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

Messages - Vaperius

#16
General Discussion / Insect Hives for Defense
April 24, 2016, 07:30:12 PM
Alright; I am curious, what if you play on a map where insect hives spawn in a random building outside your colony?

Does anyone think that despite expansion they will be useful in eating any nasty raiders than come your way? Has anyone had this happen to them?
#17
Ideas / Re: Add Fertilizer Pumps Back
April 24, 2016, 07:22:21 PM
Someone called ? Eh; not like anyone remembers that thread anymore...does anyone remember that thread?

-sigh- I digress.

Anyway Fertilizer pumps were removed along side originally tree planting for the same reason; Tynan felt it mad the game too easy. He added tree planting back relatively short thereafter but nonetheless Fertilizer pumps stay removed because you can create underground bases that are far superior to outside bases in terms of siege defense.

To that end he has added sappers, and temperature, and all these other wonderful challenges to make a completely sealed and shuttered base less attractive to an open space one. Fertilizer pumps used to make it possible to hollow out a cavern in your base, spread some soil around and harvest as much as you want without having to stick your neck out. Now sappers can obviously cut into your mountain around your defenses making it a lot harder to turtle behind them, but it nonetheless is a fact that Tynan wants to make a game that encourages a varied style of play, with what is best for the map rather than the same thing over and over. I can't speak much more on what he wants for the game since I am not him, but I've seen enough of his design choices and comments in this community to be able to comfortably say that is generally where he leans.

I'd definitely argue we should be able to produce fertilizer so that we can produce a poor quality soil inside our rocky caverns again, so we trade efficiency for availability. I'd even argue that farming underground should attract insects hives more frequently to caverns you build said farms in, to balance the act of it further.

So essentially adding the risk of being over-ran by giant insects more than usual, and requiring a labor and resource cost to do so to only get a poor quality(gravel) soil would perhaps balance the actual cultivation of an underground farm.
#18
Ideas / Re: Gestation Vats (Cloning)
April 24, 2016, 09:46:26 AM
Quote from: Kegereneku on April 24, 2016, 04:32:21 AM
I prefer this method opposed to the natural alternative.
- it can be avoided altogether if you aren't interested.
- it doesn't require constant supervision.
- it can be made MUCH faster without looking stupid.
- it can be controlled (I know someone who really really want to control the trait).
- vat-chamber can have more usage (healing chamber, genetic therapy, brain-surgery, producing-meat)

One question is :
What happen in case of "Vat-Chamber Failure" due to Event or Vat destruction. (to the point it's worth making the chamber immune to solar-flare as a sort of crypto-sleep casket). I think we can go simply with "DEATH", but if someone got some mutant or zombie idea...

The Gestation Chamber would be a mutation of a Crypto-Sleep casket combing the original design with a synthetic womb to allow for it to be impregnated by the Embryo Chip. The "organism" inside that comes out when its destroyed will depend on how long its been inside, it definitely won't be anything human until its at 75 % and it will be confused and angry if its let out before its completed (Under 80 %).
#19
Ideas / Gestation Vats (Cloning)
April 23, 2016, 07:36:58 PM
Late game research; lets you create "children" from two parents by inserting genes from X and from Y into a blank "embyro" that is a template platform to allow genes from any two parents to combine.

So essentially you research the "Gestation Vats", build it. Then you buy the "Embyro Chips" off of Exotic traders. You then take the Embyro Chips to a workbench and select two parents to create a "Child", the Embryo Chip will be implanted with the genes and a randomized pawn will ultimately be generated from their natural traits. The Gestation Vat is then impregnated by the Embryo Chip. The Gestation process will take a full year, it requires biomass to fuel it, which must be processed from ordinary food to be accepted properly into the Gestation Vat. It also requires power to make any progress.

The Gestation process will lock down into emergency mode when power is unavailable and process any stored biomass to sustain its already made progress, but make no new progress. It will resume when appropriate levels of power are available. If it is not fed biomass the organism inside will begin to be absorbed by the Gestation Vat, reverting made progress.

When its all over, you get a new pawn with "Vat Grown"(effects natural social ability negatively) and a randomly assigned memory imprint "Vat Grown X" role which can be "Vat Grown Worker", which can be controlled by installing an expensive device next to a gestation vat that costs a neurotrainer for you to encourage a specific skill set to develop.

This is for expanding your colony past the "soft and hard caps". Its an expensive and balanced way to do so.

Some might notice I cross post most of this verbatim from my mod request for it. I want to see this in the game, I don't care if its in mod form or as an official addition. I do know that there should be a late game way to expand your colony that doesn't completely rely on random chance and excluding Randy Random has what is essentially a "hard and soft" cap.

Using outlandish Glitterworld technology is essentially the idea here. On the note, I am hoping that Tynan adds more Glitterworld technology in general, perhaps at the cost of "Glitterworld Components".
#20
Mods / [Mod Request] Cloning/Gestation Vats
April 23, 2016, 07:33:47 PM
Late game research; lets you create "children" from two parents by inserting genes from X and from Y into a blank "embyro" that is a template platform to allow genes from any two parents to combine.

So essentially you research the "Gestation Vats", build it. Then you buy the "Embyro Chips" off of Exotic traders. You then take the Embyro Chips to a workbench and select two parents to create a "Child", the Embryo Chip will be implanted with the genes and a randomized pawn will ultimately be generated from their natural traits. The Gestation Vat is then impregnated by the Embryo Chip. The Gestation process will take a full year, it requires biomass to fuel it, which must be processed from ordinary food to be accepted properly into the Gestation Vat. It also requires power to make any progress.

The Gestation process will lock down into emergency mode when power is unavailable and process any stored biomass to sustain its already made progress, but make no new progress. It will resume when appropriate levels of power are available. If it is not fed biomass the organism inside will begin to be absorbed by the Gestation Vat, reverting made progress.

When its all over, you get a new pawn with "Vat Grown"(effects natural social ability negatively) and a randomly assigned memory imprint "Vat Grown X" role which can be "Vat Grown Worker", which can be controlled by installing an expensive device next to a gestation vat that costs a neurotrainer for you to encourage a specific skill set to develop.

This is for expanding your colony past the "soft and hard caps". Its an expensive and balanced way to do so.

#21
Quote from: ReZpawner on April 21, 2016, 01:49:22 PM
Vaperius, what's the average temperature on that map? As mentioned before, -71.1C is the current record, and we would all love for it to be broken :)

apparently -60c ...Well anything -60 and below is still guaranteed to kill anything in a cloth parka.

Guess I am whole 10 degrees warmer. Can I have the seed for your map by chance and the cords for your colony site, because apparently my colony is quite extreme enough.
#22
Quote from: viperwasp on April 21, 2016, 09:21:18 AM
I'm curious to know if anyone knows the coldest landing site they have ever found. Preferably for A13 if your able to post a Seed? Thanks... One of my current running games is on a map with the following temperatures.

Ave Temp -51.4C
Ave Temp (Jan) -77.1C
Ave Temp (Jul) -25.7C

OR

Ave Temp -60.6F
Ave Temp (Jan) -106.8F
Ave Temp (Jul) -14.3F

I want to find even colder!

I like playing of rough landing sites I will allow myself to cheat since it's very difficult. I won't cheat on regular maps. I also find it amusing watching most raids and visitor group freezing to death!  So if you know of any colder landing sites for A13 please post seed if you can.

P.S I love following the Devs progress in Mantis I find bugs and the process of eliminating them fascinating or what is deemed a bug or intended feature and the conversations on Mantis or the Bug Forum. I noticed how I'm sad that Tynan and Ison seem to be working on a way to prevent raiders or travelers from freezing to death as easily! Which is probably a needed change but I will forever keep a copy of A13 because it's fun the amount of corpses on my map is getting out of hand now.

Wow that is nothing. I play on an Icesheet with averages in the negatives year round, and what is more important is its only safe with a cloth parka during spring and summer, in Fall the temperatures fall to -80 averages, and it never gets above -100 in winter. During cold snaps in winter it can actually get down to -120.  The current bug with Traders not seeking warmth on the Icesheet extreme maps results in them dying in droves every time they appear on the map.

I've had muffalos full of loot die on my map regularly, its a curse rather than blessing though because it brings in a lot of nasty raids my colony just isn't ready for without using up all the single-use powerful weapons or utilizing my cheated in super warrior(I used Prepare Carefully to start this colony with only my one super colonist).

So far my "Corpse Bearer" has had to haul hundreds of bodies through ice and frost because traders from the only friendly faction in the game world will come to die in droves on the ice sheet and there is no where reasonable to bury them (limited dirt, needed for trees).  Also sieges on the bright side end really quickly, usually because I use a max size map, the sieges setup, launch a few shells, and they all get hypothermia and quarter their force is gone by the time they get a few shells off if it happens in Fall....they usually route if they try in Winter, because everyone not wearing better than cloth freezes to death.
#23
Ideas / Re: Milk Boomalope for explosives
April 21, 2016, 12:55:16 PM
Quote from: keylocke on April 21, 2016, 12:35:17 PM
hmm..

-potential random explosion when in storage? (like those zzZzt power surge events)
-potential chance of explosion when failure to craft or build? (like surgical failures)
-potential chance of explosion when milking? (like harvest failure)

it's a double-edge blade. i like it.  ;D

Volatile organic compound with applications in narcotics(cash crop, better than alcohol), explosives and as potent medicine; but risk of it exploding at every step of the process, from harvesting, to storing and processing.
#24
Ideas / Re: Milk Boomalope for explosives
April 20, 2016, 04:53:06 PM
Quote from: Mathenaut on April 20, 2016, 03:14:00 PM
Quote from: Vaperius on April 20, 2016, 08:36:26 AM
No not artillery shells;  "make-shift" artillery shells. You'd still need to scavenge or buy new manufactured ones; what I am suggesting are relatively cheap ones you can load into your mortars to bombard large raids from a distance and make explosive traps with. Artillery shells themselves simply wouldn't carry the risk of blowing up in your face. Also it be nice if we go a turret that can shoot straight forward in a long range with shells like a tank-gun emplacement but costs shells to use.

Artillery shells are already at a low access point, though. I'm not sure what this would really add, I guess.

Quote from: skullywag on April 20, 2016, 09:53:58 AM
Fuel, the generator uses a liquid icon for "out of fuel", so why not.

This was essentially my initial thought. This would be prime if boomalope were more frequent on arid biomes to boot.

Quote from: JimmyAgnt007 on April 20, 2016, 09:51:31 AM
Weapon uses are a sometimes thing.  We need uses outside of combat if its going to be a new resource.  I suggest we turn it into absinthe or some kind of special ultra booze.   Or use it to make medical supplies.  Not glitter-world of course but the good stuff.  Call it Bio-Chem or whatever, boomjuice works I guess. 

Not so sure about medicine, but using caustic substances to distill alcohol is a classic rustic pastime. Brewing table needs love anyways.
Since it's hard alcohol, it could give a higher mood boost and pain reduction, with a consciousness/manip penalty?
Something like:

'Hitting the bottle' - [+mood/-pain/-conciousness/-manipulation] x [stacks]

Don't even need to code a special event for it. If a colonist binges, they'll eventually just pass out (but hey, at least their mood will be stable).

Edit:
For you 'realism' folks, could always have it start fires for people with low cooking skill.

Alright lets see; they could produce a "Nitroglycerin-like" compound with both medicinal and explosive properties in their sacks; it can be made into medication or explosives, or some kind of narcotic. Essentially it can be the precursor material to making normal medicine, cheap ammunition and narcotics; requiring you keep potentially explosive animals to produce a valuable supply of something either way you go.

However; the ammunition can have a lot of draw backs, and the narcotics will be highly addictive but allow for pain-killing, and be lucrative to sell.

So as for artillery shells in general? Make them more expensive. So that makeshift shells look more attractive.

Tynan can introduce likelihoods that Boomalopes and Boomrats can randomly die from organ failure or something to make them a more risky choice of livestock than they already are to further balance them being able to produces lots of stuff.

Point is it be good to have a lot more uses for the our more volatile livestock. Narcotics and Medicine could be their primary advantage, with medicine requiring herbal medicine, narcotics,metal and cloth to produce(considering you should only be using it for surgeries and serious illness anyway); then the combat use of it as a makeshift bomb material, at the cost of it being just as volatile as the animals it comes from.
#25
Ideas / Re: Idea how rimkids would work.
April 20, 2016, 08:41:18 AM
Growth Accelerator Chambers to make them mature within a few years. Basically children can be the second part of the End-game for Rimworld. A parent can refuse to get into the ship without their child unless they are a psychopath or some other relevant trait. So the longer you are on the Rimworld, the harder it will be to build a ship to escape. I imagine this is why there are Outlander towns actually; their populations just grew too large to build an escape vessel.
#26
Quote from: Zanfib on April 20, 2016, 04:46:16 AM
I like the idea of insect hives, creating a threat that comes from below ground is a good way to balance the advantages of building underground bases.

However the way insects spawn from the hive with no waring seems to be a bit too punishing. I find that hives will spawn in the centre of my colony and kill multiple pawns before I can even get to the pause button. This usually leads to the death of the entire colony as my best fighters are killed before they can organise.

I recommend that the bugs themselves should not spawn until a set period of time after the hive itself spawns or until the hive is attacked, whichever comes first. That way the player will have some warning which they can use to relocate their colony to the far side of the worldmap.

You hear that Tynan? I think he said "add bugs that explode" to balance the delay in spawn time.
#27
Ideas / Re: Milk Boomalope for explosives
April 20, 2016, 08:36:26 AM
Quote from: Mathenaut on April 20, 2016, 08:32:37 AM
I don't think artillery shells see enough use to push them behind another resource gate.

That said, I'd prefer this to be something of practical use, not some one-off gimmick.

No not artillery shells;  "make-shift" artillery shells. You'd still need to scavenge or buy new manufactured ones; what I am suggesting are relatively cheap ones you can load into your mortars to bombard large raids from a distance and make explosive traps with. Artillery shells themselves simply wouldn't carry the risk of blowing up in your face. Also it be nice if we go a turret that can shoot straight forward in a long range with shells like a tank-gun emplacement but costs shells to use.
#28
Ideas / Re: Building a Spaceship is NOT the end
April 20, 2016, 08:32:53 AM
Quote from: JuanEnrique on April 08, 2016, 03:59:58 AM
So i kinda LOVE the idea about.....

you crash on the planet, you survive, eventually build a spaceship.... but it would be cool if it didnt end there!

what would be REALLY cool is.... if you could get in the ship with your crew (leave some back on the planet) and go exploring with the other ship. land on other parts of the "created world" and maybe fly to other created worlds! maybe have it look like FTL when traveling in the ship? Being able to land on other places of the planet and other "worlds". Cause maybe you get bored of the first colony, maybe you want to simply expand....... it would be really cool. if its to unrealistic then this post shall remain ignored :D

So New Game+ ? Honestly I'd love it if Tynan let us do this. We "Win the game" and then can take our decked out colonists and ship loaded with resources, and properly land on a Rimworld, building a colony, and fighting off much larger raids at the start.
#29
Ideas / Re: Milk Boomalope for explosives
April 20, 2016, 08:31:03 AM
Quote from: skullywag on April 20, 2016, 07:27:13 AM
I have a mod i use locally (not released) where "boomjuice" is milked from tamed boomalopes, this allows me to craft incendiary things like the trap, artillery shells (I have incendiary ones in my game, again modded) among other things, it makes it an investment of time and risk to get fire based weaponry.

I don't suppose you'd consider releasing your mod?
#30
Ideas / Re: Milk Boomalope for explosives
April 20, 2016, 05:58:37 AM
Quote from: Tynan on April 20, 2016, 02:54:20 AM
That's a really clever idea.

I'm just not sure what this resource would actually do. I'm a bit wary of adding more resources and complexity.

You can have it be used to make "Make-shift" artillery shells in place of the normal ones for IEDs and as a lesser quality ammunition in mortars. Nerf IEDs a little dmg wise, add a random event chance of them detonating in weather events plus a small random chance of them detonating anyway, make the make-shift shells cost 30 metal for 2-4 with X cost of Boomalope secretions, and make using the Make-shift shells in a mortar be risking a premature detonation in the barrel, them falling short of their target etc.

Essentially it let use produce more explosive traps then we currently do in the game; at the cost of making the traps more touchy, but also let us use them in mortars, but at risk of blowing up our colonist or just plain missing with the ineffective shells.

Also possibly a very small chance that someone with low crafting with blow themselves up making the shells.

Honestly the Boomalope are described as walking chemical factories right? Why not make them function in game as such. At the very least letting us extract the chemical for profit would make risking our entire base burning down or being roasted from the heat worth it. As of right now Boomalope are not a good creature to tame and their use as suicide bombers just isn't worth risking them having a heart-attack and blowing everything up.