- Keeping Warg from killing all animal.
- Capturing puppy.
- Hunting the Warg for their meat/fur.
- Luring them closer to turret.
- Rescuing visitor.
...top of my head.

Also, nothing say you can't make Warg less predictable.
- A Pack is dangerous, but wolves do wander alone from time to time, and if the Pack is wide enough, a Sniper/Survival rifle could be enough to kill one.
Title: Re: Write an event!
Post by: Vas on July 31, 2015, 07:00:57 AM
"A hostile group of strip miners has just arrived in the region, they are going towards the nearest mountain and are going to strip the region until they get the amount of resources they came for."

A raid where they only attack anyone who gets close, and the enemy mines until they get a certain amount of resources and carry them off the edge of the map so you can't use them.  Automatically forbid any resources dropped by hostile miners.
Title: Re: Write an event!
Post by: Cherna on July 31, 2015, 08:05:33 AM
Danger from the underground

Something coming up through steam geyser. That might be some megascarabs or new insects, they would destroy geothermal generator that would be in their way and be hostile to colonists and any other living things.
Title: Re: Write an event!
Post by: b0rsuk on July 31, 2015, 10:14:52 AM
Cease&Desist Letter
An evil corporation sends you a cease&desist letter. They want you to change your domain colony name, because it infringes on their trademark. To make it more convincing, the corporation name would be similar to your colony name, e.g. Crashville -> Crashville Corporation, Ellis -> Ellis Incorporated, and so on.

If you comply, they leave you alone, but for a few months you see less trade ships and less visitors. That's because people are confused and you lose contacts.

If you don't, they start raiding you. First they send several lawyers in suits, with pistols. Then they start sending Interns, Workers, even Executives (with sniper rifles, naturally). They would have decent equipment, but nothing spectacular. All of the same quality, for example poor, normal, because they order it in bulk. All with very similar skill sets and little weapon variation. They hire cogs that are easy to replace.

Why would a huge corporation care about a dirty colony on a distant rimworld ? They wouldn't... as long as it's small. But if your colony is big and wealthy, THEN they message you. What I'm saying this event would be for big colonies only.

I've been thinking about just proposing Evil Corporation as a faction type, but I fear it wouldn't be distinct enough from outlander village and pirates. It would be hard to distinguish in practice.
Title: Re: Write an event!
Post by: Kegereneku on April 15, 2016, 01:51:19 PM
As per Emperor-God Tynan implicit order, I am rising this topic from the well of oblivion. Seriously this topic is worth sticking.

Quote from: Tynan on February 22, 2015, 04:32:15 AM
This thread is a gold mine! Many thanks to you all.

If anyone has other thoughts, I am all ears.
Title: Re: Write an event!
Post by: mumblemumble on April 15, 2016, 02:08:39 PM
Quote from: b0rsuk on July 28, 2015, 12:50:03 PM
Door is stuck
Has a warning before when a colonist does a freestyle rap, and another colonist behind them is constantly jabbing them with a knife.

SUICIDE BOMBER RAIDER Exclusive to the pirate faction raider, this pawn charges at a colonist / construct with a charge strapped to their gut, and blow up in melee range, making them high priority targets. only used by pirates, because those guys are crazy. Maybe have the ones using it drugged up a bit as well to give them a higher pain tolerance / making it more understandable the suicidal tenancy. Can still be downed by pain, but a bit harder, and you are much better off shooting them to death.

DRUNKEN FLING
2 colonists, while drunk, get it on... Essentially raises attractiveness up substantially while drunk, so colonists who otherwise wouldn't be interested, but might hook up while drunk, and regret it the next day... or not =D Actually, could just raise the lower the rate of "social filtration" on them in general, more likely to flirt, agree to sex, or insult. And waking up from sex they aren't happy would provide a "walk of shame" mood penalty, as well as a relationship hit to whoever got in their pants.

FOOD FIGHT
Much like a social fight, but funner, and messier. Happens at dining halls, or anywhere where eating happens. Food is thrown around for no damage, wasting the food, and also giving a mood buff for the laughs had. Makes a real mess though, each shot making filth on the ground, and regular fights will be a drain on resource. naturally lowers tension a bit though, and  even can make friends.

SHOUTING MATCH
Possibly added as a bit BEFORE a social fight, 2 pawns will start yelling at each other back and forth, spewing insults at each other and anyone else who tries to intervene. Gives a small mood boost for "getting how they felt off their chest", but carries a risk to devolve into a social fight. Can arrest them before it gets worse

BEAVERS WITH A CRAVING FOR CUT WOOD
alpha beavers that come by as normal, but specifically want to eat CUT wood...this includes walls, doors, logs, wood weapons, wood furniture, wood prosthetics (I wish) And anything else made of cut would. Pretty much like a group of termites, and much more dangerous than normal beavers.
Title: Re: Write an event!
Post by: Limdood on April 15, 2016, 03:44:11 PM
I like adding beneficial events, since so many suggested ones here are "screw you" events, "gotcha!" events (which i despise), and some of the worst are the utterly random "instakill" ones (meteor anyone?) with no possible recourse except "be luckier."

With that being said, here's what i got:
1) Mexican Standoff raid - 2 enemy factions that are also enemies of each other throw a raid on you at the same time from opposite sides of the map - as a single event rather than a rarity on Randy Random.  Would encourage the player to try to tactically force engagement of the groups together.

2) Prisoner exchange or ransom - rather than suggesting it be an "always there" option like is commonly suggested in these forums, i'd like it to be an event that COULD pop up when you have 1 or more prisoners.  Their home faction calls you up and offers you another (hidden until they enter the map, like the calls for help) pawn in exchange, which would then join your faction when the prisoner leaves the map.  Or the faction could call you up and offer you silver (orbital drop) or goodwill (25 instead of the usual 15) for a specific prisoner.  As an added wrinkle, if the prisoner belongs to a faction you're friendly with (such as if you made peace since capturing them), they demand the prisoner for free, or lose goodwill/become enemies.

3) Psychic Soothe (reworked) - A soothing, psychic wave of energy sweeps over the land, mellowing moods, reducing aggression and causing people to become more trusting.  For the duration, there will be no raids or mad animals.  Colonists cannot go berserk (just gives dazed).  Prisoners have twice the normal percentage chance of being recruited during the soothe.  It would only last 1-3 days...fantastic for a respite or unexpected ease of mood or recruitment.

4) new raid type - Scouting.  A small force of ranged combatants shows up on the map and spreads out, individually assaulting the colony from as many points as possible with very small force.  If the raiding force breaks and flees, and any raider makes it off the map, the next raid from that faction will be increased by 33% (raids are based on colony wealth and have a point value).

5) new raid modifier for pirates/outlanders - slash n' burn.  A group of raiders shows up at least 50% armed with molotovs or incendiary launchers.  The fire portion of the raiders shoot many various places on the map and attempt to start large blazes from the moment they step onto the map.  This can be on top of any other raid type (like how regular pirate raids can be all melee, all ranged, or mixed with explosives).  If it lines up with a siege raid, the mortars will shoot incendiary shells!

6) Psychic Soothe ship - A part of a ship crashes nearby.  The ship contains a benevolent AI that improves the mood of all nearby pawns (doesn't scale up).  If the ship is left alone, it gives a fairly permanent +10 mood boost, BUT the envy it inspires in nearby factions will cause them to raid 50% more often, and your faction relationship will drop by 5 per day with all factions as they grow more and more jealous of what you have.  Colonists also no longer process negative emotions correctly while receiving the soothe, and all negative social impacts are doubled (insults really damage your calm, man).  You can deconstruct the ship for a fair quantity of plasteel and components, but the AI core is hardwired in, and can't survive the dismantling (deconstructing ends the mood bonus, relationship penalty, and raid frequency)
Title: Re: Write an event!
Post by: b0rsuk on June 06, 2016, 01:55:46 PM
Quote from: Listy on February 01, 2015, 11:16:35 AM
Quote from: milon on February 01, 2015, 09:38:34 AM
^ Yes!!!

I always wondered why we don't have a ruined city Biome, I mean structure generation is in game.
Farming would be hard. And Tynan would have to create a bunch of art for derelict vehicles, devices etc. And it would probably work better with Z levels.
But now we have the ability to remove floors.
Title: Re: Write an event!
Post by: Kegereneku on June 06, 2016, 02:32:55 PM
I remember Tynan saying he already had created a Ruins-Biome as soon as new biome appeared but didn't integrate it for ... reasons. Maybe balance. Don't quote me on that I haven't the slightest idea where I heard it.

That's a whole different topic in any case.
I think there must be a "Imagine a biome" topic somewhere.
Title: Re: Write an event!
Post by: Hayhorse on June 25, 2016, 01:41:35 PM
I would imagine a ruined city would be without mountains or hills and only be added with a z map so we can dig down and build up. The city its self would be organized in a grid pattern with various types of building, some even with their own power supply that still works and just needs either a new component (Solar generator and battery's) or fuel (The fueled generator(not even sure if that's a mod at this point))
Title: Re: Write an event!
Post by: b0rsuk on July 10, 2016, 06:17:27 AM
Local contamination
Similar to toxic fallout, but works indoors, much nastier and affects only a certain area. It would last about a month and during that time colonists would only be able to spend short time there before something nasty (damage, dropping unconscious etc).
That area of the base would be basically off-limits for a month, only accessible for quick-in quick-out trips. If it hits your laboratory, no researching for a month. If it's in your living quarters, you need to build temporary rooms or barracks. If it's the barn, or hydroponics room - new barn...

Currently there are no events which force players to move a part of their base somewhere else and this event is designed to change that.
Title: Re: Write an event!
Post by: b0rsuk on July 11, 2016, 12:02:35 PM
Race for loot!
It starts like drop pods. But it's something actually valuable, like normal/glitterworld medicine, a weapon, armor vest, helmet, sculpture, gold, a stash of beer, royal bed, installable turret, bionic (or simple) body part...

It could come wrapped in a christmas box so you don't know what's inside until you open it.

But THEN, another hostile faction arrives and sends a team to retrieve it! If they make it to the package before you, they take it and haul it away! If they succeed, not only you don't get the loot, but next time they raid you they will use that weapon/armor too (they will replace the worst weapon with this weapon). For goods like medicine, this means +1 raider.

(Infestation is a stick which can beat a player hiding under a mountain. This is a carrot, a reason to build in the open in a central positon.)
Title: Re: Write an event!
Post by: BattleFalcon on July 12, 2016, 04:37:25 PM
Colonist duels!

So we all know how colonists will occasionally have social fights when they really hate each other, but what if there was a chance (maybe around 40%?) that instead of a social fight triggering a duel would be triggered. The two colonists would go grab two of the same type of weapon and have a duel somewhere out in the open. The duel could be until one person gets hit, collapses or to the death, with varying chances of each (maybe 55% until one hit, 35% until collapse and 10% until death).

If there are enough colonists in the colony there could even be seconds who are chosen based on how much they like the colonist and how much the colonist likes them. They could try to negotiate peace, and based on social skill peace might or might not be reached.
Title: Re: Write an event!
Post by: SpaceDorf on August 05, 2016, 09:45:14 AM
Quote from: Tynan on July 25, 2015, 06:50:38 PM
Quote from: b0rsuk on July 25, 2015, 06:44:26 PM
Great Migration
A HUGE herd of pack animals, like mufallos, passes through the map. It's an opportunity to get quite a lot of food if you have competent hunters with nothing else to do. They enter on one edge and exit on the opposite one.

I would love to see this event.
A real MASSIVE Herd that reaches from one side of the screen to the next taking a whole day or two to pass by. 
( performance could be an issue .. )
I love it - that's one of the oldest ideas I have written down in my ideas reservoir. From like day 1 of RimWorld brainstorming.
Title: Re: Write an event!
Post by: Havan_IronOak on August 05, 2016, 10:04:50 AM
Not an event so much as a feature...

I'd love to see a way of contacting the party that last raided me and offer to return their captured raider in exchange for some loot.  Perhaps No change in relations but still a reason to capture and release instead of just a faction boost (which doesn't help with the worst of the worst anyway)
Title: Re: Write an event!
Post by: kragnfroll on August 05, 2016, 11:16:34 AM
Instant obediance + bond between a colonist and a random tamed animals, and that new pet got a cut name.
"This turkey is the only one to truly understand me... He's my only friend here !"


Sale days : all colonists got a mood debuff for wearing normal and less clothes.

Mosquitos rampage : colonists outside slowly build up the "mosquito sting" condition, which inflict some pain and slow manipulation a bit.

Silent war : a colonist who hate another one start destroying one of his creation (art, furniture, weapon).

The charming prince : downed colonist saved by another one fall in love with his / her savior.

Title: Re: Write an event!
Post by: Mufflamingo on August 05, 2016, 12:29:46 PM
A man runs towards your colony and hands you an item and runs away.
A man runs towards you colony and asks if you have seen a man running this way.
You can choose to tell him (a) what direction he went. (b) lie and tell he went the other way. (c) ask if the item is his.

Hi Skyrim fans. Rofl.
Title: Re: Write an event!
Post by: giannikampa on August 08, 2016, 05:17:35 AM
Event: Rats infestation

Spawn random 5to15 rats for each of your colonists and tamed animals.
They are regular rats, no manhunt.
as expected they'll go for food, so every edible resource they can reach is in danger.
on the other hand you can fight the invasion by killing them and getting their meat (revenge still can happen..).
i did this a couple of times in my game using devtool spawn pawn just for fun and it looks a neutral event i'd like to see in game.
If triggered by an event driver i'd make the rats already half hungry to have sudden danger for outside crops, plus the event should occur in no cold season because they'll exit the map asap if no food is reachable for them.
Title: Re: Write an event!
Post by: willpill35 on August 08, 2016, 11:10:46 PM
Quote from: Havan_IronOak on August 05, 2016, 10:04:50 AM
Not an event so much as a feature...

I'd love to see a way of contacting the party that last raided me and offer to return their captured raider in exchange for some loot.  Perhaps No change in relations but still a reason to capture and release instead of just a faction boost (which doesn't help with the worst of the worst anyway)

I like that idea maby demand they send you a item or silver and depending on what you ask for you actually loose more relations with that faction.  It would also need to be restricted on what you can get from them based on tech level and pirates will never pay to get there people back.  As an example from tibes you can request animals or silver or primitive weapons.  From outlander town you could request various black powder weapons and medicine.  Maby add in other factions of various tech tiers as well like a glitterworld military outpost who are by default hostile but only raid about as often as mechanoids do and then they dont try and wipe you out only fight there way to your food supplies or weapons then leave with some.  If you happen to get one of these guys captive you can release them to improve relations or trade them for something high end like charger weapons or power armor and glitterworld meds.

Could also set it that you can only get them to agree to trade certain things based on how many prisoners you have.  Example a tribe may accept 2 chickens for one prisoner but your going to need 2 or three people to get them to send you that muffalo.

As a event attached to this when a trade goes down they come to collect their person but during the exchange they attack and try to back out of the trade or rig that muffalo to explode after a few days.
Title: Re: Write an event!
Post by: Havan_IronOak on August 09, 2016, 03:33:26 PM
How about a new incident called Earthquake.

Causes a "rain" of rock chunks to fall, possibly injuring colonists that are struck by them. Plus the debris will need to be removed to facilitate passage.

The event might include the following features:
The debris would NOT be uniform or ubiquitous. In some places none, in others some random rock chunks, in especially heavy spots a "wall of rock" may seal colonists in requiring rescue.

But "Every cloud has it's silver lining."

Some of the falling debris might be iron ore or even silver or gold or components. And the "wall of rock" might just be compacted machinery or a vein of some ore.

Of course some surface damage is to be expected as well... Perhaps in the way of a few hit points to random spots of wall.
Title: Re: Write an event!
Post by: b0rsuk on August 09, 2016, 07:03:28 PM
A newbie comes and starts asking questions!
Title: Re: Write an event!
Post by: b0rsuk on August 10, 2016, 04:07:06 AM
Passing Traders
Like passing travellers, but you can trade with them if you're quick. They have no intention to stop at your colony. This very simple event would put mountain bases, especially in the corner of the map at a disadvantage. They would have much more trouble intercepting the trader.

Passing X
Passing Y
Passing Z

Add more events with a time limit, where turtling a lot puts you at a disadvantage. Infestation is the stick, now we need carrots!
Title: Re: Write an event!
Post by: Reviire on August 10, 2016, 06:26:42 AM
New raid type - Assault: Like siege, except much more aggressive. An enemy force sets up camp outside of your base, facing various heavy weapons towards your base. Once they breach rooms and do a certain amount of damage, they will attempt to storm your base.

Weather Event - Moonfall: The map goes dark as various large, white glowing objects fall towards you. For a few moments, the map will be pelted with a "Moonstone" rock. Very beautiful, and casts natural light. So do all products made from it.

Weather Event - Magnetic Vortex: A swirling vortex appears somewhere on the outside, ranging from medium sized to extremely large. Rocks and metal objects fling around this vortex, acting as projectiles. Additionally, random arcs of electricity can damage people caught inside. Damage of flying objects and electricity scales with size.

Event - Crashed Warship/Civilian Ship: Various rooms, or even a complete ship (Not very large) crash lands, heavily damaged. May contain survivors. Hostile or friendly.
Title: Re: Write an event!
Post by: b0rsuk on August 14, 2016, 09:37:58 AM
Tumbleweed invasion
https://www.youtube.com/watch?v=rNVcSIZyBuE

https://www.youtube.com/watch?v=XlM_wqXoStE
Arid shrubland only.
Title: Re: Write an event!
Post by: SpaceDorf on August 14, 2016, 09:56:24 AM
Quote from: b0rsuk on August 14, 2016, 09:37:58 AM
Tumbleweed invasion
https://www.youtube.com/watch?v=rNVcSIZyBuE

https://www.youtube.com/watch?v=XlM_wqXoStE
Arid shrubland only.

Awesome :)
Now thats a pile of bad thoughts for your cleaner ...RELEASE THE GOATS !!
Title: Re: Write an event!
Post by: b0rsuk on August 14, 2016, 12:16:49 PM
Quote from: SpaceDorf on August 14, 2016, 09:56:24 AM
Quote from: b0rsuk on August 14, 2016, 09:37:58 AM
Tumbleweed invasion
https://www.youtube.com/watch?v=rNVcSIZyBuE

https://www.youtube.com/watch?v=XlM_wqXoStE
Arid shrubland only.

Awesome :)
Now thats a pile of bad thoughts for your cleaner ...RELEASE THE GOATS !!
Or throw a molotov cocktail, what could possibly go wrong ?

It would be a rare, mostly harmless event, only dangerous if combined with something else. Like shrubland version of snow.
Title: Re: Write an event!
Post by: MeowRailroad on August 14, 2016, 08:01:21 PM
Pod Cluster Crash - A section of escape pods has broken off from the wreckage. The people in the pods will be dead or seriously injured.

Lost Travelers - From a tribe or outlander town, either they ask for food/medicine/care/beds for a few nights, then you can call the originating faction to have people come get them or wait till a trade caravan comes. Then they will rejoin their fellow townspeople. Some may join your colony.

Mining/Hunting/Power Line Expedition - A group of outlanders is coming through, building a power line, hunting, or mining. Goodwill increases if you help them by supplying material, supplies, or assistance.

Travelling Circus/Musicians - A group from off the planet is going on a concert tour or circus tour. They will pass through and you can pay them to put on a show for your colonists, which would be about 700 silver and give a great mood boost, depending on the quality of the show, since the performers would range from undiscovered prodigies to groups with no talent to speak of. (You could also attack them and steal their stage equipment)
Title: Re: Write an event!
Post by: Mendel on August 14, 2016, 09:03:42 PM
A more "friendly" infestation of insects that trade jelly for other resources.


Special breed of insects start forming nests near/in your base.
They send workers to haul insect jelly into your food stockpile and carry out stone blocks and haul them into their nests. If food stockpile is not available, then they will haul to any stockpile or to any bedroom.
If stone blocks are not available then they will settle for steel, silver gold or plasteel. If that is not available either then they will "accept" human meat, dead or alive.

They are not aggressive at all unless directly assaulted or if they find you dont have any resources to "trade". of course this would eventually get out of hand as more and more nests are formed but at first it could be even helpful... and thats why it is dangerous cause the later you deal with it the harder it will be.
Title: Re: Write an event!
Post by: MeowRailroad on August 15, 2016, 08:00:54 PM
Banquet - Like a party, all colonists go to a table and if there aren't enough seats some people will stand, colonists eat meals, beer, chocolate, insect jelly, etc. and talk a lot. Maybe they will play horseshoes, chess, or billiards after the meal, and eventually people go off to be one by one.

Magnetic Field Disruption - Similar to a solar flare, but only shuts off a few devices for a certain time each day during the duration of the event, for example it might "choose" to shut off a tailoring bench between 7h to 10h, a standing lamp from 9h to 21h and a turret from 15h to 22h.

Raiders on the way to combat - Raiders pass through the map without the intention to hurt your colony, presumably to attack an outlander town. If you let them pass you gain slight goodwill with them and have a 50-50 chance of losing goodwill with one of their enemies, to simulate the town either thinking "There was nothing the colony could do. Maybe they were dealign with something else and couldn't risk losing" or "They could have stopped the raiders but didn't. Why didn't they? We lost citizens and property in that fight." May make reinforcements less likely to come if you don't respond.

Crippled mechanoid passing by - A mechanoid passes by that has severe damage. You can capture it and have someone with at least 6 research skill reprogram it to be able to follow someone, be released into battle, rescue people, and haul things. Higher research skill would speed the reprogramming process and the mech would be worked on while downed or unconcious. After it is reprogrammed with as many functions as the player desires, a repair worker would have to replace broken components and some steel to have it operate fully. In short, the researcher changes the code, while the repairer fixes the broken parts. It can be repaired without the reprogramming work, but it will just attack colonists so it isn't worth it.

This isn't really an event, but when those small buildings are opened (not the ones with the cryptosleep caskets) it would be cool if they had some low-value stuff in them, possibly heavily damaged, to remind you that they are left over from other times.

Passing worker
- A(n) [occupation] by the name of [name] is passing by. He is willing to help with any projects you are doing in his/her field if you pay him/her [amount of silver] or (an optional item).
Examples: A construction worker named Ray Johnson is passing by. He is willing to help you with construction or repair if you pay him 326 silver or give him a pump shotgun. A prison warden named Alfred Smith is passing by. He will manage all prisoner interaction except medical for 2 weeks if you provide him with a bed to sleep in, food, and 119 silver or the bed, food, and 75 lumber.
Title: Re: Write an event!
Post by: TrashMan on August 16, 2016, 03:15:37 PM
A traveler passes trough, warning you that "the people from The Gators of Goober, an evil cult that enslaves women and terrorizes good and honest folk, will soon be upon you!".

Except it's just a bunch of regular survivors that will trade with you.
Title: Re: Write an event!
Post by: SpaceDorf on August 16, 2016, 04:46:59 PM
I would like Trojan Traders.
They come like normal Traders, hang out in your base and
do either :

Pocket some of your stuff at Night. Which Makes your Pawns  attack the Traders if they see it.

Or.
They come with a horde of hard animals ( rhinos, wargs, wolves )  and when you follow the temptation to trade, they attack.

Title: Re: Write an event!
Post by: Wex on August 16, 2016, 09:04:59 PM
What about an event similar to "drop pods"? A zone gets pelted with rock chunks, maybe from a distant eruption?
Title: Re: Write an event!
Post by: SpaceDorf on August 17, 2016, 06:51:54 AM
Quote from: Wex on August 16, 2016, 09:04:59 PM
What about an event similar to "drop pods"? A zone gets pelted with rock chunks, maybe from a distant eruption?

Are you asking, or suggesting ? *fg*

I like the idea it fits well into the volcanic winter event.
I can't remeber does it snow ash during that event ? If not it should.
Title: Re: Write an event!
Post by: chaotix14 on August 17, 2016, 07:00:28 AM
Quote from: SpaceDorf on August 16, 2016, 04:46:59 PM
I would like Trojan Traders.
They come like normal Traders, hang out in your base and
do either :

Pocket some of your stuff at Night. Which Makes your Pawns  attack the Traders if they see it.

Or.
They come with a horde of hard animals ( rhinos, wargs, wolves )  and when you follow the temptation to trade, they attack.

Do you want mountainhomes? Because this is how you get mountainhomes.(sorry, couldn't help myself)

Unless in the message you get when they arrive it clearly states that they are from hostile faction X. I'd have to say no to this one. We've finally gotten a reason to open our doors, no reason to make us shut them in paranoia again.
Title: Re: Write an event!
Post by: SpaceDorf on August 17, 2016, 09:33:19 AM
Why thank you, I like my mountain home very much :) 

That's why I thought of those. They actually can walk past the insanely and devious trapped corridors and killboxes,
then they attack. it does not matter if you are outside or not.

I had a little help from the Hospitality Mod, where Guests are able to pick up and pay for stuff thats laid out in the guest house. Same applies here for group one, without paying.


And you are right, the message should state from which faction they are, hopefully you pay attention :)
Maybe you even get a good deal out of this one. Remember Pirates had to sell their loot and buy their food somewhere too.
Title: Re: Write an event!
Post by: Alpha393 on August 17, 2016, 03:34:53 PM
Hmmm... Here's one that could work if balanced very carefully.

"Some distant engine of war is stirring. It will muster it's strength for roughly a year before attacking."

The player has one year to prepare, and a notification in the bottom right(like toxic fallout or volcanic ash) will show 'invasion: rallying phase' with a timer counting down to the beginning of the invasion.

Once time is up, they will receive a danger message that warns them of an impending attack the next morning. True enough, a mechanoid drop squad of 2-7 scythers will drop in, slash your power lines, and get out. After that, mechanoid invasions will occur much more frequently, averaging three to five per season, for the next few seasons to a year.

The mechanoids themselves will follow different attack patterns from the usual mechanoids, with centipedes doubling as sappers and scythers sometimes hauling in supplies to make a forward command center after a month or so, containing batteries, sentry guns, and a compact assembly station to construct mechanoids very slowly, taking several days for just one. The command center will remain active until the event ends or you clear them out. The command center will send daily attacks, stealing plasteel or uninstalled defensive structures to reinforce their command center if given the chance.

Would probably work best with more types of mechanoids, especially a utility-oriented one.
Title: Re: Write an event!
Post by: b0rsuk on January 14, 2017, 06:00:53 PM
Animal Disease
Most or all wild animals on the map become infected, which is no big deal for them but makes their meat very bad for humans. Maybe it makes their meat taste very bad (-8?), maybe eaten meat causes disease. Worse, if wild animals make contact with your livestock, they can transmit the disease/parasites. The disease goes away after a month or so.

The point is to have an event that really restricts hunting and taming, but doesn't affect animals player cares after, or animal trade. Also, using scenario editor players could make scenarios where wiild animals have bad meat. (Forced health condition). That might require a new "Context" option (Currently there are three: All, player starting characters, non-player characters. The fourth would be "wild animals").
Title: Re: Write an event!
Post by: NeverPire on January 14, 2017, 08:38:25 PM
Circus
Why not a good event to change.
A circus comes to your base, you can either let it pass, or pay it to make a representation giving mood bonus to all colonists watching the show.
The circus is composed of five-six pawns, some bears, dromadories, one rhinoceros and other typical circus animals. It builds one tent composed of one wood wall in each corner, one in the center and roof on the designated area.
They have enough food for them and their animals and belong to a already existing foreigner faction (to avoid to let the player pay them then kill them without penalty).
Title: Re: Write an event!
Post by: SKD_Dudu on January 15, 2017, 12:05:50 AM
1- Space Ship Crash: An large ship crashed nearby, maybe you can find something useful around.

Like the random crashing pods events, this event is more bigger and complex, an ! red icon will appear in the World Map and if the caravan choose to interact, an random generated map with multiples spacers and resources, maybe some tribals or raiders scavenging around (if they have outposts close to the event) will be shown. This event have an duration of 5-10 days until the icon in the map dissapears.

The second one is more complicated, but i expect something like this in the future:

2- Ancient Ruins: The caravan discovered an ancient sacred place, as the caravan draws near an echoing voice tells them to get away or they will suffer the consequences.

Unlike the first, this event can happen if any caravan is moving, an ? white icon will be shown on the World Map and the caravan can choose to interact, if the caravan chooses to interact, an random generated map with 2 or 3 thrumbos around (they will be always neutral, only attacking if attacked), a lot of debris, corridors with walls of marble (sandstone, granite or limestone) and older special sculptures will be shown and at somewhere, an old chest can be found and if interacted, the player(s) have the possibility to find inside items like:
2000 silver, 1000 gold, 500 steel, 1 ancient sword, 2 ancient sacrifice knifes, 1 ancient great bow, 1 ancient armor with high melee resistance or even nothing.
After the interaction with the old chest, an powerful ancient enemy or a lot of ancient enemies will appear:
The first one is the Stone Guardian, an slower but powerful melee enemy with an very high attack capable to kill colonists with 1 or 2 hits and with higher hit points than Thrumbos, they drop over 1000 stones if killed.
The second one is the Ancient Guardians, old warriors with an rusty armor equipped with shoody steel longswords, steel spears or steel gladius, they are weak, but like the tribes peoples they make it in numbers, like the first one, this kind of enemy should not be underestimated, they drop 2-5 ash if killed (ash can be used as fertilizer and to make rich soil). This event have an duration of 1 in-game year until the icon in the map dissapears.
Title: Re: Write an event!
Post by: CrazyEyes on January 15, 2017, 01:48:44 AM
Off-Map Artillery

An enemy encampment nearby (within a couple of map tiles) has begun shelling your colony with long-range artillery! We must either send some soldiers to deal with them or hunker down and try to wait it out.

---

Basically like a siege event but from long range. The shells land randomly around the map with a slight preference for your home area. The shelling starts out slow and gradually increases in both frequency and accuracy. Eventually the bombardment stops with a message that the siegers have run out of ammo for their artillery and are now mustering a raid. A couple of days later they arrive at your colony and attack.

Alternately, you can get together a caravan of a handful of your best fighters and travel to the map tile the bombardment is coming from. There you would encounter a siege camp similar to the ones we get now during the siege event. Attacking the defenders and killing or routing them would cease the bombardment and allow you to loot the remaining shells, weapons and other loot around the camp.
Title: Re: Write an event!
Post by: matthewgareth on January 15, 2017, 05:21:20 AM
How do. I agree with someone/something without having to say something, do "+1"?
Title: Re: Write an event!
Post by: Hayhorse on January 15, 2017, 12:58:30 PM
Quote from: matthewgareth on January 15, 2017, 05:21:20 AM
How do. I agree with someone/something without having to say something, do "+1"?

Just quote it and say +1
Title: Re: Write an event!
Post by: NeverPire on January 18, 2017, 07:11:30 AM
War
A battlefield is revealed in the world map.
You have the possiblity to go to the place to help your allies.

Title: Re: Write an event!
Post by: b0rsuk on January 23, 2017, 12:58:09 PM
Visiting doctor
Visitors to your colony have a skilled doctor/shaman. If your relations are good (or if you pay him), he will take care of your colonists. He will treat each of your sick/injured colonists with nice medicine (once). He will also perform medical exams on your colonists and detect diseases early.

When disease strikes in Rimworld, disease progress doesn't start at 1%. It starts higher, and it only now became apparent because of the symptoms. You now know these people should stay in bed and be treated. An event like this could take advantage of this fact and promote more faction goodwill.
Title: Re: Write an event!
Post by: Grishnerf on January 23, 2017, 01:19:37 PM
Rincewind the WizZard

A lonely Visitor enters your map followed by a wooden chest with hundred Little feet.
(note: in rimworld universe this is the only living "Thing" thats has feet, so it is ultrafast)
Rincewind would have 3 spells.
Transmute, Teleport, Store
transmute - he can trasnform any object excepts pawns into anything.
he could make some of your walls into cobraeggs. some of your solarpanels into stonechunks. some of your stonechunks into Gold.
Teleport - if he gets into danger, ports random anywhere on the map. no cooldown.
Store - randomly collects goods and store it in the chest.
but the chest will be always empty.
rincewind doesnt like weapons or danger.
so if you just rightclick him to arrest he will insatntly vanish and the event is over.

what is to gain? everything.
what is to lose? everything.

this post is half serious.
Title: Re: Write an event!
Post by: Jens on January 23, 2017, 02:02:16 PM
I agree on this being a good idea. Diseases can be extremely hard-hitting, especially when only having one good doctor in your colony (which happens quite often). When a disease appears on your doctor with 65/50 %-rates you are basically fucked. Which is OK I guess, but this would at least open for the oppurtunity for a second-rate doctor to actually save the day.

Quote from: NeverPire on January 14, 2017, 08:38:25 PM
Circus
Why not a good event to change.
A circus comes to your base, you can either let it pass, or pay it to make a representation giving mood bonus to all colonists watching the show.
The circus is composed of five-six pawns, some bears, dromadories, one rhinoceros and other typical circus animals. It builds one tent composed of one wood wall in each corner, one in the center and roof on the designated area.
They have enough food for them and their animals and belong to a already existing foreigner faction (to avoid to let the player pay them then kill them without penalty).
Title: Re: Write an event!
Post by: NeverPire on January 23, 2017, 04:55:38 PM
Quote from: Jens on January 23, 2017, 02:02:16 PM
I agree on this being a good idea. Diseases can be extremely hard-hitting, especially when only having one good doctor in your colony (which happens quite often). When a disease appears on your doctor with 65/50 %-rates you are basically fucked. Which is OK I guess, but this would at least open for the oppurtunity for a second-rate doctor to actually save the day.

Quote from: b0rsuk on January 23, 2017, 12:58:09 PM
Visiting doctor
Visitors to your colony have a skilled doctor/shaman. If your relations are good (or if you pay him), he will take care of your colonists. He will treat each of your sick/injured colonists with nice medicine (once). He will also perform medical exams on your colonists and detect diseases early.

When disease strikes in Rimworld, disease progress doesn't start at 1%. It starts higher, and it only now became apparent because of the symptoms. You now know these people should stay in bed and be treated. An event like this could take advantage of this fact and promote more faction goodwill.
I just correct because you have quoted my post and not that of b0rsuk.
Title: Re: Write an event!
Post by: Sola on January 23, 2017, 07:56:37 PM
Hurricane/Typhoon/Monsoon - Basically any sort of wind-and-water storm
-Lasts anywhere from a few hours to several days.
-Unroofed structures take damage
-Wind turbines operate at full capacity, but take additional damage.
-Walls take damage over time (significant for wood, less so for steel/stone)
-Mood debuff for colonists that have to spend more than a few seconds outside at a time.

Death spores - something is bombarding the planet from orbit, intentionally trying to kill all life.
-Warning before the effect starts.
-Lasts as long as a season.
-Any exposure to outside air will poison the person breathing it, requiring immediate medical attention.  24 hours untreated is death to a healthy 100% breather.

Basically a more virulent toxic fallout.  This will also give weight to the cabin fever mood debuff.
Title: Re: Write an event!
Post by: makkenhoff on January 24, 2017, 03:03:45 AM
Without reading any of the prior suggestions:

"tavern brawl" a fight amongst your colonists has broken out, and they are taking sides, aside from the brawl itself, includes moodlet & social penalties, even for those not involved in it. Ideally, it should be triggered by two rivals insulting each other frequently.
Title: Re: Write an event!
Post by: Jstank on January 24, 2017, 04:35:37 AM
Caravan/Ally/War Requested

Caravan Requested
[Faction] requests a trade caravan at [NearbySameFactionColony]. They request [TraderType] If you get there in [X] days you will gain [Y] standing with them.

A reason to go caravaning and possible replacement for [wire 300 silver and gain standing mechanic].

Wage War

[Faction] requests you destroy [AttackingFaction]. If you get destroy it in [X] days you will gain [Y] standing with [DefendingFaction]

A reason to go war mongering and a way to get cozy with pirate factions!

Aid Allies

Help! [Faction] requests immediate reinforcements at [NearbyAlliedFactionColony] If you help defend the colony in [X] days you will gain [Y] Standing with [DefendingFaction] and loose [Z] standing with [AttackingFaction]

These are super cheap to do and gives the player a reason to use the new caravan system while also revamping the diplomacy system.




Title: Re: Write an event!
Post by: Ace_livion on January 25, 2017, 12:09:26 PM
Crazy Ivan
A lone colonist, carrying a Doomsday rocket processes you colony. it is unknown what have driven this person to this extend.
a naked hostile person whit a doomsday rocket

Power Surge.
an unknown power source is currently floating into your systems. charging your power grid, yet damaging it in the process
a great power surge flood true your cables, charging all of your things.
this can last up to 3 days. while the power surge in in place, the Zzzt event and breakdowns are 50% more likely to happen.

Smoke leaf cloud.
somewhere close by, a huge smoke leaf farm is burning. the hallucinating smoke is passing over the colony
people who are outside will be effected as if they have been smoking smokeleaf, extended time will give them an overdose.
pleasing chem fascinate colonists and displeasing Teetotalers.

Zombies (joke)
the unknown environment on the Rimworkd have caused the dead to walk again
corpses will turn into zombies, and dig them self out of graves if buried.
they are weak, slow, and mainstream.
Title: Re: Write an event!
Post by: NeverPire on January 25, 2017, 03:47:21 PM
Quote from: Ace_livion on January 25, 2017, 12:09:26 PM
Smoke leaf cloud.
somewhere close by, a huge smoke leaf farm is burning. the hallucinating smoke is passing over the colony
people who are outside will be effected as if they have been smoking smokeleaf, extended time will give them an overdose.
pleasing chem fascinate colonists and displeasing Teetotalers.
I think you should post this one in a separated topic in the suggestion, it's interesting and unfortunatelly, I think it's topic is a little bit a dead-end.
Title: Re: Write an event!
Post by: b0rsuk on February 15, 2017, 06:21:59 PM
Friendly warning
If you're in good enough standing with another faction, they could give you an early warning about an incoming raid !
"Our scouts from the north report, that..."
"Our spirit-walkers speak of metal beasts coming from the east."
"We're getting a strange reading on our seismographs. Beware."
"A refugee from XYZ has arrived at our settlement two days ago. He talks of a big horde coming from the south."
Title: Re: Write an event!
Post by: Ace_livion on February 15, 2017, 07:23:54 PM
Airstrike Event.
x numbers of mortar shots comes from off map and hit random places on the map.
why? because Rimworld.

Golden Egg.
a 1/1.000.000 chance that the egg a chicken lays is a golden egg.
why? because people who don't read the wiki/forums gonna be WTF one day...
and people who do read forum/Wiki will have so much lag trying to have a reasonable change to get the egg.
(or simply just lie in the update note that's its part of the game)

Adaption !
a colonist have adapted to the harsh environment of the rimworld.
works like typical birthday, except this is a good thing. like +10 to a random trait.
just like how buying colonists form pirates tell that they are unmutated from another planet.
well this time they are mutated !
Title: Re: Write an event!
Post by: giannikampa on February 16, 2017, 05:41:41 AM
Pretty sure it is alreay somewere in previous 12 pages, if so I like this so much that i will suggest twice..

"Faction requests":

like space traders, a message warns they are on call and when you go answere they ask for a special request like 30 parkas or 50 short bows or particular resource. You have some time to prepare the goods in your beacons. If fulfilled you get silver at trade value AND goodwill
Title: Re: Write an event!
Post by: ManHuntingSquirrel on February 05, 2019, 10:42:06 AM
C4 Raid!

Some raiders attack your base but ignore your colonists, they are going for the richest spot of the colony and blowing it up.
One of them has a special item/weapon called C4 that explodes when you press a key and he will try to get to the richest and most vulnerable spot in the colony to plant the bomb. After planting it, they will try to flee while defending the C4 carrier who will detonate the bomb when he gets to a safe distance from the colony.
If you kill the carrier someone else will pick the bomb and keep running unless you kill half of them so they surrender and leav behind the bomb.

Sorry for the bad english.
Title: Re: Write an event!
Post by: Kegereneku on February 07, 2019, 04:18:07 PM
Holy hell, now you are bringing back the old stuff (that I kept in my sign since 2016).
I'm still wondering why it wasn't stickied long ago, even if it would repeat a lot.