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Topics - Renham

#1
Ideas / upgrade to every action through research
April 22, 2015, 01:39:17 AM
the idea is to provide upgrades to every action.

for instance the plant cutting and planting.
offering a faster way to grow crops besides the hidroponic basin would help a lot, for example

bio stimulating beam.
planting time 30% faster

chemical  fertilizer.
plants grow 20% faster

industrial laser cutter.
cutting plants and trees will take 30% less time

sonic mining equipment.
will reduce the resistance of the nearby minerals making them easier to extract.

kitchen ai assistant.
will reduce the skill requierement for preparing certain diches and reduce cooking time.

holotools wrist band.
reduce the construction time in 30%

construction ai assistant.
will reduce the amount of material used in construction

local biology research
will increase the damage deal to animals when attacked

magnetic vacum cleaner
will reduce cleaning time by 40%

cleaning ai assistant
will increase the area cleaning affect +1, now yo clean 1 block arround the colonist cleaning

medicine ai assistant
will increase effectivenesss in treatments by 15%

medicine formal education
will reduce the chances of damaging a colonist during surgery

combat stabilizer
will stop bleeding and health reduction of a character that is been rescued and will continue the effect for at least 1 hour after rescue.

all these research would take a lot of time. but would help to progress faster through the game and recover faster from the late game raids.

#2
Ideas / new stuff to play with
April 18, 2015, 07:59:17 PM
another couple of idea got my mind when I read the new feature of a second layer added to the floor to dig down. 

first of all its a way to turn mineral into a more profitable industry even when you have a map with a lack of mountains.

second it will make things go a bit faster in the late game

will add more things to play with
the first suggestions is

a new energy source, this time a massive one althou hard to maintain working all the time.
it would be a thermoelectric generator, to make it work you would need fuel resource, this means, clothing, wood, coal or fuel.

your colonist would have to load the machine with this resources to keep it working, this generator will produce a lot of energy and will allow you to use most heavy equipment in your settlement.

the second thing is
the oil extractor, a large machine that requieres a lot of power, the oil extractor will produce fuel which youll be able to use in many other things later in the game, oil extractor wont be able to be in use all the time, because you will need a ton of energy to make it work, so at first will requiere a little micro to do so.

the third machine is the power drill, as you may have gotten a map with a small amount of mountains or resources, trading isnt so reliable cause you will have to turn your colony into a workshop to make things work for you, this will provide some resources to keep your colony with enough minerals to meet your requirements.

you will get from the power drill mineral rock, which you can turn into steel or plasteel at the electric smelter, there would be a random chance of getting different minerals
50% steel 20% rock 10% coal 10% plasteel 5% gold 3% uranium

the fourth machine will make things easier for farmers, the hidroponic lot, building it will get you a 5x5 lot to plant on and you wont need light source for it, only to keep the temperature accordingly

and lastly a new work station
the  bionic workshop, you will need plasteel gold and uranium to create prothesis of high quality, crafting will take time, but you may start your new industry.
#3
Ideas / clear assignment and timetable button
April 18, 2015, 02:04:33 AM
as simple as that, is a pain in the ass specially when you have a huge colony to delete manualy all the assignments and the timetable, also would be good to have a save schedule option for the timetable.

another suggestion is to highlight the line you are hovering in the different tables you see, for instance the trade window, so you will easily navigate through the trader inventory when there are too many items.

and also would like to see the option to group colonists into crews, for instance I have a 20 plus colony it gets hard to see clearly when I have too many people doing a certain task and to organize properly your colony.

making groups with custom names will ease this, for instance assign a group of people with building and repair into a group called builders, another with fighters, hunters, farmers, etc.

also would be helpful to assign quick access crew from the main hud, for instance when in combat situation, make one click and you have all the colonist assigned to that group so you can give them orders.

and as last suggestion, would love to have a battle position quick access, one click and you save the position of the colonist, so you can defend properly fast, and focus on the context more than micro managing and loosing colonist because of having to pay attention to too many things.
#4
Outdated / [MOD] (Alpha 3) Pixel Art TexturePack
June 19, 2014, 12:56:11 AM

Description:
THE CURRENT VERSION IS COMPATIBLE WITH THE LATEST UPDATE.
This is the first release of my texture pack since I started working on it, it will have many changes in the future and include more elements from the game even new pawns and others, in the future it will also be compatible with some other mods as I will create compatible or similar looking textures, feel free to use it in your game or create content based on it.

If you want to help me you can donate to me as I use the very little free time I have to work on it and I would be very thankful with anything you can give me even games.

Features:
A new and refreshing texturepack which will give your rimworld a new look, I will continue working in the texturepack as I can, include the new content as the game updates and I will try to work as fast as I can to offer you the best possible texture pack.

as I previously stated I will try to include textures for other mods so they blend together with the texture pack I created.

Mod Team:
For now is just me.
Renham
Downloads:
You can download the texture pack from here
http://adf.ly/phXep
Screenshots and Videos:
Soon to be added here



How to install:
just decompress and place the folder in your mod folder in the local instalation of rimworld.
then select it once you have started the game from the mod menu.
#5
Help / Re texturing issue
April 20, 2014, 11:26:03 AM
As im creating a whole texture pack for rimworld I found a problem in this process when testing it, the main issue is, it doesnt matter how many of the textures I change the game still show some of the original ones, for instance, it shows both kinds of potato plant texture, both kind of cactus texture, both kinds of rock debris, I tried almost everything, but it still shows the original textures in adition with the new ones.
so for texting porpuses it works still, but if I want to release the texture pack as a whole over the vanilla style, it wont work that well, because player will still see the old artstyle.
#6
Ideas / new starting aproach
April 17, 2014, 09:09:06 AM
I feel this game needs more survival at first and then resource management as it becomes really easy to get a huge stock of everything.

for instance I think the first thing you should make once your colonist land on the planet is to build a shelter and a source of heat as well as food.

how do we turn this into a survival game, we turn things into equipment for instance you get one mining drill from the ship or you improvise it from scraps arround your landing spot, then make some primitive weapons and turn some other pieces of scrap into a sort of laser gun.

your first shelter should be made from rocks and scrap metals.

you should be able to craft things from metal debris for instance as i explained and showed in my texture pack.

most of your high tech equipment would be scavenged equipment from your ship.

once your technologic level has advanced to a level in which you dont need to gather food from your sorroundings or defend yourself with rocks and sticks

you start to manage resources how do we keep our now stablished society.
so now we manage our colonists in teams to gather food, build, gather material, etc.

clothing, armor and weapons should be a necesity in all levels.

the skills should scale up from your starting clothes to materials designed based on the life forms of the planet, so your chances of resisting the conditions are higher.

energy as it is now would be a need at all levels. and building should be able to progress.

[attachment deleted by admin: too old]
#7
Mods / Texture pack
April 14, 2014, 07:46:01 PM
So guys Im currently working on a texture pack for Rimworld, the main idea is to create textures with the style this game deserves.
im putting my heart into this, and im doing from characters to terrain and objects, each piece with its own concept art and everything.

here some screenshots, if you look forward in the thread you will see some progression in the textures. as for now you can see what you will be getting very soon.



#8
Ideas / New rooms and furniture
November 07, 2013, 10:22:02 PM
Medical bay: here you will treat pacients problems and heal their wounds.
-surgery pod: a machine used to perform surgery on a pacient
-Medical bed: a special kind of bed that will provide food a medicine to pacients
-Medicine cabinet: a container for medicine and tools
-Medicine computer: used to control patients situation
*opens a sub menu showing all the patients in the area and will show you different treatments and diagnosis, doctors will perform this instructions, also will show medicine and information about illnesses.
-stasis pod: used to keep frozen the colonist till a treatment is in research may die if energy is cut for too long

Genetics lab: in this place you will perform genetical modifications on your colonists, adding and removing traits.
*a place to re combine a character in exchange for experience points.

-minicroms bath pod: a capsule used to perform modifications, the character will remain inside it for 3 days.
if energy is cut during this process the colonist may become a mutant and become agresive towards the others, small chance (2%) of becoming a friendly super mutant (colonist with an overdeveloped skill) and a high chance of death.
-Genetics research console: a console used to research new genetic modifications, may requiere some experiments.
-Experiment chamber: used to perform genetic experiments on living patients, may cause fear in other colonists.
-cloning pod: a machine used to clone a colonist, a very small success chance and a slightly higher posibility of ending up with a weaker version of the colonist, might be used to clone from dead tissue too. (cloning takes lots of time and experimentation)
-live tissue analysis chamber: used to obtain information from living tissue

Morgue: the place in which you will study the dead, you may get more information that you thought you would
-morgue pod: an advanced version of the slab, here you will disect the dead into tissue samples, later used to perform research
-dead analysis computer: used to research about dead conditions and will help you understand more about the biology of the living (these research may provide valuable information in weaponry and medicine)
-Incinerator: a way to dispose of those valueless bodies
-containment unit: used to maintain into quarintine bodies that have infectious diseases and parasites.
-morgue cabinet: containts the tools and substances used in the morgue

Mecanical bay: a place to build, upgrade and fix machinery.

-assembly frame: used to build machines, has large robotic arms that will assemble and upgrade whatever you want.
-nano furnace: used to melt scraps and machines to obtain resources
-mechanic anvil: used to create components
-digital workbench: a machine used to create divices
-mechanics computer: used to stablish the work schedule in the area.
*will open a menu window showing available technology and activities, you may assign colonists to work in this area from this window.

Factory: used to mass produce elements (this place will depend on the aim of your colony)

-assembly line: used to make devices and other electronics
-droid production line: used to make robots and such
-packed food line: will produce packets of food of different kinds and qualities
-resource processing line: used to mass produce refined resources for selling or further use
-weapon assembly line: used to produce weapons
-factory console: used to control the process of the connected lines
-storage area: used to contain finished objects before selling them
-resource feed: used to contain resourced to be used in the factory

*each factory line will requiere 2 more things a resource feed and a packaging area.
*each line will only produce one thing at a time
*some things may need a series of process to create a finished product (most advanced things)

Droid command: room used to control droids and such
-command console: used to control the droids.
*will show available droids and tasks, similar to the overview window.
-maintenance bay: used to repair droids
-droid assembly frame: used to make new droids
-recharge core: a large machine that will function the same way a bed but for three droids at a time.
-construction pod: used to improve droids and specialize them
*droids are expensive, so are improvements and maintenance, they can be bought and sold too.
*special upgrades can be acquiered from the enviroment and traders.

Command room: room used to control the general activities of the colony
-command console: large console used to control colonists
*the new overview window, shows more information and tasks, also you can fix an schedule for the colonists, allowing you to control eating time, work shifts and free time.
-crisis console: used to prepare all the counter mesures for the attacks, will show instructions to perform in case of an attack, what weapons use, what positions assume and new jobs for the combat mode.
*some things like been support, combat medic, sniper, and infantry will be set here.
-radio contact console: used to contact new colonies and trade ships, at high levels you may set times of arrival for trading ships.
observation console: used to observe the different areas to detect early hostile activity.

Research lab: well.. is what it says, you can research stuff here, will be used for all the base technology tree.
-research console: an improvement of the research table, smaller but slower, you may use 2 or more colonist to research thou.
-experiments chamber: used to perform different experiments, having one will reduce research time, and unlock new technology
-physics simulator: will unlock new technology
-botanics micro biome: will unlock new technology
-chemistry digital table: will unlock new technology
-lab assist system: expensive machine that will perform experiments when everyone is resting


Greenhouse:
-hidroponic auto table: will harvest plants, but not haul them.
-experimental growth chamber: used to research about new crops found in the planet.
-enviroment control system: used to simulate an specific enviroment in order to increase the quality of the product and reduce the growth time.
-plague control system: will reduce the chance of loosing your crops due a plague
-micro biome simulator: used to simulate the natural conditions of the plants
-autoplanting field: used to mass produce certain kinds of plants
-herb containment unit: to observe and study wild plants in order to acquiere more information about them.

*most buildings and forniture will unlock new research options expanding the posibilities.
*the control console concepts comes from the idea to show a simpler HUD to the user and have a direct control over certain things
*this may sound more complex than it is. so I will add Ilustrations

Soon new buildings Ideas.