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Topics - Vaperius

#1
Mods / [Mod Request] The Brood
April 14, 2017, 10:08:03 PM
Change colonist pawns into bug people. Normal pawns are controlled male or female drones(not workers*). They start with a "queen egg"; queen egg hatches into a queen in a year after landing, which is how much time the player has to provide it with a nice dark and warm room for it to lay the brood. Queen will lay brood in the area its penned in but is not a colonist but rather an animal pawn.

Spawned pawns from brood come every year(gestation time for each egg). Most will be dumb labor workers that haul; some will be warrior-bugs, rarely a new drone will spawn; 1 in 1000 eggs will be a new queen.

So to break this down.

The Brood can be modeled after termites rather than ants or bees; with the queen serving the workers rather than the other way around.

Drones are different from workers; they are in "Brood" hierarchy; intelligent independent workers. They will be your typical colonist pawns mechanically.

Workers are not drones. They are akin to dogs for hauling. Normal taming of other animals would be disabled for balance(and challenge). (Scarab?)

Warriors are not drones either.  They are akin to wargs for fighting. (Megaspider?)

Queens are not drones. They will be like a permanently fertile tortoise or chicken. Constantly laying eggs. (Modify the Megaspider art?)

Instead of technology; the hive would build their bases of wood, cultivated resin, and stone. They'd use the Warriors in place of weapons, although the Drones could wield tribal technology and any guns they find. Power armor should be incompatible with drones for challenge.

Let me know what you guys think and suggest anything? I hope someone makes this.
#2
Pretty simple.

Require a glitter world medicine(or add a craft-able alternative like a "culture precursor"), meat from the animal you want to clone(>25% of the meat you get from butchering it), make success dependent on medicine skill. Gate behind advanced research towards the end of the tech tree.

Take the art assets of a Cryptocasket for placeholder; create unique asset later.

It should be able to clone any of the base game animals(including humans; but at the cost of two medicine; <75 %)

I came up with this idea after realizing you can't breed certain animals such as Megaspider; desperately want an army of them.

Clones come pre-tamed/join the colony.

Potential Balances for cloning humans include gating it behind additional research, giving them a high chance of having at least one severe negative trait, and requiring a higher skill level for successful cloning attempt.

If anyone wants to do this let me know! I'd love to see what you make of this.
#3
General Discussion / Insect Hives for Defense
April 24, 2016, 07:30:12 PM
Alright; I am curious, what if you play on a map where insect hives spawn in a random building outside your colony?

Does anyone think that despite expansion they will be useful in eating any nasty raiders than come your way? Has anyone had this happen to them?
#4
Ideas / Gestation Vats (Cloning)
April 23, 2016, 07:36:58 PM
Late game research; lets you create "children" from two parents by inserting genes from X and from Y into a blank "embyro" that is a template platform to allow genes from any two parents to combine.

So essentially you research the "Gestation Vats", build it. Then you buy the "Embyro Chips" off of Exotic traders. You then take the Embyro Chips to a workbench and select two parents to create a "Child", the Embryo Chip will be implanted with the genes and a randomized pawn will ultimately be generated from their natural traits. The Gestation Vat is then impregnated by the Embryo Chip. The Gestation process will take a full year, it requires biomass to fuel it, which must be processed from ordinary food to be accepted properly into the Gestation Vat. It also requires power to make any progress.

The Gestation process will lock down into emergency mode when power is unavailable and process any stored biomass to sustain its already made progress, but make no new progress. It will resume when appropriate levels of power are available. If it is not fed biomass the organism inside will begin to be absorbed by the Gestation Vat, reverting made progress.

When its all over, you get a new pawn with "Vat Grown"(effects natural social ability negatively) and a randomly assigned memory imprint "Vat Grown X" role which can be "Vat Grown Worker", which can be controlled by installing an expensive device next to a gestation vat that costs a neurotrainer for you to encourage a specific skill set to develop.

This is for expanding your colony past the "soft and hard caps". Its an expensive and balanced way to do so.

Some might notice I cross post most of this verbatim from my mod request for it. I want to see this in the game, I don't care if its in mod form or as an official addition. I do know that there should be a late game way to expand your colony that doesn't completely rely on random chance and excluding Randy Random has what is essentially a "hard and soft" cap.

Using outlandish Glitterworld technology is essentially the idea here. On the note, I am hoping that Tynan adds more Glitterworld technology in general, perhaps at the cost of "Glitterworld Components".
#5
Mods / [Mod Request] Cloning/Gestation Vats
April 23, 2016, 07:33:47 PM
Late game research; lets you create "children" from two parents by inserting genes from X and from Y into a blank "embyro" that is a template platform to allow genes from any two parents to combine.

So essentially you research the "Gestation Vats", build it. Then you buy the "Embyro Chips" off of Exotic traders. You then take the Embyro Chips to a workbench and select two parents to create a "Child", the Embryo Chip will be implanted with the genes and a randomized pawn will ultimately be generated from their natural traits. The Gestation Vat is then impregnated by the Embryo Chip. The Gestation process will take a full year, it requires biomass to fuel it, which must be processed from ordinary food to be accepted properly into the Gestation Vat. It also requires power to make any progress.

The Gestation process will lock down into emergency mode when power is unavailable and process any stored biomass to sustain its already made progress, but make no new progress. It will resume when appropriate levels of power are available. If it is not fed biomass the organism inside will begin to be absorbed by the Gestation Vat, reverting made progress.

When its all over, you get a new pawn with "Vat Grown"(effects natural social ability negatively) and a randomly assigned memory imprint "Vat Grown X" role which can be "Vat Grown Worker", which can be controlled by installing an expensive device next to a gestation vat that costs a neurotrainer for you to encourage a specific skill set to develop.

This is for expanding your colony past the "soft and hard caps". Its an expensive and balanced way to do so.

#6
Defense?Meat?Offense?Money?Materials?

I am genuinely curious which are the most efficient for me to be putting my money on.
#7
Ideas / Implement a "Planet-Type" system
April 15, 2016, 02:09:17 AM
Simply put:  The Rimworlds we've played on can be "Low-Class Earth-likes" but he could introduce the concept of alternate rimworlds, some where terraforming has gone completely wrong or where the civilizations of the past have left deep scars.

Really I think that the game could benefit from some more "outlandish" places.  Right now all the biomes we have are mundane, but the Rimworld universe is really wild and weird underneath the relatively realistic constraints. Potentially Tynan could introduce "planet type" to the game. Alternate world types would have their own set of biomes, share some creatures with other worlds, have some unique incidents, different takes on factions etc.

Think worlds where the Xenohumans dwell; where biological and mechanical horrors lurk, and where even the plants are trying to kill you.


I'd love it if we could get
#8
Mods / [Mod Request] Ocean Biome Start
April 14, 2016, 12:20:34 PM
Add the Ocean Biome as a start.

For mundane implementation, it be a very sandy "island" with infrequent caravans, only small animals, low-yield trees, and little food free trade.

For less mundane implementation you'd start on top of the wreck of part of your ship. To explain you'll need to reclaims parts of the sea with floating sea-float platforms, which are semi-resource intensive at first. Primary threats will be the amphibious lifeforms that will regularly raid your colony in place of normal pirates.
#9
Mods / [Mod Request] Play as Mechanoids.
April 14, 2016, 03:21:40 AM

Its a simple thing in premise. Think of it like an alternate game mode request essentially. You'd start the game with a number of specialized Mechanoids.

Its a standard three "colonist" start however, you start with one "warrior" class of Mechanoids, a "worker" class, and an "engineer" class. They'd be unable or have limited overlap, the warrior could perform dumb labor whilst the worker could build and construct as well as dumb labor. The engineers specific role would be researching new classes, the relevant workstations, and overall just being the primary agent to expand your Mechanoid hive until you build more Engineers.

Overall you will be managing the hive....and then the raids will come. Obviously, the humans do not take kindly to you trying to mechaform their planet into an ideal place for them to multiply. The Tribals will fear and hate you as malevolent gods or perhaps recognize you as the deadly mechanical you are, having seen more advanced technology in their dealings with the more advanced factions. The Townsfolk who have desperately been eking their meager existences will stop at nothing to protect what little they have. ...and the pirates still just want to steal your shit.

You have no friends; and consequently money is no real object to you; your cold machine cohorts feel no remorse, pity, joy or any emotion for that matter. Your only objective is expansion and protection of the hive, and ultimately to escape into the stars to spread freely.

So yeah; you land, you build new bots, you collect resources, you fight off invaders, rinse repeat, escape. Think Rimworld minus it nuisances, its raiding turned up to 11, and the game being turned into a straightforward RTS.

I am wondering if anyone be willing to bother making it?

#10
Summary: When a Colonist Eats something, Craft Something, Build something. He wastes a certain amount of the materials or has leftovers that can be readily used for anything.

These things need to be dumped in trash heaps or with research, be recycled for other uses; such as fertilizer for crops, or recovering the materials to build with again.

Higher level colonists in Crafting or Construction would waste less material. Food would be wasted based on how hunger and how "sated" a colonist is; if the food is tasteless and he not as hungry, he won't eat as much, if the food is delicious and he starving he will eat all of.

This would encourage being conservative with any resource, even food. As well as encourage people to cook higher quality meals. It also require us to logically decide how to deal with waste our colonists create.
#11
Ideas / Suggestion for the Structure of the Forums
March 08, 2015, 10:45:10 PM
First off I don't really know where to put this so here is the best place.

Want to request you add a Request Section to the mod section; so people can post their deeply desired mod content that community modders can take up in their free time as desired. I believe it immensely aide in community participation in the modding the game; which games off live and die by.
#12
https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub

This is Tynan Blog.

Two things; Fertilizer Pumps, which he removed under the pretense of a "more meaningful decision between hydroponics and soil growing" the trouble being that hydroponics in their current state are absolutely useless. They require power; which in the frequent solar exclipses and solar flares makes them nonviable in icy areas...where they are needed. Soil farming is essentially during growth periods in these places to keep gaining food; but soil can often be scare in tundra and desert biomes. Which is why fertilizer pumps were essential.

Now I am not saying add them back in; I am saying create a balanced alternative. Instead of just making the pumps;require they have either a hopper with fertilizer: AND that fertilizer is added to the game to let you make soil manually with your colonsts with a lot of work...

Moreover; today he removed tree sowing.....in favor of traders carrying trees. Trouble with this is that traders become less and less common with not guarantee of them being the trader you need and every gurantee you will need wood eventually for expansion, cheap repairs and for furniture. Don't remove trees; just make them take two or three times longer to grow and please for the love of rimworld; please at least create modules for things like this...

Instead of removing it outright; he should do what he used to do and leave mods in that add back in stuff like the fertlizer pump or tree planting....at the very least...as an option to the PLAYER and CONSUMER XD....

But still these are my complaint/suggestion and if I put this in the wrong place...oh well :P
#13


[Chapter's Two and Three will be coming within this week with Chapter four and five coming in the same fashion next week; Two chapter minimum on a release quota every week: Any requests for stories you want written/rewritten in the style I write will also be accept as long as they are yours or someone you have receive permission from; moreover, if you'd like me to write in certain character to this story, I will so long as you message me about it, no promises when or if they get added but I am opened to creating a story with ideas sourced from the community; as always, please give me feedback on this story by commenting below: support keeps it alive]


Prologue

Rimworld systems are never easy please to live, the final children of ancient and usually long since departed terraforming machines. Such systems were more isolated than any other system in the entirety of the Milky Way. Nothing was in these places but the echoes of the void singing long forgotten songs and empty promises of these often long forgotten places...and yet, as this world stood resolute against the darkest void of space, a carriage of life came tumbling towards at sub-luminal speeds.

The ark-ship "Cremare's Redoubt" orbited haplessly in shambles, its debris field all that remained of a once proud colonial seeding vessel. It hanged there, its artificial intelligence still trying to gain some semblance of control over the meager systems that remained. The Cremare's AGI-3357Y studied the situation, and realized that heat dispersion had failed in sections of the ship that it had previously overlooked before the vessel had entered the system.

It recognized this had caused cascades of ship wide failures. The compromised compartments overheated, resulting in a pressurized oxygen explosion, which punctured a hole in the hull causing large sections of the ship to lose pressurization, which ripped larger holes than the initial explosions. The AGI pondered for moment why however the rest of the ship damage had occurred and then ultimately deduced that the cascade followed this was that the exposed sections allowed micro meteors to puncture large holes in a fuel line, which ignited and detonated the emergency power and fuel, which unfortunately resulted in fires spreading to the remaining, oxygen rich areas of the ship.

The AGI had managed to use its fire suppression systems to contain the fires and mechanoid savants to repair essential systems but ultimately it knew that the ship could not land in its current state as it would result in substantial risk to the crew and could not awaken them as the ship was largely depressurized now and with little oxygen in places it was.

It studied the situation and ultimately deduced the best course of action was to seed the surface as optimal positions on the surface were located. It deduced that structural integrity of the hull was compromised and recognized that attempting to adjust rotational angles would result in the ship tearing its self apart if done too quickly.
It ultimately settled on a mitigated plan of attack, slowly seeding the planet with the crew at optimal locations as per according to its sensors, while rotating the ship by mere centimeters to account for the compromised integrity restraint as well as limited RCS capacity. It had done this.

Slowly it orbited, shepherding its precious cargo to the surface of the planet, whether they were to become vicious pirates, forgetful and proud tribals or hopeful outlanders was of ultimately of no true consequence to it, it cared only for their safety. With each passing decade it emptied its holds, safely they went to the surface. Until only a single group remained. It studied them for a moment.

They represented the final pieces of its plan, after over a century had passed since its arrival to this world, after all it had strived to slowly bring the lives it had been entrusted to bring to the surface of this world, it knew in its thoughts, that these Humans were the final message that it could to world below where it's; Children,yes, it thought, Children... its children below prospered, long since forgetting it had ever existed, but ever watchful a parent it was and so it studied them.

Such frail creatures, so afraid will they be when they arrive, afraid, and bare, as it seems they were not issued any sort of clothing before entering the ships cryptosleep pods. Odd, it thought, it would have to study its manifest to see why that was a curious oversight it could perhaps ponder. Its thoughts however came back to these final souls, their names did not matter nor their past, only they were finally were going to live again.

It began the procedure, awakening them slowly, they stirred inside their pods, some lazily opening their eyes, some tried to open their pods, and screamed when they wouldn't open. Finally, the AGI studied them for moment and then it issued its final command. They were loaded into the Atmospheric Return Vehicles and then the AGI launched them; first a whoosh, and then and nine pods flew away from the Cremare, hurtling towards the Rimworld below.

Chapter 1 � Hard Landing

Dallas was something of an expert crytosleeping. He had been to countless worlds as a pioneer and explorer, spending so much of his existence, his life, in those pods, watched and tended to by AGI until the time came to awaken them in their new home. Never in his life did he ever feel the terror though he did now.
He had just woken up in his pod and as he did looking through he saw the AGI observer adjutant hanging from the ceiling looking over him and the other colonists. He was puzzled as to why his capsule hadn�t opened, it should have opened he thought, why it wasn't opening and more panicking thoughts came.

He banged on the capsule, and yelled and screamed and begged the AGI to let him out already; it glanced over to him, and then suddenly, he felt it. His pod, indeed, all the pods in the room, were being loaded into ARVs to be launched down to the surface. He felt the explosive bolts that kept the pod to the ground blow. Then it happened, he felt the motors hum as he was loaded down the pod chute into the ARV, and then it was dark.

Then he felt himself sliding and finally, he was away from the ship. He could feel the rattling of the pod as he slowly drifted from the ship, rolling gently all the same while watching other pods with other people, some awake, pounding on the glass of their pods. He had never had ever had such a thing happen to him. It only took him a moment outside the ship to see why however.

He could see the tattered remains of the bow and starboard side were in ruins. He caught that in glance and then it happened, the ARV�s retrorockets kicked in. It surprised Dallas, caught him off guard so much he screamed and clanged to the bed of the pod for control of what he thought might well be his end. He panicked more though as a blast door closed over his only window to the outside.

Now he was alone in the dark of his pod, oblivious to everything besides the rumblings of his own ARVs motions; He knew the rockets of the other pods ignited shortly thereafter, sending them all burning towards atmospheric reentry. He held for dear life to the bed for what felt like an hour but in reality was only a few minutes and then he felt a hard impact as the ARVs hull hit the atmosphere of the planet. He felt only the motions, as the blast door obscured only hope he had of seeing what was happening; but then he realized, perhaps it was best he didn't know.

He felt the pod rumble as it hit thicker atmosphere, and then finally, the retrorockets stopped firing, and he heard a small explosion as it�s the bolts that held it fell away and the side containers deployed the drogue shoots to slow the decent into atmosphere. Dallas could only guess and hope that was the case. But he could fell it, something pulling taunt the ARV to and aside.

Then finally, he felt it catch more air as it tugged hard on the ARVs hull, slowing it down to a safe enough speed to finally deploy the main chutes. He heard the bolts blow, the sound of fabric brushing against itself, and finally he felt them deploy as the ARV went to the surface slower and then finally, he felt himself gently coursing to the ground.
Dallas let out the surest of sighs as he finally relaxed as the ARV gently went to the ground briskly and safely and then finally, after but moment, he felt a thump, then three more, then more and finally, explosions, one after another and then it was finally his turn.

First a whoosh, and then finally, he felt the sun on his, shielding his eyes as he took his first step into the cold. He looked around him and counted a handful of other people wondering them same thing as he was, he was sure of that; how were they going to survive here.