Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - newcadence

#1
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.
#2
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.
#3
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.
#4
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.
#5
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.
#6
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.
#7
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.
#8
Ideas / Mood Bonus after surgery
October 29, 2016, 02:55:06 PM
I was installing some bionic eyes in my colonist with cataracts, and it made me consider: if they aren't a prosthophobe, they should probably be really happy to get their vision back.

I'm thinking a 15-day mood boost which scales with the function they got back. So getting eyesight back is a +15, a leg or arm is +25, and an organ is +40.

If you try to remove their kidney and replace it, it shouldn't give a mood buff until, say, 15 days after the organ harvest, so this can't be abused i.e., take out a lung and put it back in, instant +40. That, or if they have the "organ harvested" debuff, it should cancel out or be stronger than the buff.
#9
Ideas / Drug Suggestion Thread!
September 15, 2016, 07:16:55 PM
I had an idea at school today to make a thread for everyone to put their cool drug ideas in.
Bonus points for fictional sci-fi drugs!

My only idea thus far is a mineral that can be mined from walls or grown in a lab that serves as a snortable drug.
#10
I'm watching my one lone husky trained in hauling going back and forth hauling rice from the greenhouse to the freezer. I remember needing at least 4 or 5 dogs or boars trained to have some animals consistently hauling.

Was the frequency of animal hauling increased in A15 or is it just me? If it was, i'm very happy!
#11
Ideas / Varied Diet and Food Nutrition
September 04, 2016, 01:50:41 AM
I always thought it was a bit strange that colonists could survive off a diet of carbs and starches, especially in a game where food and starvation is a major focus. I think a simple system of nutrient deficiency would improve gameplay, make room for some fictional elements, and would make player's farms look prettier.

My idea:

All food items would have nutrient values attached to them (Nothing overly complex, every single vitamin and mineral that enters the body is necessary for a fun simulation.

Nutrient deficiencies may increase susceptibility to disease, cause weak bones, scurvy, make immunity gain slower, e.t.c..

More food options to make the nutrition change possible.

Grains: Potatos, corn, rice serve as is.

Fruit: Berries are regular growth, decent yield for fruit while fruit trees are long-term investments but have a high yield.

Protein: Meat exists as it is. Beans are regular growth decent yield while nuts have a higher yield after a large investment of time.

Vegetables: I don't know what particular vegetables that would be added, but i'd reckon they would follow the same system as the current in-game grains, where one is short growth, small yield, regular growth, regular yield, and high growth, high yield.

Dairy: Just milk. Not necessary for a healthy colony as vegetables can provide calcium, but can boost the general health of a colony with rich calcium sources.

#12
Off-Topic / What is The Worst pokemon.
August 31, 2016, 10:08:54 AM
I think Dunsparce is the worst pokemon. It's not even a real snake.
#13
Ideas / Sunburns
August 18, 2016, 11:37:35 AM
I got an uncomfortable sunburn today and got this idea.
Whenever a colonist is on a tile which is lit higher than 60% (sun lamps, outdoors) they slowly get a sunburn (i don't know an accurate amount of time)
The colonist will only get sunburns on exposed areas. Colonists in dusters and cowboy hats are much safer than nudists.
Sunburn ranges in severity from trivial to extreme.

Trivial causes enough pain for a -5 debuff and lowers manipulation by a small number
Minor causes more pain, and lowers manipulation and consciousness
Major causes a lot of pain, severely cripples manipulation and lowers consciousness
Extreme will down a colonist due to pain and consciousness loss.

Sunburns can be treated via medicine, and they can be avoided by crafting/buying sunblock and scheduling usage in the drug menu or just staying inside.
#14
Because I love the game I decided to boot up the unstable release of A15 and test everything. My first step in this was going through the entire tutorial acting like i'd never played the game before.

The circumstance was as follows: The tutorial told me to build a room. It said to click Wall then click Wood.

What happened: I clicked "wood" as the material, and when I did in the top left it said to build a wooden wall on the highlighted rectangle!

What I expected to happen: It would let me pick wood as a material so I could continue the tutorial!!!!

Steps:
1. Open the tutorial on the A15 unstable
2. Go through it until it tells you to build a wooden wall rectangle
3. Click wall
4. Click wood

Plez help me tynan i cannot game or else
#15
Ideas / [Nitpicking] Make jungles quieter.
July 27, 2016, 11:58:01 PM
I had to give up on my jungle embark. Not because of disease, overheating, raids, no no no, I couldn't stand the sound of constant chirping, rain, thunder, screeching, e.t.c. I know it's realistic, but I hate having to hear annoying constant noises just to be able to hear the more pleasant and thrilling sounds of gunshots and butchering.

Back to the desert for me...
#16
Ideas / Beekeeping.
July 22, 2016, 09:16:55 PM
I don't have any in depth systems to propose. I just really like beekeeping and think honey would make a nice trade good with a joy and market value modifier.

Also, genetically modified war wasps, anyone?
#17
Stories / I never thought it would end like this.
July 15, 2016, 10:06:41 PM


I fought infections, mental breaks, and even killed off my own colonists, but in the end, stubborn colonists ended me.
#18
In Rimworld, colonists are a bit too fearless in the face of danger. If their voice from above tells them to run at the guy with the assault rifle, they'll do it. This isn't very good for a game about storytelling.

I reckon there could be temporary health and mood effects of being in danger.
For example, a colonist could experience fight or flight, loss of reasoning skills which could lead to mental breaks, adrenaline rushes to increase speed and strength while straining the body.

Perhaps if you play like me and hunker down until the siegers who are shelling you run out of ammo, your colonists would have a constant mood down because of the looming threat of having an artillery shell full of napalm land on you or your loved ones. Afterwards your colonists may have mood debuffs like "being shaken" after experiencing shelling for a while.

Or even more exciting, imagine if your miner Richie was off to mine that steel vein when really he should be drafted inside because of the pack of manhunter wargs that just spawned. If Richie lost a leg to a warg before nailing it in the head with a pickaxe and scrambling inside, I think Richie would have a pretty big fear of dogs, or animals in general.

Now, peg-legged Richie is still useful for his level 16 mining, so you send him to dig out your brand new dining hall chiseled in the mountain for your 40 colonists. But because of a lack of foresight on your part, you forget to leave pillars of rock to serve as supports, and Richie is pulverized by solid mountain falling on him. What does Matilda, Richie's wife think? Would she ever step foot into a home carved into a mountain, for fear losing a limb or worse to an avalanche of rocks?

ya dats all
#19
General Discussion / What will you farm in A14?
July 12, 2016, 05:12:14 PM
I think I'm going to be a megatherium rancher.
#20
Mods / [Request] Colonist current job
June 23, 2016, 04:17:54 PM
I think the mod is simple. It's a menu on the bottom bar that shows every colonist's name and what there current job is. Just to make sorting priorities a bit easier.