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Topics - tommiethegun

#1
Ideas / More very rare events
August 05, 2017, 01:31:39 AM
One of the things that really excited me when I started playing Rimworld and watching let's plays was the huge variety in stories. The first time I saw a Trauma Savant in game my head exploded too. The possibilities for the story seemed infinite!

I'd really like to see is additional very rare events like the Trauma Savant in the game. I think it'd add a huge variety to the types of stories that will come out when playing.

Some ideas:
1. Maybe a crafter growing a third arm if they craft with uranium long enough, or rare chance to grow extra limb / digit instead of carcinoma in toxic fallout
2. more rare animals like the Thrumbo, be depend on biome, could also attack/interact with caravans
3. rotten berries don't disappear, they become fermented berries and are slightly alcoholic, when these rot they disappear
4. maybe interaction between skills, so a high crafter would have high dexterity, maybe slightly quicker to shoot. but a high researcher would be slightly slower to shoot b/c they think/aim too much
5. head trauma can cause loss of senses in smell/taste, so maybe chance to add ascetic from trauma?
6. ability to modify armor/items, so that item uniqueness isn't 100% dependent on quality & stuff type. this would lead to lots of unique items instead of lots of samey items
7. mechanoid scout - very fast machanoid, little weapons, wanders then exits the map, if successful a full mech raid will come in the next day or two
8. shooting star / astroid - large explosion on map, but center of crater has high value silver or uranium deposit
9. rare random-generated weapons or armor that's only available from pirate raids. crazy modified guns or knives. not op stuff, just unique
10. rare chance for new pawn to have Progeria - accelerated aging
11. rare chance for new pawn to have brain hemispheres split - causing dual personality, pawn will have chance to randomly choose new task during middle of a task.
12. rare chance for new pawn to have werewolf syndrome - full-body hair. plus to intimidation/hit chance for melee. minus to social.
13. tic or twitch disorder from trauma - recedes with time unless the pawn is re-attacked in that period, in which case it increases in severity. the involuntary twitch reduces manipulation stat.
14. rare chance of Fibrodysplasia Ossificans Progressiva (living statue syndrome) - injuries to the pawn might cause permanent reduction of manipulation to that body part. only 'fix' would be bionic body parts.
#2
This has happened to me a few times: I'm out attacking a psychic ship or siege, and one of my pawns gets downed. I tell another pawn to rescue them to get them out of the line of fire, and after they pick up the pawn they path to back to the medial beds at home through the enemy camp.

It'd be super handy at times like this to say, explicitly, "no pathing through through area X at all for non-drafted pawns," which is a little different than the current assigned zone behavior of "path into this zone even if that path takes you outside the zone on the way"
#3
Hi all! first post ever :)

I've just started playing Rimworld in the past few weeks, and I made my first mod that adds a "polished wood floor" that takes additional wood+time but adds beauty. Since then I've found some awesome floor mods in this forum that render mine obsolete :P

Next, I'd like to add new a flooring type: shag carpet! negative beauty but gives a buff to comfort.

I don't seem to be able to modify a pawn's comfort from the floor XML, is the right? would this require coding, or can it be done in XML, and if so - how?

Thanks!