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Messages - newcadence

#1
I think it should scale, capping at level 8 at a 1% or 2% chance.

1: 60%
2: 40%
3: 25%
4: 15%
5: 10%
6: 8%
7: 5%
8: 2%
#2
I was fulfilling a trade deal when I thought of this. Wouldn't it be neat? And the higher your relations with the colony, the cheaper the rides may be.

In order to take advantage of this further you could get long-distance trade requests with higher payouts.
#3
Ideas / Alphabeaver Kibble and Alphabeaver Fur
July 11, 2017, 02:46:18 PM
20 wood + 2 neutroamine + 1 vegetarian nutrition (20 corn, for example)

Only edible by Alphabeavers, increases metabolism by an insane amount so they don't eat a ton of trees.

To motivate players to make this kibble and raise Alphabeavers, butchered Alphabeavers produce Alphabeaver fur, which, similar to chinchilla fur, is worth more, and has better stats.
#4
Mods / [Mod Request] Cave Adaptation
June 26, 2017, 02:15:29 AM
Cave Adaptation, similar to Dwarf Fortress, is when colonists spend too much time under Thin Rock Roofs or Overhead Mountains.

Cave adaptation scales from 0 to 100, slowly building underground, not moving while under a constructed roof, and decreasing while outside during sunlight higher than 51%.

At trivial and moderate stages, it will cause a mood debuff while outside.
At major stage, it prevents cabin fever, but causes a greater mood debuff while outside as well as sight decrease.
At an extreme stage, it causes a +5 mood buff while inside, but causes vomiting and lowered consciousness when outside.

Perhaps a sun lamp will decrease cave sickness down to Major?

I thought it'd be a nice idea to add some pros and cons to hunkering down in a mountain base.
#5
Off-Topic / Re: Come and request some art
April 03, 2017, 03:56:05 AM
Quote from: A Friend on April 03, 2017, 03:08:37 AM
A giant mutant watermelon fighting godzilla
can't find a spoiler thing anywhere so here it is in ITS FULL >>>GLORY<<<
#6
Off-Topic / Come and request some art
April 03, 2017, 02:13:47 AM
I love to draw random pictures people ask me to draw. So ask me to draw some stuff please. I will do my dang best.
#7
If you can make a discord for this project I'd be totally down.
#8
Mods / [Mod Idea] Bionic Power Systems
March 26, 2017, 06:26:15 PM
Adds a new need called "Bionic Power" need. There are two classifications of bionics:

Generating Bionics - Generated Bionic Power up to 100%
Consuming Bionics - Passively consumes bionic power at all times

Generating Bionics
Kinetic Generator (Legs): Generates Bionic Power when moving.
Metabolic Generator (Stomach/Torso): Generates Bionic Power but drains the Food need faster.
Solar Generator (Head): Generates Bionic Power based on light level
Internal Reactor (Torso): Passively generates power for the next 4.5 billion years. Injury results in toxic buildup.

Consuming Bionics
Probably most existing bionics. A bionic leg consumes more than a synthetic heart.

I think this adds a lot more balance to bionics, and make their functionality more impactful. Anyone who's given all 10 of their colonists full bionics with EPOE or BASE should agree.
#9
This idea is stolen from Cataclysm: Dark Days Ahead.

Adds an item called Mutagen. It can be bought from pirates and exotic good traders, or crafted by someone with a very high cooking skill using exotic materials (Neutroamine?). This concoction, when consumed, causes random mutations, pain, hunger, and exhaustion.

An example of a mutation is Canine Muzzle. In C:DDA, this increases your ugliness stat and gives you a biting. In a RimWorld mod, it would be a permanent health effect that perhaps decreases social chat impact, and adds a bite attack.

Another example is Strong. In C:DDA, this gives you +2 strength. In a RimWorld mod, it may increase walk speed, manipulation, and melee damage.

To get rid of mutations, a colonist would use Purifier. In C:DDA, Purifier is made of 2 parts mutagen and 1 part another chemical which we'll fill in with some exotic chemical. Purifier removes mutations at random.

Another option might be to surgically remove them.

Non-colonist characters may also spawn with mutations.

-~-

I had this idea because I love the mutation system from C:DDA and actually think it would fit right in in RimWorld, even as a feature of the base game. It adds an optional feature with high risks but high rewards, similar to drugs, which I think makes an enjoyable and interesting feature.
#10
Quote from: MikeLemmer on December 18, 2016, 01:25:45 PM
Personally, I'm currently not liking the sea ice starts. It's extremely hard, yeah, but the complete lack of minerals and animals also makes it utterly boring. It's essentially building on a blank map.
I heard that Tynan said that the biome wasn't meant as an extreme challenge as much as it was a stop when travelling around the northern poles. Ain't gonna stop me, though.
#11
Mods / Suggestion: Immersive Background Noises
December 18, 2016, 10:37:49 AM
I thought of this idea when I was watching 10 of my colonists having a party in the rec room. What if there were background noises for interactions between people? During fights you'd hear shouting and during parties you'd here idle chatter and cheering.
#12
Ideas / Re: Your Cheapest Ideas
December 17, 2016, 08:49:09 PM
Plains biome. Spawns in large flat stretches between some hills and mountains. Less trees, more fertile soil.
#13
Ideas / Re: Your Cheapest Ideas
December 16, 2016, 09:10:46 PM
Prisoners get an even stronger mood debuff from prisoners being sold.
Think about it, "They sold that one guy, what if they sell me next?"
#14
I killed some guys and stole their clothes, as usual. There's a new debuff for wearing clothes taken from dead people, Dead Man's Jacket, -3 mood.

Personally I like it, and I'm excited to see if humanskin clothes have a similar debuff, but will it ever wear off?

Edit: My lovely Psychopath is also getting this debuff, which seems a bit inappropriate.
#15
Ideas / Re: Your Cheapest Ideas
November 20, 2016, 01:36:47 AM
Vaccinations, expensive due to the distance between Rimworlds and more advanced worlds, which offer long-term disease resistance. In game mechanic terms perhaps 2 seasons worth? They can be scheduled like drugs.

Also I learned about the effects of smallpox today and I think it would make a cool addition because it's a horrifying disease.

Could vaccinations be modded in? Yeah...