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 - BetaSpectre

#1
Ideas / Adventure mode.
June 17, 2018, 10:20:39 PM
If Pawns could be restricted to a job that gives infinite food/rest at certain objects and restricted to a room, it could be possible to make quest givers, or trading pawns stay in static location, and allow for a caravan of a single pawn to roam the world at large and interact like in most RPG's

#2
Suggestion: After an hour of being on a dead person clothes get the worn by a dead person tag.

Basically right now if you incap a person and they're 0.1 seconds away from death by the time you strip them their clothes are just nice enough to wear. But if they're dead for 4 seconds their clothes will give mood debuffs.

Personally I think that this should change ideally clothes become dirty over time and need to be cleaned (yes I know mods) but in vanilla it'd be cool to see that the moment you kill someone their clothes are still considered "fresh" enough to be worn without feeling icky. In most games killing then looting people is standard, and in rimworld it'd be part of normal life as well. Though a vanilla way to remove the D tag like with the washing machine mod would also be nice too.

Thoughts?
#3
Basically I want to outfit all the tribals in my scenarios with fallout pipe guns from the fallout 1.5 mod. And I was wondering what defs/mods I can change up to make this happen. Anyone have any idea where I should go to start?
#4
Ideas / All your base are belong to us
June 29, 2017, 10:13:50 PM
If all the colonists die from Raiders. Or leave the map during an active raid.
Then the Raiders simply will use your base.

Set up crops/find sleeping spots. Any prisoners will automatically join the Raiders.
#5
Ideas / Last Ditch Effort/I'll do anything to live
June 25, 2017, 03:21:51 PM
This is a mood buff that kicks in when a pawn is seriously injured I.E.

Starving
Bleeding moderate+
infection moderate+

The buff removes and disabilities the pawn had in terms of job restrictions that's all.
#6
When a colonist breaks down instead of the entire caravan being stuck they should just carry him if his weight isn't above the caravan carry thresh hold.

The same applies to unconscious pawns.
#7
This is to increase the range of caravans.
At present animals consume massive amounts of food, and IRL caravans can carry tons of food at a time to last a year+

IMO Rimworld caravans should have the capacity to hold that much food as well. Making it so food weighs much less, and stack more should make it much more feasible to store then transport as needed
#8
Basically the ability to force a healthy colonist to stay/sleep in bed.
#9
Ideas / Prisoner Uniforms.
June 13, 2017, 05:35:23 PM
The ability to force a prisoner pawn to wear a specific clothing article.

This was an issue for me on an ice sheet when I wanted to loot the armor from some raiders, but they refused to wear all their clothes back on when it was freezing, and another wouldn't wake up from bed to wear his clothes as he froze to death.

Just letting prisoner pawns to be able to force wear any clothes inside their prison should fix the problem.
#10
Ideas / Varied Research Methods
June 10, 2017, 02:53:31 PM
Instead of linear researching, I think it would make more sense if talking to prisoners increased the research of a particular category based on their skill set.

A space engineer would increase say cryostasis research if not simply unlock it when talked to by a scientist.
Basically the friendly chatting is discussing about who he is, and what he knows. Unlocking and/or increasing the knowledge of the topic faster.

IRL tribals will not have a single inkling about how to start researching electricty let alone be able to move on from there to building a space ship in like a few years with no outside influence. Instead to unlock the option to study electricity, they'd have to capture a civilized person and interrogate him. (I.E. that first pirate that attacks any colony)
#11
I'm talking about like the pick up option caravans have on the map, is there a mod that allows me to do this on a colony site as opposed to only on temporary caravan maps?
#12
Basically each faction will have differently generated maps, but some factions will have "cities"
Or unique capital like maps that are very large, and designed to contain pawns moving between buildings like normal in a fortress style enclosure.

Cities will spawn in temperate or the closest to a middle ground of hot and cold, and be surrounded by several settlements.

If the faction is opposed to you then caravans will constantly be raided/ambushed within 5-6 tiles of any major city.

If a city is raided then the faction will cease to exist, instead each of the settlements turns into either a generic spacer faction, or into a new faction. However, only factions with a city can send Caravans. Small settlements are too small or too obscure to reliably stake their livelihoods to trek across the hostile world to towns not their own.
----------------------------------------------------------------------------------------------------------
In addition the world will have invisible markers on each hex. The markers will be herds of people or animals. Hostile, neutral, or friendly. Rather than chance deciding if you get an encounter each hex will already have something on it or not.

Factions will have "patrols" moving about between their settlements. With cities simply containing large amounts of patrols.

This also means that if the player colony patrols their area they can intercept the majority of ground based raids.

Scanning equipment, and other devices will let players effectively scout, and watch the hexes around the colonies to give fair warning before a ground based raid occurs.

Drop pod raids, and infestation raids will still bypass the viewing network.

Essentially Imagine the world map itself like a chess board, that simply generates when the player's chess pieces touches those of another.
#13
Ideas / Wagons
March 08, 2017, 12:13:25 AM
Basically transport vehicles that can be attached onto beasts of burden and used for caravan rides.
#14
General Discussion / Bug Hives
March 05, 2017, 06:49:00 PM
In one of my games I decided to farm some bug hives, but after a few hives were cleared by friendly assists any new friendly assists that come onto the map never attack the last of the bug hives (6 hives 20-30~ bugs). Essentially they stand outside my bases until they go insane since they don't eat their carried meals. Then "retreat" after 2-3 of them die.

And I was also curious about various ways to handle the hives. I was thinking of using a few mortars to clear them out to manageable levels, or snipers. There are a few noctornal bugs, and the number is a little too much for me to sneakily grab some jelly atm.
#15
Ideas / Rework Blight Event.
October 12, 2016, 11:10:30 PM
Instead of plants going poof. I think there should be at least two different variations of the event.
All crops are withering: They are losing health over time, and must be harvested immediately or they will be lost. (IRL even if there is a blight crops don't just poof, and during this event the crops should lose like 5 HP per second so not enough time for an actual harvest)

The second variation:
All crops are tainted: Anything harvested from affected crops (Anything outside a greenhouse) will have a significant chance of being poisoned/rotten.
#16
Ideas / Sister Colonies
September 29, 2015, 05:46:27 PM
Add tabs whenever you build a ship and send people off elsewhere.
Basically after you make a new colony with the ship, you'll be able to manage both colonies the new and old one, and depending on your resources you can make even more colonies to multi-task

Each colony can send supplies/people back and forth via ship, but there is a chance for the ship to not make the destination, crash land, or blow up trying to lift off. Like a 5% failure rate, that increases with larger cargo vs ship size ratio.

This way when a pirate attacks one colony another sister colony can send aid, and not the 3 half naked shank holding town members you call.

This way Rimworld can focus on multiple small maps, rather than just one really big static map. I believe overall performance would increase if players could transfer from one map to another in this manner, this would be what I would do after strip mining a location clean.

Returning to an already exploited map will not refresh the resources, it'll simply show the remains of whatever the player did.
#17
Ideas / I can fly!
September 29, 2015, 11:53:24 AM


Humans in Power Armor can be loaded into and fired out of cannons for deepstrikes!
#18
Ideas / Microwaves
May 16, 2015, 05:05:01 PM
Essentially Nutrient Paste dispensers that don't make you lose mood when eating.
#19
Ideas / All guns snap shot.
May 15, 2015, 08:34:48 PM
They start with 0 cool down or a preset very fast cooldown, after firing then things get slow to simulate reloading each according to the weapon.

Who reloads after each shot? Well most FPS gamers so its all good.

IMO guns shouldn't take longer to shoot when its already loaded.
A M60 doesn't take longer to shoot than a pistol. Its about if its loaded or not. Aiming is also to be considered but pistols by that logic would take longer to Aim than rifles. Reloading is another issue entirely.

I just hate having a minigun or rocket launcher that by the time I can fire it the enemy is on top of me and its just a suicide blow.

I'd love to be able to launch rockets at a group of Pawns and not fear that they'll reach me despite that I've been aiming for like 20 seconds.

If a weapon takes a long time to burst than it should fire first and the burst should be continued for as long as it would have taken for the weapon to charge the wait time for things like a minigun don't make much sense unless you're loading the darn thing with bullets.
#20
Ideas / Ignorance is Bliss
May 15, 2015, 08:26:06 PM
Basically any pawn will react based on what is in their line of sight and what faction is associated with the event witnessed.

Like an Empath walking into a surgery room in which prisoners are cannibalized and harvested the empath will have first negative moods. But may be more likely to become a turn coat if the colony is attacked by a "Righteous" Faction like if you angered a town and they're attacking now. The player won't know that the Empath has turned traitor until the raid actually happens.

If the colony is raided or sieged then this empath may sabotage the defense as well as become an enemy or unable to be controlled like a bingeing person. This might be like removing shells from mortars. Or turning off lights/turrets ETC. Maybe cutting wires or deconstructing some walls. Opening doors ETC...

This idea is more of a response to how pawns can become traitors at random ATM. IMO they should turn traitor based on personal history and experiences. A former pirate or prisoner is more likely to hold a grudge then a happy leader/noble of the colony.