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Messages - RowdyBuffalo

#1
First thanks for the great mod Hey my team rules! It's just the poison biome is a little too purple and it can be irritating to the eyes.

It was my first pick when I got the mod but the purple ruined it for me quick.

I don't know it this is a common complaint or even if it is easy but man I want to do the cult mod there sooo bad I just had to ask.

I originally posted this in suggestion because i'm not much of a forum guy. I was in a rush and did some basic grass asset swapping and it get rid of the purple overload. now some just grass and bushes have the savanna asset.

It could look better i'm not a pro at modding...
#2
Thanks, I don't post on forums much, never really have.
#3
Ideas / Suggestion for advance Biomes (minor change)
April 02, 2018, 11:32:02 PM
First thanks for the great mod Hey my team rules! It's just the poison biome is a little too purple and it can be irritating to the eyes.

It was my first pick when I got the mod but the purple ruined it for me quick.

I don't know it this is a common complaint or even if it is easy but man I want to do the cult mod there sooo bad I just had to ask.
#4
Ideas / Re: Butchering spot
March 10, 2018, 05:32:55 PM
a rock chunk as an ingredient would be the only thing need to make it would be a good idea.

Just like our ancestors
#5
Ideas / Re: butchering animals for delicacies
March 10, 2018, 05:30:57 PM
I was thinking as using this as a way to use this as a super charged bonus or a way to make money while getting more from your animals than just "meat". but yeah good point.

maybe rare plants like truffles would be a good addition to a cooking mod instead.
#6
Ideas / butchering animals for delicacies
March 10, 2018, 01:07:34 PM
Offal, sweetbreads, liver, kidneys, prime cuts you can use them to give a bonus to meals similar to when you eat a good meal and depending on the level of skill it can fail or have low yields.

As a bonus polar bear kidney or something might make you severely ill.
#7
Artificial wombs are an area of research know and the game has vat grown humans.
This is a big idea but if broken down into chunks it could be done.

Children in games always have backlash from the media. My doctor harvests organs from captured prisoners and then gives them peg legs for hands and ransoms them back to the raiders (thanks modders) he also routinely cannibalizes people. Which is vanilla along with incest. I don't see the news complaining about that.

I don't wanna kiss Tynan's butt too much, but I'm glad he takes the good and bad aspect of humanity. The way he blasted that "expose" that read the code with a bias was hilarious. In truth, with human nature worse things would be happening on some of these rim worlds.
#8
So idea is a new game mechanic you have harvest genetic material from people or from most animals (an army of thrumbos would be fun but not exactly lore friendly)

To make embryos or something like stem cells (wouldn't want to call them that because of the hot button issue thing). If a couple conceives a child the baby if moved into a Maturation chamber for a couple of quandrums.

In then the chamber, they can have some form of data fed into their mind to make say a vat grown soldier or whatever. That would be done by data storage units (once again pricey and hard/impossible to manufacture) They emerge from the chamber at a biological age of 14 and start their life. This could be game breaking so it would have to require expensive and rare materials and research.

On the flip side, you can buy and sell animal embryos that take way less time to mature be auto trained (if an item is used) and you can get all kinds of exotic species and maybe made a little profit. Human embryo trafficking would be cool seeing as how shady things can get on the rim.

I would suggest what I am calling the "stem cell" thing for lack of a better term to only be harvested in the event of a failure. Which can happen as another way of not breaking the game. This could be used to make powerful medicines.
Vats can have a built in battery that needs to be charged in order to start the process to avoid just cutting the power or some cryptosleep function built in.

Of course any of these functions can be stripped or added in order for the skill level of modders and the game's code

Realistically settlers on planets would need lots of genetic material so in a universe like Rimworld it makes sense that tech would exist.

If anybody is interested I will help in any way possible, art assets, testing, my janky xml you might have to teach me a few things about the game's xml, but I'm on board. I have done one much simpler mod before on a different game and it was well received.