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Topics - KalkiKrosah

#1
Mods / Can anyone champion my mod idea?
July 16, 2019, 05:13:38 PM
My mod idea is very simple: Nocturnal animals. I want this mod because it would increase immersion and it would also validate the night owl animal tamers. I don't know how to code but I would think it would be a simple rewriting of the animal sleep schedules. And maybe a bit of researching which animals are nocturnal but I have that part covered. Here is a list of all the nocturnal animals in vanilla Rimworld:

Deer
Panthers
Rats
Wolves
Cassowaries
Hares
Megasloths
Beavers
Foxes
Boars
Tortoises
Lynx

Everything else in Rimworld is either diurnal, crepuscular or is a fantasy animal with an unknown sleep schedule. So does anyone feel like this is a mod they would be interested in making?
#2
Ideas / 3 ideas for mods
January 31, 2019, 11:51:20 PM
I originally posted a thread like this on the steam forums. I have zero coding experience so I can't make any mods myself but I have 3 ideas for any modders out there looking for a pet project to get behind:

Nocturnal animals - Many of the animals in the game are nocturnal in real life. Rats, panthers, racoons and deer are all animals that are nocturnal by nature but in Rimworld everything is diurnal. Having nocturnal animals will make the map a bit more interesting but will also help with some CPU loading as it will cause the animal AI to have a more consistent baseline for its activities.

Raiders bringing pets - I know the GiddyUp! mod exists but it isn't exactly what I am looking form. I don't want raiders riding animals into battle I want the animals to join their masters in battle and act individually. And I'd like to see each type of faction bring their own style of animals. Outlanders would bring domesticated animals (dogs, cows, pigs, etc), raiders would bring predator animals (wolves, wargs, cobras, etc.) and tribals would bring feral animals (elephants, rhinos, bears, emus & panthers). It would give raids a bit more personality to them, especially for the tribals who are known to zerg rush their way to victory. It would be nice to see them bring animals into their ranks to soak up some extra damage.

Realistic flame throwers - The vanilla version of Rimworld has molotov cocktails and an incendiary launcher. Neither of which is an actual flame thrower. A realistic flamethrower would shoot out flames in a cone with a long aim and reload time. The warhamer 40k mod has something like this (I haven't checked) but I would want a standalone version with actual drawbacks to it. Short range, low damage, long aim and reload timers and maybe even a move speed penalty tagged on to balance the wide reaching, expanded damage window that it brings to the fight. Even with those penalties it would be an ideal bug burner.

If any modders see this and want to take an interest in the mods the idea is yours. I don't care for getting any kind of credit. All I ask is that you post the finished product on this thread so I can add your mod to my mod list.
#3
Ideas / My dog just ate chocolate and she's ok
July 23, 2018, 08:55:47 PM
And that's not ok with me. In real life chocolate will kill dogs or at the very least make them very sick. Both chocolate and dogs are safe elements to the current state of Rimworld. Chocolate replenishes both hunger and recreation without any negative effects while dogs hold the title as the best "jack of all trades" animal. Dogs are halfway decent fighters, fairly quick, easy to train and make for the best haulers because they make the least amount of filth when going in doors. I think Chocolate can be a nice equalizing element in the game. It will punish players for not zoning animals out of the chocolate harvesting/storing area and will give players a a reason not to grow chocolate if they have dogs or not to acquire dogs if they are growing chocolate.