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Topics - thedee05

#1
Mods / [Mod Request] Hitchhiker's Guide Mod Request
November 12, 2018, 10:42:10 AM
I think a Hitchhiker's Guide Mod would be a fun story mod. Call it Mostly Harmless.

Start with adding all the species, fauna and flora and bios from the books. Maybe some of the weapons, droids and artifacts can be items.  Make some events that are like or similar to the books. Maybe some of the power sources are based on the spaceships in the book. So when powering on a Infinite Improbability Generator everyone turns in to orbital beacons, whale and flower pot falls out of the sky and it's last social says "Not again".

Perhaps one start is nothing but people from the Ark Fleet so they are all telephone cleaners, account executives, hairdressers and such.

Or maybe is a Ford and Arthur start. Be sure they have towels.

Towel could be a weapon or shield and food.

Babel fish could improve trade or allow you to trade with certain traders.

Just some ideas.
#2
Ideas / Twitch Chat Decides Your Fate
December 25, 2017, 03:09:27 PM
Twitch Integration so chat can vote on the next event. A number of events are randomly queued for chat to vote on.
#3
Ideas / Caravan Relationship Event
April 18, 2017, 04:45:39 PM
I often get a caravan come to a colony and it will have someone related to a colonist. (Relationship)

I think it would be a neat little story if one of a few things happened.
1. That related person tries to join the colony, reducing relations or making the caravan attack.
2. The related colonist tries to leave with the caravan. Forcing an arrest to keep them and/or reducing relations or making the caravan attack.
3. Caravan offers the related colonist for trade for one of yours. Different from standard trade an event that randomly happens.  "You can have Joe's mom, Sandy, but we need someone in exchange."
#4
General Discussion / Battle with a Centipede
February 14, 2017, 01:53:18 PM


#5
Video / Title Screen Fan Art Animation
January 02, 2017, 01:20:37 PM
https://youtu.be/1YOiQ5Vrqe4

This is a revision to try and meet some critiques, requests and issues that were noted by people over at https://redd.it/5i3ysg
This is just fan art. I used a lot of the original artist's, Ricardo Tomé, work to complete this.

#6
General Discussion / Well Done!
December 20, 2016, 05:33:48 PM
Great stuff. Well done.
#7
Ideas / Bloody Snowman
July 08, 2016, 10:43:53 AM
If colonists build a snowman in bloody snow, the snow man is red or pink.
#8
General Discussion / The 100
June 15, 2016, 09:28:33 PM
Anyone else feel like this game is just like the show The 100?
#9
Gamification of the current world generation, colony location and colonist selection.  Easy settings would allow for it to stay as it is but rough and above would allow for more randomness or skill to work for better outcomes.

Some Ideas:
Adjusting re-entry sequences(puzzle) to produce favorable landing area
Selecting cargo pods to eject for some supplies later. could be random or maybe they have names
Choose from (number) random people on ship to eject. Perhaps the rest are what make up other colonies on the planet.
Solar Systems automatically generate and a limited amount of time is given to choose a planet.
Set a time limit to any of the above to create urgency, if the player doesn't make it or choose in time then they are at the mercy of the RNG.

The ideas for this could be endless. What are your ideas?
#10
Ideas / Animated Title Screen
March 25, 2016, 09:52:51 AM
Perhaps something like this but with a loop. The everything would be in a continuous orbit. So if the title screen is left open long enough the moons would come back around and the planet would do a full rotation. Perhaps when you play, three little escape pods come out.

https://youtu.be/DwUOQsQYgIw
#11
Video / RimWorld Title Screen Animation
March 21, 2016, 05:02:13 PM
https://youtu.be/pfM-sa3D0Dw

Almost there. A few more things to change, fix, add.
#12
Video / Short Animation
March 15, 2016, 03:20:31 PM
Just a quick render. There is more I would like to do.

https://youtu.be/wcZ9fnphcf0

#13
Ideas / Heist / Robbery
March 05, 2016, 11:06:36 AM
Raiders or Sappers try to take your silver and gold.
#14
Ideas / Hunting Mechanics and Animals
February 13, 2016, 06:10:08 PM
I posted some of these ideas before but playing the game as long as I have I feel that some of my old ideas need revised. Some of these could be difficulty level based or the amounts change as the story progresses.

  • Add Camouflage / Ghillie suit clothing. Camouflage for specific Biomes types can be made or purchased. Jungle Camo doesn't work in the desert.
  • Hunting reduces animal numbers and/or respawn rates. Requiring managed hunting practices.
  • Animals avoid colonists, visitors and raiders. Camouflaged colonists can wait for animals or wait for animals being pushed by other colonists.
  • Animals run from gun shots.
  • Add Birds.
  • Bird watching becomes a joy event.
  • Birds eat crops.
  • Add scarecrows to protect crops. Clothes, wood, hay and hat required to build. Effective radius like a turret.
  • Flock or animal migration events could have huge amounts of animals coming or going. destroying crops or bringing predators. 
  • Carrion birds and other animals eat the dead or dying animals, downed colonists and raiders included.
  • Large animals cannot inhabit the same position. Large groups of animals will sometimes look like one animal.
  • Add wildebeest like migration for different animals. Huge numbers appearing on the map and running for a straight line to the other side of the map.  Migrations and stampedes turn earth making it fertile but destroying any plants in the path. This could include destroying machines like turrets, solar panels, and other
  • Over farmed soil can go bad.
  • Large Animals leave things to make land fertile.
#15
Ideas / Hunting and Animal Dynamics
September 22, 2015, 04:00:05 PM
With the add animals and taming there are a few things I would like to see added to hunting and animals. Perhaps some of these can be added to the harder modes.

  • Large animals Cannot inhabit the same position.
  • Food gets eaten forcing animals and herds to move. Large animal herds move quick because the eat more.
  • Add Serengeti wildebeest like migration for different animals. Huge numbers appearing on the map and running for a straight line to the other side of the map.

    • Stampedes can kill things in the way of it.
    • Migrations and stampedes turn earth, destroying any plants in the path. This could include structures like walls and machines.
  • Animals make land fertile. Over farmed soil can go bad.
  • Large Herd movements and defense tactics.
  • In areas where the wildlife have no contact with humans the animals show little to no fear.

    • As events like hunting and taming occur the animals will start to run or approach colonists.
    • Taming will draw animals near. This can mean they eat crops
    • hunting will make them run away
    • mad animal still happens
  • Gun shots will drive animals away.
  • Camouflage attribute for colonist.

    • All clothes have camouflage attributes
    • Add a camouflage outfit and make it an item in the tailors table. camouflage for specific Biomes types can be made.
    • Trees, rocks and cover have camouflage attributes when combine with pawns clothes
  • Daily happenings around home base will keep animals away from home base area.
  • Squirrels will go to trees and provide them with some level of protection to the attacker. The animal in a tree could have a voronoi noise transparent filter appearing to be in the tree.

    • To counter to this would be to have a trained animal that can hunt. The trained animal can drive the squirrels to the other side of the tree allowing for a clear shot for the hunter. Treeing the animal.
  • Over hunting reduces animal amounts and/or respawn rates. Requiring managed hunting practices.
  • Bird hunting with shotgun and bb gun. Yes add a BB gun or slingshot.Craft a sling shot.
  • Birds have the same type of buff while in trees.
  • Birds can eat crows. Scarecrows can work if built by a skilled grower or builder.
  • Carrion birds and other animals. Flying over head and eating the dead or dying thing, pawns included.
  • Snare traps. Terrain path wear could show where the animals travel a lot allowing for an area to add traps.
  • Lions, Tigers, and Bears.

#16
Ideas / Fallout remains
June 16, 2015, 10:59:51 AM
If land developed patches of contaminated earth and the ponds and marshes took on a green hue during toxic fallout it could remain after the fallout ends either forever or for an extended period.  This could force new travel routes and new farm land. It might be a reason to bring back the fertilizer pumps, maybe. 
#17
Ideas / Cargo Pods Create Other Events
May 26, 2015, 01:40:35 PM
Cargo pods randomly create other events that either crash or land.
Pod enters the map in a ball of fire and create the following possible events:

  • Pods land intact and do not break open. (Requiring extraction of cargo.)
  • Pods land or crash and create fires.
  • Pods land or crash on things or pawns.
  • Pods crash creating craters.
  • Pods land or crash and create a short term EMP burst. (An Effect similar to solar flares, but shorter.)
  • Pods land or crash and cause explosions. (An Effect similar to turrets exploding.)
  • Pods crash with dead animals.
  • Pods land with live animals.
  • Pods land or crash with toxic Waste(Fallout).
  • Pods land or crash with the same land effect evil ships produce but only last a few days.
  • Pods land or crash with weapons.
  • Pods crash anywhere including on buildings where it causes roof collapse where they crashed.
  • Pods crash with dead raiders.
  • Pods land with raiders.
  • Pods land or crash with blighted crops.(This could be another suggested feature. All crops will maintain blight until blighted food is gone, requiring players to destroy all blighted crops and harvested foods.)
#18
Ideas / Write speech bubble quotes. Go!
May 22, 2015, 10:21:06 AM
The bubbles are small so the quotes should be short.

"We lack bacon!"

"!" (think of the alert sound that goes with it)

"#%!"

"Tynan wept."

"Squirrel!"

"Umm, What"

"And like, and like"

"(Music Note)"

#19
Ideas / Convert to Cannabal
May 11, 2015, 02:43:09 PM
Cannabalism is rather rare and sometimes people are an easy food. Maybe it is something that would be a negative buff at first but slowly become a norm for that pawn and therefore no debuff. 
#20
Ideas / Prisoner doors
May 02, 2015, 12:17:43 PM
I know this idea has been submitted in one degree or another.

When a bed is designated as a prisoner bed the doors in the room have the option to be accessible to prisoners. This would allow for prison yards and other areas for prisoners to go.

Timetables could be attached to doors or areas in order to limit movement to certain times.