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Messages - Scarecrow

#1
Ideas / Re: Your Cheapest Ideas
October 27, 2018, 05:14:53 PM
City Biome.

Make it work similarly to how mountainous biomes work. Although they'll be less common.
A tile covered heavily in ruined buildings. Most buildings are open but some hide hidden dangers. Hidden dangers should be a lot more common in this biome.

The biome trades free housing and a more defendable position for poor soil, lots of hidden dangers and scarcer flora and fauna.

#2
Releases / Re: [1.0] Alpha Animals
October 20, 2018, 10:49:37 AM
Gallatross is THICC
#3
Ideas / Re: Give Disease(s) Some Love
February 02, 2018, 12:39:30 AM
Yeah, I don't really like the idea of them randomly happening out of the blue. There should be reasons for them occuring, like vectors that pass them onto your colonists.


  • Eating raw meat should increase the chance of parasites, not just give people food poisoning.
  • Like you said, raiders and caravans should occasionally pass on diseases. I think flu could be a chance every so often.
  • Certain animals should have certain diseases specific to them which can be passed onto tamed animals and even colonists. Plagues could be passed on by rats, which would encourage people to keep rats under control etc. Also, rabies anyone??
  • Maybe there could be an event where animals in the map become infected and you need to cull them to stop it spreading.
  • If people don't dispose of corpses correctly I think there should be a higher chance of certain diseases too.
#4
Ideas / Re: Boiler & Heating Pipes!
January 29, 2018, 09:20:59 PM
The equivalent to the bzzzzt event would be a leak event.  And hmm I guess I putting a heater/campfire in every single bedroom is kinda inconvenient??? Once you get into double digits with colonists it gets kinda ridiculous as every bedroom will need a heater or else your colonists complain that they slept in the cold. In real life you don't put a heater in every single room, and a heater is generally a cheaper option than installing central heating so it would not make heaters irrelevant if boilers and heating pipes were added as they would be varying in expense compared to the cheaper alternatives you mentioned. Heaters are all well and good, but would you not prefer to change the temperature of most of your rooms all at once using a couple clicks or adjusting all heaters separately only to turn them all off separately once winter is over? It would be a step up from campfires and heaters as you wouldn't have to manage as much.
#5
Ideas / Boiler & Heating Pipes!
January 29, 2018, 09:30:58 AM

  • Boiler that runs off fuel
  • Boiler that runs off electricity
  • Heating pipes

I think this is something that should really be in the vanilla game. Maybe there could be two kinds of boilers, one that runs off burning wood and another that run off electricity. The piping could be connected to a boiler and then the pipes run inside the walls in a similar fashion like electricity wires do. I understand there are heaters already in game, but putting a heater inside every single room seems a little OTT when most buildings IRL have boilers and central heating.
#6
Ideas / Re: Raiders use attack animals.
December 19, 2017, 12:37:00 PM
Yup :) It would probably spice up raids a little more too.
#7
Ideas / Raiders use attack animals.
December 19, 2017, 01:02:26 AM

I've always thought it was quite odd how your colony use animals, AI caravans use animals but raiders don't.


Pirates and tribals both seem like the kind of fellows that would employ beasts of war when they're raiding. I think this would make raiding parties a lot more diverse from time to time.
#8
Ideas / Re: Buff the Wargs
December 17, 2017, 08:51:08 PM
I agree that the wargs need buffing. I remember when I managed to get a large pack of them and when I was being raided they didn't really do much as their attacks were kinda... weak. When I finally pushed the raiders back (using guns) I had a lot of dead/crippled wargs. I'd assume they'd have some kind of increased regeneration factor due to being described as being descendants of weaponized military animals as well.
#9
Ideas / Dungeons?
December 16, 2017, 04:45:15 PM
How about having tipoffs about where an ancient lurking (very powerful) evil is dwelling? After we get the tipoff there could be a new dungeon icon on the world map. When you reach there it will have a large randomly generated structure/cave with hostiles inside and the rooms/tunnels that eventually lead to a boss of sorts.

Enemies could vary from a very extreme infestation, to a whole factory of mechanoids or possibly even a technologically superior human faction. The final bosses of the "dungeons" should be much more powerful than their kin and put up one hell of a fight but killing them gives you great rewards. Maybe there could be special furniture, power sources, weapons etc that you cannot get from anywhere else but in these dungeons and that is what makes them worth risking lives for.

I understand that hostile human bases are a thing, but I am talking about something a lot bigger in scale that will occur for humans, mechanoids and the infestation. Raiding enemy bases is fun but imagine a dungeon with rooms upon rooms of enemies and a final boss at the end + amazing loot. Thanks for reading!
#10
Quote from: Canute on December 13, 2017, 04:09:13 AM
You are upset because of the -3 debuff, but what about the +20 buff from "Very low expectation" you got at the beginning ?
Isn't that what you argue ?
And once you colony develop up a bit, you people can eat fine meal (+5) to counter these ate without table debuff.

I'm not upset,  I was simply making conversation. But yeah, I don't think getting upset over not eating at a table is a normal thing to do. I kind of understand what you're saying but like I said, it's weird how you're trapped on a planet filled with pirates, mechanoids and giant bugs (that all want to kill you) and you then worry about not eating at a table. Worries like that should always be on your mind. If you ask me, somebody in that kind of situation should be happy that they're simply getting some food in the first place.

#11
Anyone ever eaten a meal without a table? I have.

As long as I'm eating okay food, the presence of a table doesn't even bother me. The fact rimworld has a -3 mood debuff for this is quite bizarre. If you're fighting for survival in a hostile world I really think eating at a table is the last of your worries.
#12
Ideas / Re: Your Cheapest Ideas
December 12, 2017, 02:34:02 PM
Some random traits:

Heavy Sleeper: Does not get disturbed when sleeping. Takes longer to wake up.

Insomniac: Rarely ever sleeps. Mental break threshold +10%.

Gluttonous: This pawn eats x2 more food compared to everyone else.

Mechanophobe: This pawn has a fear of mechanoids. When in combat with mechanoids this colonist has a chance of cowering and fleeing.

Squeamish: Vomits when seeing dead animals, blood and human corpses.

Gypsy: This pawn lives to travel and gains a mood buff when traveling.

Gullible: Easier to recruit. Bad at trading. Insults x2 more effective.

Of course there is other suggestions such as dietary requirements such as vegetarian etc.

Maybe more fear traits too such as: Insectophobe, Claustrophobe etc.
#13
Ideas / Re: Your Cheapest Ideas
December 08, 2017, 08:20:06 AM
URBAN BIOMES:

The ruins of a city making up a new biome with a lot of structures tightly placed together. Less natural resources such as plants and big animals. This kind of biome should have more dormant dangers than usual so cryptosleeping hostiles, mechanoids and bugs should be hidden within unexplored buildings.

Below is a very outdated mod which did something similar:
#14
Ideas / New Biome: City Ruins
December 07, 2017, 06:18:05 PM
Whenever I play rimworld I notice there is old ruins of buildings scattered around the map here and there and it has made me wonder why there has not been more extreme cases where a tile is completely covered in ruined buildings. We have biomes where it's almost fully mountainous and biomes where it's thick with trees... some are very barren with almost nothing. How about a new biome for city ruins? It could be filled with hidden dangers and pre-built structures but less natural resources such as trees and animals. There could also be a less extreme version of City Ruins called a Town Ruins where it has less structures packed closely together compared to the city.

I did some digging and I found an outdated mod which had a similar idea below:


I think this kind of environment would be very interesting to play on and is something I truly believe would fit into the vanilla game very well. Thanks for reading!