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Messages - palandus

#46
Mods / Re: [Mod Request] Organ Extractor
February 05, 2015, 02:27:27 PM
So is that a yes, you are going to do it or...?
#47
Hey Elstrages, have you considered some odd weapon ideas for your mod (if not I'll give them):

-> A weapon that fires a rocket, but isn't a one-use weapon. (Not very odd, just that I don't know of any mod that does do this)
-> A shotgun that fires individual pellets instead of blast. (So if it had 10 pellets, it would fire essentially 10 shots all at the same time by having 0 on burst time)
-> A rapid-fire grenade turret that fires EMP, Molotov or Grenades at targets at a distance farther than normal throwing range of these weapons.
-> An EMP Rifle that fires rounds that do no damage to humanoids, but massive damage against mechanoids (by say using the EMP Grenade damage type stuff put into a rifle for long-range engagements against these powerful foes)
-> (Likely require coding) A weapon that ignores cover as if the target was out in the open. Something like a railgun that you could say has such penetration power that no cover can stop the round from hitting them, and essentially negates the cover.
-> (Likely require coding) A weapon with a night vision scope that ignores the penalty caused for being in darkness
-> (Likely require coding) A weapon that fires a single rocket/grenade projectile that when it reaches its target, it explodes and releases 4-6 grenades near the blast zone that explode 1 second later. So basically an MIRV Rocket, or Cluster Grenade.
-> (Likely require coding) A weapon that fires a concentrated microwave that cooks its target and damages it by giving that target multiple burns and hyperthermia.
-> (Likely require coding) A weapon that fires a concentrated beam of cold that freezes its target and damages it by giving that target multiple frostbites and hypothermia.

Thoughts?
#48
Mods / [Mod Request] Organ Extractor
February 03, 2015, 11:18:54 PM
Hi,

I was wondering if someone could code in (I doubt the vanilla game would allow it, but if it can, awesome) a table of some sort (or bed, or whatever is your creative desire) that extracts all the organs and bionic parts from a living body. Normally, you can only extract one body part at a time and thus the moment you take something like the Heart, the target dies and is thus unworkable anymore.

So, what I'm looking for is something that could extract all of the organs at once from a body that are salvageable.

Optional: If you could make this work on corpses as well as living people, that would be awesome as well.
#49
Well, could the Comms Console grant a bonus to whoever is using it? ie a Hearing / Sight Boost based on the materials used... or offer like a +1 or +2 to Social Skill?

You could say that since it is made of better materials signal reception (how much static / interference is in the transmission) and latency (as it takes time for a message to be sent and received; hence latency) is better so less in lost in transmission.
#50
An interesting mod, will have to try this out sometime. If I may offer some suggestions on stuff-afing things they would be:

Comms Console
Nutrient Paste Dispenser
Hyroponic Bed
Metal Floors (ie Metal Tiles) [I doubt these are going to be easy to make stuffed]
Work Benches (ie Smelter, Machining Table, Tailoring Bench, etc...)
Metal Carpets (Like regular carpet, but made of metal instead... kind of like a flat surface made of metal, rather than tiles)
Lamps made Stuffed
#51
Well, if you ever do pick up this mod or another one of its kind, I would suggest getting EatKenny's Turret Collection. The Avenger, and Laser Turret (provided you have the power) are very powerful... and very expensive, but are great for defenses against these super powered foes. I think the Avenger is like 2400 steel + the ammo belts + an AI core. Just thought I'd mention it.
#52
Define "balanced".

I define this mod as balanced, because:
1) This stuff is related to the end game, that is not present in vanilla Rimworld. Obviously it would feel overpowered if your colony was in the early stages, but this isn't meant for the early game, but the end game (so basically after your colony has existed for like 3 ingame months or more)
2) This stuff is often very difficult to acquire, to create, or to buy, thus making each item balanced.
3) When the Factions version was released it did say that it was the "cybernetic faction" which basically implies they are equipped with all this "endgame" gear from this mod, and thus if you shoot them its basically suicidal.

This is all very well balanced in my opinion. Sure more balancing can occur to make it better, but its still fairly well balanced. 
#53
Hey Elstrages, just curious why in your signature, it only has two mods listed, when I'm fairly sure you have others. Any significance with those two listed?
#54
Outdated / Re: [MOD] (Alpha 8) Automated healing
January 31, 2015, 03:50:40 PM
Good old procedural abstraction making life wonderful, eh?

Cancel that; thought for some reason you said black boxed. My bad.
#55
The reason I suggested those "harsh" prison items is because an actual prisoner in Rimworld, is actually more inclined to not join the colony. Why? Because in a prison cell, they get free food, free heat, free medical and free sleeping arrangements, which is probably 100x better than what they had in their previous "job / career" as a raider. As a raider, they probably were never guaranteed food for the day, or even a warm place to stay or even had an actual bed to sleep on. So, they would be incentivized to "milk" the system a player has setup as their prison. Why join the colony and have to work for your food, when I can stay a prisoner and get free food, and don't have to work at all? This is the perspective I'm coming from when suggesting these ideas.

In my opinion, to get raiders to join the colony, you would have to convince them that staying in the prison is WORSE than joining the colony. That's why I see that having very bad accommodations would incentivize "privileged" raiders living the "good life" in prison to join the colony. At least that's my view.

Now, if the world outside the colony was better than the colony (ie you were dealing with a Noble as an example), then yes I would agree that treating them well would encourage them to join the colony, rather than take advantage of the colony's good hospitality, and get free meals, heat, bedding and medical care.
#56
Interesting idea. How about other prison-themed items such as:

Prison Beds = They are quite uncomfortable and encourage prisoners to be recruited into the colony, where the beds are nicer. Probably requires coding but, whenever they sleep in a Prison Bed, their recruitment threshold is reduced making it easier for them to be recruited.

Prison Doors = These doors allow a prisoners to open and close. It allows them to have small one bed rooms, but have a larger common area when they are awake. This is so that they don't get the "sharing bedroom" debuff, and it allows a player to make small 2x2 or 1x2 rooms for prisoners to sleep in, but not stay in permanently.

Prison Meals = These are of an even lower quality than normal meals, and encourages them to join the colony where the food is better. Probably requires coding, but eating any prison meal reduces their recruitment threshold (and thus it is easier to recruit them)

Justice Field (Idea taken from Red Dwarf) = Basically anyone inside the justice field inflicts their intended evils on others, inflicted upon themselves. Probably requires coding, but any time they attack someone, they hit themselves instead. What use would this be for? Well, prisoners can have mental breaks and enter rampages, where they attack their fellow prisoners, so this Justice Field would cause them to hurt themselves (and thus knock themselves out faster and make them a non-threat for the guards coming in to subdue them).

Thoughts?
#57
Some more ideas (before I forget them again):

-> Automatic Riot Turret = Fires shockstorm grenades that incap anyone in its blast radius. Also Mechanoids don't like getting zapped either.
-> Nanomite Floors = These special (and expensive to produce) floors allow you to grow plants on them, like regular soil, except that the fertility of this soil is far higher and thus plants grow a lot faster on this floor.
-> Relaxation Device = This device projects a small area around it that calms and relaxes those who feel very tense and in a bad mood. These could be made much more expensive than the PA System idea, but the main purpose of these devices is to help colonists on the verge of a mental breakdown to "calm" them down so that they don't have a mental break.
-> One-Way Doors (probably requires coding) = A door that allows colonists or raiders to enter a door from one direction, but won't allow them to open the door from the other side.
#58
Anything else planned for this mod? Got lots of great stuff already... except for certain things, like more advanced furniture.

Like:
-> Advanced beds which provide greater rest and faster healing in them.
-> Advanced medical beds which provide much faster healing in them and a greater bonus to medical skill.
-> Advanced building material that can be produced from Nanothread, and can be used to make better walls, doors, etc..., as well as used as floors.
-> Advanced Medkits made from nanomites and nanothread that greatly assist doctors when healing patients.
-> The Nerve Stapler Device that makes prisoners far more "willing" to join the colony faster.
-> Advanced melee weapons that are designed for incapping people faster than normal weapons (ie Taser)
-> Crazy weapon ideas, such as the Rocket Minigun, or the Automatic Grenade Launcher, or the Belt-Fed Automatic Quad Barrel Shotgun, or the Cricket (lots of power in a small package)
-> Advanced Nanothread Clothing that is more durable than regular clothing and better for surviving hot or cold environments.
-> Anti-Aircraft weapons designed to shoot drop pods out of the sky.
-> Advanced Hydroponics for growing plants faster and more energy efficient
-> Trash Compactor, that destroys anything caught inside (also kills anything living); great for getting rid of a ton of unwanted bodies, equipment, or other junk very quickly.
-> Flamethrowers for dealing with close ranged combatants and for burning up corpses at a range to avoid getting the "seen dead bodies" debuff.
-> Mech Suits? Likely a coding thing, but if you could do it without coding that be awesome.
-> PA System, where one colonist is attached to the system (similar to how colonists must man a Mortar) and anyone near one of the speakers gets a positive mood boost. The speakers won't work if a colonist isn't attach to the PA System.
-> Freezethrowers; like a flamethrower I suppose, but instead freezes targets causing quick hypothermia and frostbite.
-> And probably some more ideas later >.>
#59
Looks more like he was on the receiving end of a UT bio rifle than spontaneous combustion
#60
The furnace idea of mine actually does work. I used a modified campfire that pushes 100 heat per second (yes quite hot) and a maximum heat pushed up to of 1500. Anyone caught inside the furnace collapses from heatstroke. Also, curiously enough, they also spontaneously start catching fire which builds up the temperature even faster. Made possible with mechanical walls used as "doorways" that then raise up and seal them inside. Best done with a mechanical wall leading to the outside for instant cool off.