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Topics - Giraffe

#1
Mods / [Mod Request] Invention Desk
December 01, 2018, 04:19:22 AM
I was thinking that it would be nice to have dwarf fortress style 'possessions' in RW. Before rimworld I would spend weeks at a time on various forts in DF and I think I've come up with an idea that will fill that event and make it thematic to rimworld. It always felt strange to me that the colonists on these rimworld planets just utilized these baseline blueprints to craft items with little creative transformation aside from maybe some art (which I like, btw. Don't get me wrong)

My proposal is a workstation which utilizes both intellect and crafting skills to create valuable weapons, furniture, and maybe even bionics- at random.

One pawn, at the Invention Desk- would draft blueprints for a project (I.E. weapon, furniture, etc.) and then a pawn would use that blueprint to create another otherwise unobtainable item using the associated skills. So for example a recipe may look like this:

1x Weapon Blueprint: Beginner
30x Material (steel, plasteel, wood, jade, gold, silver, or uranium and modded metals)
10x Wood
2x Components

And produce say a blunderbuss, or a harpoon gun, or a makeshift railgun, or a nailgun, or a trident, many different possibilities
Some initial ideas for 'creative' items:

Bionic hand+Cattle Prod (hand implant, stuns, less efficiency)
1x1 Table and nutrient despenser combo
net-gun (non lethal weapon that stuns and can incapacitate)
Razorgun (shoots saw blades, deals bonus damage to legs/arms)
shotgun+chainsaw bayonet (melee bonus)
twin-shot pistol
cryogun (leaves a trail of snow, does frostburn damage, extinguishes fires)
electromagnetic rail rifle (shoot bolts at high speed)
ballistics cloak (shoulder protection)
Integrated toolset (hand implant, workspeed increase, ignites melee target🔥)
Automated Workshop Assistant (furniture that works similarly to a toolbox but must be placed directly adjacent and requires power)
Therapeutic Recliner (big chair which boosts healing speed like a hospital bed and is as comfortable as an armchair)
Holo-Television (furniture that provides entertainment in an aoe)
I'll add more as I think of them
#2
Mods / [Mod Request] DF style fog of war mod
August 30, 2015, 06:53:16 AM
A mod where a fog of war is placed all over the map, not just in caves like it is now. An area around pawns you own would be revealed based on time of day and eyesight, making things like cataracts more harmful and noticeable. Active lights and buildings that emit light would also reveal fog.
#3
Since the Norbals mod, I've been waiting for more mods which address the lack of a rainbow coalition in my colony, various strengths and weaknesses even further randomized by genetic makeup. The norbals have a natural damage resistance, but are weak to heat. The antithesis of this could be lizardmen-- cold blooded and incapable of withstanding the cold for too long, walking, talking, reptilian-humanoid bandits and tribesmen fighting alongside humans for the chance to finally get off-world(with some hearty persuasion, that is).

Orcs, slow and range-less, masters of seiging fortified bases via axe, mortar, or fortified catapult (see the GlitterTech mod's tanks in the Orion Corp for example-- just add the ability to shoot over walls)

And lastly.. the goblins- sneaky sneaks, thieves and assassins. These guys can masquerade as civilians of neutral/friendly factions, and once they're in your base-- BOOM

Literally! goblin sappers are suicidal killers and after the trap is sprung, they run their bite sized soon to be flaming corpses into your colonists and turrets, exploding themselves because they are your friends and friends do that.

Hope you like my ideas, mostly stolen from warcraft but it was fun writing about it anyway. This kind of thing is suggested all the time I feel, so instead of serious balance discussions, why not just throw in a few ideas of your own? Do it.
#4
Mods / [REQUEST]Colonists interested in art
March 12, 2015, 02:46:14 AM
I noticed that when colonists are stressed, they tend to drink beer which increases mood, I'd like to see a mod that makes observing art a task sort of like that, when placed down colonists could go and "observe" (stand next to) the art, and being near it allows for a few moments of mood increase without having to manually move them towards statues.
#5
Unfinished / [REQUEST] Improved Trade Beacon
February 09, 2015, 10:59:12 PM
After a while the trade ships just don't come in fast enough, and despite vanilla's attempts at getting rid of clothing and weapons, I still find that trading often does the trick instead. But there's a small problem:
http://imgur.com/Bdi4l9S
Still, piles upon piles of clothes and weapons everywhere. What I'd like to see is a trade beacon that does a "Replace all trade ships" just like the debugging command, but requires an absurd amount of energy (like 3000 to 5000) in one burst with a cooldown(of like 2-3 days) which hails other trade ships. Also research required would be a good idea.