The game will eventually die if this isn't added. As the game goes further into development more mechanics will exist that will have to be accounted for and along with the increase in the size of the modding community the lack of multi-core support will only make Rimworld harder and harder to play. Is this a hefty task to undertake? Yes. But it's worth it and the longer it's ignored the worse it'll be.
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#2
Outdated / Re: [A17] Rimstation13 (v0.94) Bringing SS13 to Rimworld
November 13, 2017, 08:18:20 PM
I haven't tried this yet, but it sounds amazing.
#3
Ideas / Re: flip furniture whilst in battle to offer extra protection
September 28, 2017, 12:38:57 AM
Several small additions to combat over time will slowly make it more varied and interesting.
#4
Ideas / Re: Late Game Faction Warfare
September 13, 2017, 11:19:04 PMQuote from: protocol47 on August 15, 2017, 11:33:20 AM
Great ideas!
It would make a ton of sense for Outlander and tribal factions to group their settlements together, and have raiders scattered about, without any real centralized government. Seeing the various caravans moving around would be great, as well as a fog of war to reward traveling further out from your settlement. I feel like manhunters and ambushes could still run off the system they currently use now, no need to model and track them, only to hide it from the player. The military outposts could also serve to push back fog of war, using it almost like a lightening post. Agricultural and mining outposts wouldn't serve this purpose well so they wouldn't be able to push it back as far. New items could be built to help push it back, like radar or detector or something.
The outpost system might be heavy on processing power, but I would love to see it happen. I think agricultural and military outposts would be most useful, mining would be great but you would eventually exhaust the resource in the area (kind of like real life). The smaller map size used during attacks on outposts currently would probably be best for those, easier on the system. I use the campsite mod now, and have often though about leaving the camps permanently. I've only ever have 1 camp at a time, but didn't notice any lag in processing.
Faction relations sounds amazing, I would love to engage in geopolitics with tribals and raiders. I think adding a faction trait system would make this much deeper. Traits like religious/atheistic, peaceful/warmongering, tribal/high tech, cannibal/vegetarian etc. This would help form a basis for which factions would gravitate towards cooperation with each other. A High-tech atheistic society would be unlikely to get along with hyper-religious tribals for example. Nothing too complex, just something to give them a reason to love/hate each other to start.
You mentioned vassals, setting up a system for this would be great. When a settlement has been defeated the player can choose to wipe it out, take it over (populating it with some of their own colonists), or assimilate it into their own faction. An assimilated colony would operate as a standard npc colony, they would send caravans of tribute to the players main settlement. The player wouldn't actually look into the colony, it would run autonomously. This would help reduce the burden on the processors.
Sorry, went on a little rant there.
Aside from just having Rimworld better optimized one way of solving the outpost issue is just making it completely automated. You make an outpost, send people there, and at most make a few decisions here and there. After all, this is an outpost not a fully fledged settlement so I think such a system would work.
#5
Mods / Re: [Mod Request] Censored Rimworld (IKR BLASPHEMY lol)
September 10, 2017, 05:05:16 PMQuote from: Wolf619 on September 06, 2017, 10:51:36 AM
I would like a mod that removes drugs completely, lowers amount of mental breakdowns, maybe removes cannibalism (makes humans inedible).
Would be great for me because I have a nephew I think would really love this game but I dont want to explain YAYO or Smokeleaf to an 8 year old kid (explaining why a guy is freaking out on flake is kind of weird to talk about with a kid).
Anyway hopefully nobody spears me for making this suggestion, I just thought of it the other day
might be a way for rimworld to tap into all those MC playing kids, have a KID FRIENDLY mode or mod.
Anyway thanks for reading this, I know some people will get mad when I say censorship.
lol
What about violently ripping organs and limbs off of colonists? People getting kidnapped? And so on and so forth?
The issue with censorship so it could appeal to a younger audience is what exactly do you think should be censored? If your only issue is drugs, I honestly think that your nephew is going to be too young to understand or even properly fuel a drug economy or they're old enough to understand and a video game won't really make a difference on their mentality about them.
Sort of like how if he's shooting people in Rimworld he won't suddenly think that shooting someone IRL is okay. But that's just be two cents.
#6
Releases / Re: [A17] Trading Economy Ver1.0
September 10, 2017, 04:52:11 PMQuote from: Walking Problem on September 09, 2017, 06:48:48 PMQuote from: Canute on September 09, 2017, 10:07:26 AM
Yeah some kind of trade agreement routes.
Every season begin a caravan arrive, grab x ItemA and drop y ItemB, sleep overnight and leave at the morning, no trading.Quote from: CookieWizard on September 09, 2017, 10:00:12 AM
Looks neat. Sadly, at first when I read the name I thought this mod would do something along the lines of consistent trade routes with pre-existing factions.
Perhaps someday? Things have to begin somewhere. =P
As for consistent trade routes w existing factions - the problem with this is the lack of a general concept of resources distribution on the world map - and the very fact that nothing really actually happens beyond your own colony in the game.
For example, there is nothing to suggest that this tribal village would actually have something that they want to sell, which you do not already have; or that outlander town would have a surplus of a certain thing which you actually wants. This entire situation will compound when you add in mod factions. Orassan caravan coming to you just to sell timber? It would be pretty hard to reconcile all these and complicate the entire games design (or rather mod design).
My current thought is more of creating a global price index of every single thing there is in the game, and there will be incidents/event driven situation that will create massive or some price changes to certain items.
For example, massive forest fire on the one region of the planet has caused wood prices to go up by 25% for a year. Or, gold was struck by a certain faction, causing a massive influx of newly mined gold, causing the price of gold to fall by 50%. Or, war on a nearby planet had create a surge in demand for weaponry or mortar shells, all weaponry/mortar shells now doubles in value.
But the above is not easy to make, it will take sometime before I figure a way to make it happen.
----------Quote from: IWannaChaos on September 09, 2017, 12:59:10 PM
Nice mod, is there a faction that sells prisoners?
Current there isnt.
RimSlaves' Walkblem Slavers occasionally sell some prisoners, but very few and far between.
Worry not, I'm under no illusion that the changes needed for permanent trade routes would be easy. One of the things I hope Rimworld does before (or on) 2.0 is adding further faction mechanics and events around the world. Right now they're just sort of there to interact with you and don't really do anything. Maybe one day!
#7
Outdated / Re: [A17] EPOE: Rebalanced v1.4.1 (10/09/2017)
September 10, 2017, 10:19:43 AMQuote from: XeoNovaDan on September 10, 2017, 04:09:38 AM
Updated to v1.4.1 (10th September 2017)
Changes:
- Fixed a major issue where EPOE-added parts couldn't be installed
One neat addition (I find) to further weaken bionics is if the bionic is visible from the exterior (such as giving someone a bionic arm) they should take a small hit to their attraction score (in other words making other pawns less attracted to them just like the game does if you have a physical disability). This score should, of course, be heavily increased for Prosthophobe pawns with the reverse being true for Prosthophiles. That'll mean that having someone with every limb replaced could start fairly frequently having bad interactions with other colonists.
#8
Releases / Re: [A17] Psychology (2017-7-16 v2)
September 10, 2017, 10:11:37 AMQuote from: Onasaki on August 14, 2017, 09:18:01 PM
It could be because the psychology mod is created with the idea that there's only teenage, adult, and elderly pawns. Psychology with kids under 15 can be tricky, especially given the very deep way this mod goes into the psychology of our pawns.
It works, but sometimes can create hilarious results when you have a 10 year old with the 'lecher' trait. That's what I'd figure, anyway, there could be something more code-like that I'm not aware of. But yeah, I can confirm it works with psychology if it's loaded after.
If Rimchildren ever gets developed enough it'd be neat to eventually get a patch in which kids' psychology is far more volatile and prone to change and begins at being exactly in the middle of all traits.
#9
Ideas / Re: Your Cheapest Ideas
September 09, 2017, 10:24:50 AM
Some cheap ideas;
More intelligent factions. It's sort of silly that currently (at least from what it seems) factions will only interact with you and no one else. There are no events going on elsewhere in the world! Not a band of refugees from a destroyed town making a new one or a band of rogue villagers making their new, own, better town. No wars between factions. And with the current interactions with you are usually completely random and based on no real logic.
While making other factions feel like they have their own ambitions and objectives and actually go about doing their own things is no doubt not a simple request it is a fairly cheap, obvious, and easily explained one!
More world events;
The world feels empty. Along with other towns only existing so you can interact with them and they can interact with you the world has really nothing in it. No doubt this will be solved in due time, but it would be nice that aside from just being told to go destroy outposts and that there's an opportunity to shoot some baddies for loot that there are more thematic additions. Ancient ruins; deserted towns; laboratories headed by insane megalomaniac geniuses; prints of some giant beast that following (and killing) could be worth your while; and so on. I feel that either manually exploring the world (sending your colonists out to just roam and passing by one of these) or just being told through visitors (as that one mod has it) would be neat.
I mean, two of my tribal colonists just reached the age of 18. How am I to test if they have truly become men if I don't send them out to track down and kill some giant beast?
More intelligent factions. It's sort of silly that currently (at least from what it seems) factions will only interact with you and no one else. There are no events going on elsewhere in the world! Not a band of refugees from a destroyed town making a new one or a band of rogue villagers making their new, own, better town. No wars between factions. And with the current interactions with you are usually completely random and based on no real logic.
While making other factions feel like they have their own ambitions and objectives and actually go about doing their own things is no doubt not a simple request it is a fairly cheap, obvious, and easily explained one!
More world events;
The world feels empty. Along with other towns only existing so you can interact with them and they can interact with you the world has really nothing in it. No doubt this will be solved in due time, but it would be nice that aside from just being told to go destroy outposts and that there's an opportunity to shoot some baddies for loot that there are more thematic additions. Ancient ruins; deserted towns; laboratories headed by insane megalomaniac geniuses; prints of some giant beast that following (and killing) could be worth your while; and so on. I feel that either manually exploring the world (sending your colonists out to just roam and passing by one of these) or just being told through visitors (as that one mod has it) would be neat.
I mean, two of my tribal colonists just reached the age of 18. How am I to test if they have truly become men if I don't send them out to track down and kill some giant beast?
#10
Releases / Re: [A17] Trading Economy Ver1.0
September 09, 2017, 10:00:12 AM
Looks neat. Sadly, at first when I read the name I thought this mod would do something along the lines of consistent trade routes with pre-existing factions.
#11
Unfinished / Re: [A17] Children and Pregnancy - v0.3k Unstable(2017/Aug/27)
September 07, 2017, 02:33:31 AMQuote from: Sinclair200 on September 07, 2017, 01:34:47 AM
CookieWizard - FLUFFLY did say that some people wont play a colony long enough but some of us (me) always like to have a more peaceful none permadeath map just to relaxso technically we could.
I have installed both bird&bees and cildren&pregancy and so far its going well, i havent gotten pregant yet but hopefully no error shows up.
Can any of you guys let me know if both mods are compatible in adavance? thanks
I'm not saying such people do not exist! I just don't believe there's much of a point of too heavily expanding on a mechanic if it'll only be used by (what I believe) to be a minority of people. Even more importantly, a setting that would allow you to customize the speed at which children age (hopefully with the option of aging slowing down until they finally reach maturity) would still allow people to just set it to the vanilla setting of everyone aging at the same pace.
#12
Unfinished / Re: [A17] Children and Pregnancy - v0.3k Unstable(2017/Aug/27)
September 07, 2017, 12:05:54 AM
Aside from an age-nator or something like that, it might be neat if there's a setting to change how aging works. Such as the younger you are the quicker you age and such decreases until going to the normal aging speed (likely give it a default value but allow users to tinker with it).
To quote Fluffy on his Bird&Bees mod, children are fairly silly due to the fact that most people will not play a colony long enough for them to really have any effect. It would be neat for children to feel uncomfortable if they're away from their parents for too long (sort of like how in the Tiberium mod people infected with Tiberium need to go bask in it for a while every so often). This mixed in with another user's recommendation of giving children fruitless, often negative jobs (such as constantly flicking lights or uprooting plants for fun) and some sort of really basic education (such as be able to set children to have an adult colonist as a master (maybe set it so the more kids one colonist needs to tutor the slower their skills grow (bonus points if the tutoring is based on some mix of the social and handle skill with a bonus if the tutor is direct or maybe extended family (damn savages!))) and this would in fact be a fairly revolutionary mod.
I am by no means convinced all this will ever be added as I can only imagine all the work, but there are some suggestions which in a perfect world I'd like this mod to have. If so, then I could have Uncle Ben teach a lowly squire to be the next hero for my Medieval fortress.
To quote Fluffy on his Bird&Bees mod, children are fairly silly due to the fact that most people will not play a colony long enough for them to really have any effect. It would be neat for children to feel uncomfortable if they're away from their parents for too long (sort of like how in the Tiberium mod people infected with Tiberium need to go bask in it for a while every so often). This mixed in with another user's recommendation of giving children fruitless, often negative jobs (such as constantly flicking lights or uprooting plants for fun) and some sort of really basic education (such as be able to set children to have an adult colonist as a master (maybe set it so the more kids one colonist needs to tutor the slower their skills grow (bonus points if the tutoring is based on some mix of the social and handle skill with a bonus if the tutor is direct or maybe extended family (damn savages!))) and this would in fact be a fairly revolutionary mod.
I am by no means convinced all this will ever be added as I can only imagine all the work, but there are some suggestions which in a perfect world I'd like this mod to have. If so, then I could have Uncle Ben teach a lowly squire to be the next hero for my Medieval fortress.

#13
Releases / Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
September 06, 2017, 09:54:16 PM
But the real question; are there droids in this mod? If not; when can we expect droids?

#14
Unfinished / Re: [A16/A17] [WIP] Warhammer 40k Corruption
September 06, 2017, 01:38:08 AMQuoteTried to add pawn Rachel to lord Verse.AI.Group.Lord but this pawn is already a member of lord Verse.AI.Group.Lord. Pawns can't be members of more than one lord at the same time.
Verse.Log:Error(String)
Verse.AI.Group.Lord:AddPawn(Pawn)
Verse.AI.Group.LordMaker:MakeNewLord(Faction, LordJob, Map, IEnumerable`1)
Corruption.SermonUtility:ForceSermon(BuildingAltar, Boolean)
Corruption.TempleCardUtility:DrawTempleCard(Rect, BuildingAltar)
Corruption.ITab_Altar:FillTab()
Verse.<DoTabGUI>c__AnonStorey44F:<>m__65A()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
I got this error when my preacher called a sermon. Since I don't know code I can't really say for sure but from a person that's completely ignorant to code I believe it might be conflicting with the Lovecraftian mod my pawn is already a part of?
The error causes the preacher to never do their job so pawns just endlessly wander in front of the altar waiting for a sermon that never happens.
#15
Unfinished / Re: [A17] Simple Slavery v0.5g
August 31, 2017, 11:17:42 PM
In the future could you add a mod setting to remove the need for the collar after placed initially for continued servitude? That or add a lock function to the item? I've had issue with slaves putting on neck-items simply to replace the collar and emancipate themselves. While I can manually prohibit them to do so it's a hassle to have to repeat the process when installing new apparel mods.
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