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Messages - spatula

#1
i had just started a new colony and was very optimistic about the map.
I start hunting a pack of caribou and accidentally trigger Caribou's Revenge.
The Caribou hoarde all zones in on one pawn at a time, systematically taking us out.
"Mutt", the colony dog chips in and gets knocked out as well.
Caribous proceed to knock unconscious all 4 colonists.
A colonist recovers, only to be beaten back into sleep by the last 3 rampaging mammals. They can't get up!
This may be a record loss.... but no!
Mutt, the dog, wakes up and doesn't trigger the deer!
And he just barely got trained in rescue! Go mutt!
He proceeds to rescue all 4 colonists one by one, bringing them safely indoors where the caribou can't get them.
Mutt lays down beside his master.
Mutt bleeds out and dies in the night.
Good boy Mutt, Good boy.
Quit to OS before colonists awake.
Curl into fetal position on bed.
Stare at the wall.
Maybe I'll play some Rocket League for a bit... but holy shit, Rimworld is amazing.
#2
Would be cool to see this mod evolve to expand the current relationship system... add things like:
- one night stands with visiting guests
- stages of dating (casual, rimflix and chill, getting serious, serious, hopeless) that just present more humour/depth
- affairs events, love triangles, polygamy, levels of kinkiness, orientations that all create more unique relationship cocktails
- long lost ex-lover events where an ex suddenly appears to extract revenge, or a chemical release in the air causing a phermonal increase in lust and fertility for all exposed... or maybe a colonist matures/works out and suddenly blossoms into a beauty...
- joy objects of a more, ahem, adult nature (but also normal swings would be neat), heart shaped beds and such (and weapons a la saints row IV)

I think there's still good reasons to have a mod to expand this side of the game - it would be neat to see some more variables and traits that affect how the characters perceive each other... and perhaps ways to influence this - like giving the user tools to develop counter-traits (ie. as a side-effect of gaining "acceptance of others" trait the "marriage counseling workbench", Joe and Susie not only improved their own fractured relationship, but also learned to stop harassing Stomp for his bizarre orientation towards boomalopes/tribals-if-the-former-was-too-dark).  Would definitely make for more interesting stories!
#3
Ideas / Re: Your Cheapest Ideas
June 08, 2015, 12:24:59 AM
i would like a new growing zone for shrubberies that they plant and then nurture into walls of foliage that will look nice, in a row, with picket fences. Ni!
#4
HONK

I love SS13. I'd love to see the Ian make it into Rimworld. And the crabs. One game I came back to life as a crab. It was the best game I ever played.
#5
so, i love this mod. Kudos on this.

I'd love to see it expand into a "Narcotics Mod" and tie more into gameplay.

some suggestions:

- it would be great if drugs aren't tied into "hunger", but if you could copy the hunger system and apply it to a "sobriety" measure and have the stats of the character determine where they like to be on the bar and how often they would "binge". this may be more of a dev-level suggestion, but it would be cool to see.
as an example, the colonists will often get trapped in cycles where they are hungry, eat raw weed because it's close, pass out and starve. While amusing to watch (especially when high), I'd rather have a separate metric for drug use (and maybe weed causes the hunger meter to decrease rapidly without prompting MORE WEED). I can't get them to cook more meals after because they keep puking. I had a whole colony starve because they ate all the meals and stoned themselves to starvation.
Maybe a simpler solution is to lower the eat-priority of drugs.

- Likewise, a "drugs" item category to sort them, instead of having it all in food

- the one kick and chems... do these cause brain damage all the time as some kind of moral message? LOL. Would be nice to be able to have this only happen with rampant doses over time.

- the IDF was friendly to my colony in one playthru where i had SO MANY drugs.. and hostile in another where I didn't even have a single substance on hand... it would be AWESOME if they were set to friendly, but if they SEE drugs when visiting, go hostile, or take the drugs. It would be cool to have a colony friendly to the IDF but running a meth lab in the back secretly. Or maybe this could require drugs and scale based on the amount of drugs a colony has?

- Drug Inspection Event, could be tied into the above. But having an inspector come to the colony. Maybe he only inspects powered objects, so you have to shut off the lights to the drug room when he comes

- Drug Free Zones. A tick box like "rotton" or a zone itself that can stop colonists from storing/doing drugs in those areas.

- Smuggling. Ability to pack drugs into crates for trading and to pass inspections. Maybe a special smuggling beacon to contact drug smugglers and slavers, like a black market beacon that brings different traders than the normal beacon... will you go for normal commerce or tap the black market.. or try both and have two stockpiles?

- Instead of just passing out, would be cool to incorporate mental breaks, psycho rampages and other states based on each drug- weed would have less chance to cause psycho rage, but more chance to cause sleepiness... whereas Chems cause huge stat boosts but also a chance to cause psycho rage, despair, etc.

Hope these inspire!
#6
Outdated / Re: [MOD](Alpha 8) Darkness
February 16, 2015, 11:23:53 PM
one of my favourite mods, really adds an atmosphere to the game- like how temperatures added the need for a whole cool-room storage and heaters for winter, making the game all about preparing for the winter... this one makes each day something you have to prepare towards because you can't see. Love it.
#7
General Discussion / Re: Multiplayer - how?
January 10, 2015, 04:03:38 PM
oh yeah, and i forgot to mention, the idea behind having multiple paths for victories would be for a ranking system.

the idea being you play games and get 1 point for building 5 solars, or a point for defeating a raid, 2 for a player-raid, etc... but the victories also give points and some might be faster, longer or more risky. And you're trying to get these points to advance your rank.

Advancing in rank would unlock more difficult worlds.
#8
General Discussion / Re: Multiplayer - how?
January 10, 2015, 03:57:08 PM
Here's what I'd like for multiplayer:

Each server is a planet and can have "X" number of players.
Each played lands on a square on the planet and has their own map.
Each planet is like a "round" and there's a winner to the match, but players can come and go within the limits.

Everyone builds colonies on their own map, but you can send groups to other tiles on away missions.
Trading, raiding, scavenging, etc.

Maybe you just want to scout the next adjacent tile for loose metal- you can send off with a % chance to win/lose/die on auto, or go manual, create a stockpile while there and be able to haul back your whole stockpile in a caravan.
But while you're on your away mission, your base continues and could be attacked and you have limited building options (beds, walls, doors, solars, security and stockpiles).

You could go to a friend's colony and have a trading party build a small outpost, help hauling and mining and such.
Or troll a local by building walls on their entrance until they come out and attack you and you flee home.
You would be able to group chat only in the comms console and local chat on each map, but maybe limit max of 4 players on any given map together. And maybe less tiles overall, so you might only be able to land in tundra on some planets due to crowding.

Then the next level would be claiming new tiles to expand bases... one could theoretically claim all tiles on the planet map and build a planet-wide city, dominating that server, winning the game by covering the planet. But you'd only be able to build on your original map- you could maybe generate a stock outpost on each claimed tile which could support security posts that you could "station" a couple colonists, and maybe even just reduce empty tiles to % based resource generators.. but make it about having control over portions of the map in a "round" while building your colony. You can team up with other players and form an allegiance after meeting certain conditions and take on other colonies, or attempt to join with them.

For the encounters themselves, I think if combat is initiated, it should be almost turn based in the sense that you have "15 seconds to issue orders" and then have to watch it play out for 30 seconds before all parties get another 15 seconds to issue commands.

I'd love to see a kind of civilization-esque set of end games, but with rankings based on points... kind of like you have to either:
a) Light a beacon to send in the mothership and claim the planet (100 pts)
b) expand your colony by claiming 75% of the tiles on the map (90 pts)
c) create an alliance that has 75% of the tiles on the map for shared victory (80pts)
d) create a new ship and blast off to another planet (50pts)
e) destroy the planet by creating a mega-drill to the core (60 pts)

With each victory "alerting" other players at a certain stage. Like, "oh shit, that dude in the corner is going to blow up the planet! We have to get him!"

So it's like, you log on and pick a server. You skip the new game lobby and dive onto an existing planet.
3 players are building... 1 has about 30% of the map claimed. Looks like a lot of abandoned sites- this game has been running for 3 hours. You drop in near another player.
Establishing a simple base, you send a small away part over to the nearby player on a trade mission. In local chat you discover the bigger player has been terrorizing new players to gain resources. You forge an alliance, which requires all kinds of things to complete, but return to your base to beef defenses. Sure enough the big player comes with a raid of 10 men and starts building mortars at the edge of the map. Once they start firing it will go turn based. You radio your ally on the comms and send a cry for help. They send an armed part of 4 men. You battle it out. Victory, but at a cost. The bigger player radios you on the comms and lets you know he'll be back soon. But you'll be ready. And Stomp, your level 20 researcher is working on that mothership beacon...


I think that would be fun!

#9
I think the replay ability of this game comes from the stories that can happen... like that one time Vujiodir watched everyone die around him 3 times only to rebuild again and again before he ended up being warden to 10 starving ex-colonist prisoners who turned on him in a time of famine... or the time Strapping lost both of his legs in a mechanoid raid and became a peg-legged source of mental breakdowns from thenceforth until psychotic rage took everyone.. I want to see more of these story elements highlighted!

What I would love to see either as a mod, or a game function is:

- The game stores the pivotal events (ie. colonist dies, colonist joins, big raids, new technologies)
- Perhaps taking a screenshot of each event?
- At the end of the game, I'd get to see a summary of life events, like a scrap book, with a picture, summary of events and fake quotes from my fake little colonists. Maybe month by month a summary of events.

It would be nice to see something like:
"Month 1.
- snapshot of newly built base at end of the month with caption from colonist and random quote about new life on the planet
Month 2.
- first raider attack, a sole attacker named Bob
- New Colonist: Bob joins the colony thanks to Warden Strapping
- Strapping turned 34 this month
Month 3.
- Strapping dies in psychotic squirrel rampage, shot accidentally by Bob
.... etc, etc..."

Having pictures would be neat as well to tie in a visual memory of the event.

Ultimately, these "end colony scrapbooks" could also be given the option to "Export story to blog or an image/text file" or something that could take the story behind an individual's colony and post it to a blog or journal or something, which might end up being a good hook to bring in new players as the stories themselves might have a chance at going out to a larger audience. Also, we get more chance to share our stories from Rimworld in a way where the game takes out the work of manually snapping pics and captioning later.

PLUS, you could add a filter for "more detailed" stories including minor events, so I might only want to see a general overview, or a very specific beat-by-beat story.

I understand that Tynan is working on some kind of "end game stats", but I do hope they are more interesting than just wealth/stats graphs and such.. the pleasure in this game is the potential for personalized stories that emerge, so I'd love to see some kind of end-game story book, summarizing what this colony went through. I'd even go back to look at these stories later on if it was an in-game option to review "stories from past colonies".

Ideally, I'd like to see more variety in the in-game events too.. Like, instead of "this group is besieging the colony", make it "General Zao of the Kookamunga Tribe is leading a siege on your base" (and if you kill him, they'll all flee)... just more personalized events that make me remember "oh yeah, when the Kookamunga siege happened, that was the one where Cat and Stomp both got kidnapped.." as opposed to "one of the sieges"... just little touches that will make the in-game events more memorable!

Just throwing this idea out there!

#10
the skeleton squirrel is really neat and i love the biodiversity this adds...

one thing I'd like to see on the animal side would be more alien-like creatures. Currently it seems most of the animals are parodies of Earth creatures.

I'd like to see more fantasy creatures.. wampas, sand people, droids, mechanical spiders, dinosaurs, mutant blobs, adipose, tribbles, triffids, rancors, jabberwockys, dragons, ewoks, wookies, dobys... there's so many sci-fi and fantasy stories abound with diverse alien creatures that are strange and memorable.

I'd much rather see a "strange collection of gelatin and bones, generally known as a Blart" with the properties and AI of an Earth-dog, than just a mod that adds dogs to the game and calls them "dergs". If you wanna stick with the sci-fi western theme, in place of horses, instead of just an alien-horse, it would be cool to see something like a giant stick insect or a dragonfly-type ferret or something...

Combine an octopus and an earthworm and give it carnivorous properties. Make a giant three-headed bear that flies. Maybe something like the extinct Giant Land Sloth but made of fish scale.

I dunno, just saying I'd love to see more crazy shit in this game.
#11
yes, i couldn't play alpha 5 without this mod, simply the best. keep up the good work!
#12
heheh my mecha was like a never-sleeping slow-as-hell colonist with all the skills disabled, but still able to do shit... he was building and all that.. i thought he was special, but i guess it's just a bug... :(

i did get a glitch where centipedes would just spontaneously explode when walking over a certain part of the map- enemy or colonist-built.... not sure if it is something from this mod or something else, just reporting what happen.
#13
loved the "raider base" event... totally destroyed an otherwise prosperous colony in an epic way.. this will be even greater once there's manually-aimed artillery.
#14
i wasn't able to build a Mai... halfway to the metal needed, it would spit out a uranium block that I was unable to haul until I sold the AI workbench.... i have tons of mods though... anyone else getting this issue?

I ended up going dev-mode and spawning an AI pawn (she had hair, hehehehe) and it was definitely working from there, but haven't been able to build one au natural...
#15
General Discussion / Re: Merging logs and planks
June 17, 2014, 10:43:06 PM
hmm, I like the direction Tynan is suggesting with the many materials being made into any object with different properties.

I think the whole key is that is should be totally easy to intuit. Like, pick an object and pick a material type.

Would be neat if each material has just a quality (item hp/durability of material) and a property (item effect/buff).

In terms of just making turrets, you could think in these terms:
potato: weak hp, slows enemies
agave: weak hp, heals/repairs over time
berries: weak hp, increase happiness
metal: strong hp, increased damage
wood: weak hp, knock out (incaps)
stone: strong hp, knock out (incaps)
uranium: strong hp, radioactive (poison)
boomrat: weak hp, fire dmg
human corpse: weak hp, reduces happiness/chance to flee
squirrel: weak hp, fast
centipede: strong hp, increased accuracy
muffalo: weak hp, random effect

But beyond guns and turrets directly benefiting from these properties, it still makes sense for other items...  please don't sit on that chair because it's made of boomrats and will explode if damaged... oh, and did I mention all the doors in this base were made from raider corpses? I wouldn't go near that table... it's made from muffalo and we don't know what it does yet...
Maybe making a lamp out of a potato works but if you try and make it out of boomrats, it explodes when powered.
Maybe carpets made of berries increase happiness, but pavement made of metal gives damage bonuses to those who stand on them, while colonists standing on wood floors would have increased chance to be incapped over killed. Good, the raiders are taking cover right beside those sandbags we made out of uranium... now it's only a matter of time...

I think this idea has legs! Legs made out of potatoes!

EDIT: Ooh, also, the cool thing about this is that modders could focus on creating new exotic materials with interesting properties. You can make walls of logs, or build the sawmill and make planks, or research a wood/metal hybrid. Antimatter, Plasma, Carbonite, Dilutium... there could be all kinds of new materials to build your base from and perhaps in a more complicated version, some materials might have multiple properties, pros and cons, upkeep requirements (ie. antimatter) or reactionary effects (ie. a wall made of anti-matter creates darkness if powered).