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Topics - Entityofsin

#1
Video / Rimworld Mod Spotlight: Personal Shields
April 15, 2015, 04:23:21 PM
Get your personal shields here with a new Rimworld mod called Personal Shields! They come in a variety of qualities and features! Never again will your colony get slaughtered because it is out numbered!

https://www.youtube.com/watch?v=oajUzk4zofs
#2
Video / Rimworld Mod Spotlight: Darkness
April 08, 2015, 03:20:14 PM
Check this Rimworld mod review! Changes the gameplay experience you have when managing your colony. Pretty sweet. Hope you enjoy it! :D

Rimworld Mod Spotlight: Darkness
#3
Video / Mod Spotlight - Atomic Power
November 05, 2014, 01:48:18 PM
I reviewed one of the mods that were made for Alpha 7. Energy sources that are reliable are always a hard thing to find since Solar Generators require a lot of space and Geo Thermals require specific spots. So I figured I'd do a review on this mod.

Rim World - Mod Spotlight: Atomic Power
#4
Mods / [Mod Request] Ammo for colonist weapons??
September 30, 2014, 03:51:14 PM
Okay this is a request only if it's possible. I am kind of guessing that it would be. I am also assuming something like this would need to be hard coded into the game with the mod in order to work and that's if it even is possible.

To explain what the mod would do, it basically would be an item that colonists would equip similar to the Door Key that they already get. The weapon magazines could either have a decreasing durability the more the colonist shoots or comes with a limited capacity of shots (number of attacks and not actual bullets being used) that the colonists would be able to have in a fire fight.

So if a colonist is using the M16 and it shoots like 4 bullets it would only subtract 1 durability from the item. The item itself could have like 30, 50, 60, or more durability. Part of the mod would include a crafting station for creating the item as well.

If the mod is possible it can introduce actual weapon ammo that would need to be managed.

Just an idea I suppose and it's really inspired mostly from playing XCOM games. lol
#5
Mods / [Request] Shielded body armor?!
July 23, 2014, 03:33:25 AM
I don't even know if this is possible currently in the game and I don't know anything about how to create mods so I guess this is more of both a question and request for someone to figure out and then tell me if it's possible to have shielded body armor that colonists can equip. It could function like an armor vest where they could wear it under a coat or something but you could see the shield on them and they would run around and stuff.

Just an idea I suppose. :)
#6
Not sure if this has been suggested but bare in mind I haven't been visiting these forums a lot in a long while, like since Alpha 3. I also must say that out of all the colony/base building simulator games that I've tried (about half a dozen), Rim World is absolutely hands down the best one I've played. Even in the early Alpha test stages the game was far more developed and polished up than competing titles, at least in this very critically and negative gamer's perspective of proper game design. I just wish I knew more about how to mod and develop games to offer a more active role in Rim World's design and development.

So I've been playing on the largest optimized map size now for Alpha 5 and I gotta say, it's nice to see all that extra space. The thing I would like to see is the largest map size be something incredibly massive in scale, like around 1000 x 1000, 2000 x 2000, and even something insanely large like 5000 x 5000. Because for those of us that have decently powerful computers we could play on those larger map sizes.

Now what would this allow? It could enable the ability to see NPC factions that would normally visit or raid your colony to be visitable or raidable. Perhaps the NPC factions your friendly with get attacked by those they are hostile towards and vice versus. It could be comical to see tribal people zerging a raider base with a group of 80 people.

I see the first steps of this NPC base building already in the game with Alpha 5 cause of the mortar turret placements and sandbags being built during base sieges. So it wouldn't be too difficult to come up with the possibility that raiders can build their own bases, gather their own metal, stone, wood, food, etc. and manage their own economy, distribute tasks among the base's residents, and so forth. How hostile NPC faction bases would get resupplied by people is they would just move in from off the map, get drop podded in, or possibly even have children and reproduce that way.

It sure would add a lot of depth and imagination to the game. It does require a few other things that would either be activated when the map size is picked or those things would always be on at least for the player to utilize in building up the colonies. So I'll just list some of the stuff that would be involved with these massive map size options.


  • 1000 x 1000 to 5000 x 5000 map sizes.
  • Colonists/NPCs forming families and having children that age and grow up.
  • NPCs of Neutral, Friendly, and Hostile base building on the map.
  • NPC bases getting resupplied with people in addition to child births to re-populate bases.
  • Compete with NPC factions for natural resources on the map.
  • Get to see factions that are hostile towards one another fight each other in open ground, raid each other's bases, capture people of one another, and basically wage war with one another.

So when you think of these ideas and incorporate them with other ideas, such as that zombie mod Justin C made that I never got to play around with, you can imagine some pretty insanely cool things happening. Entire NPC bases could get wiped out by zombie hordes or Mechs or if someone makes a plague mod (unless diseases and viruses get put into the game by default at a later Alpha or possibly a Beta stage) then the dynamics of events would be a lot more enriching to experience.  It would certainly make losing colonists a lot more painful and personally I like that cause it makes it more challenging. It's also why I feel that if the idea of larger maps does become a reality it would kind of ask for the other things on the list above too, such as colonists making families and making babies and all that stuff. It could potentially allow players to build entire small towns as well and that also sounds really awesome too.

Just some ideas that I hope get added to the list of features people have suggested that might make the cut into the game. I think all of them are possible since the majority of the stuff already exists in Alpha 5 on a basic level anyways.
#7
Help / Healing??
February 28, 2014, 05:38:53 PM
I understand you can have your guys heal in a bed when they're tired and all that, but this isn't what the thread is for.

In the current Alpha 2 build, is it possible to have items that soldiers can carry that can heal other soldiers. I was thinking it would be kind of cool to see guys shoot friendlies with a healing gun in order to heal them up and keep fighting.

If this is possible, I figured range wouldn't be much of an issue since you're still firing a weapon even if it's range is set to 1. So is it possible to have a weapon that can heal the target? I don't care if it's manual use either, I just want to know if it's possible.

Think of the Medic's gun from Team Fortress 2. I am thinking of something along those lines.