Another way this could influence a maps ecological system is the more vegetation a map has the more herbivores will be around and the more predators will lurk, effectively making the map more dangerous overall but with bigger food rewards.
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#32
Ideas / Re: Weather patterns
November 07, 2017, 07:46:14 AM
Researching a machine to acces an ancient weather-sattelite network orbitting the planet to predict the weather across the planet.
#33
Ideas / Re: Faction expansion in A19
November 04, 2017, 06:33:39 AM
I think you'd be better of bumping this thread about factions a while back, it was really deeply fleshed out:
https://ludeon.com/forums/index.php?topic=32940.0
https://ludeon.com/forums/index.php?topic=32940.0
#34
Releases / Re: [A17] SeedsPlease!
November 03, 2017, 10:02:51 AM
Is there an addon somewhere to gives seeds to vanilla wild crops, such as agave?
#35
Ideas / Re: Replacing firewatcher with humidity
November 03, 2017, 10:01:04 AMQuote from: Sbilko on November 03, 2017, 09:27:47 AM
I like this idea because it would avoid having a very forested tile next to one which has a lot less trees. It brings balance in the amount of vegetation, and that's good to have.
Exactly, I landed in a desert and only had to cross one tile to enter a fertile forest area, normally the forest bordering the desert would still be poorly vegetated.
#36
Ideas / Replacing firewatcher with humidity
November 02, 2017, 09:27:10 PM
Upon taking a sneak peak at A18 I've noticed the new swamp biomes are chock full of trees and vegetation, you know the stuff that burns.
I've noticed what happens in these situations using Kudzu's increased forest density mod which basically imitated this type of map, basically without the firewatcher (rimworlds build in fireman deity that looks down upon the planet from his palace in the rainy clouds and extinguishes large wildfires) you'll get to a point where there's a massive ball of fire somewhere expanding outwards devouring everything rendering most of the map a burned waste, including your base.
I've never liked the firewatcher as it feels very gamey and immersion breaking, and I'm also not a fan of how the swamp biomes have such a RADICALLY HIGHER CONCENTRATION OF TREES. Seriously, jungles are nothing compared to these even though they're right next to each other. I'm proposing a new factor for tiles on the world besides temperature, humidity. I've a feeling this factor already sorta exists in the game to generate the correct biomes and calculate the amount of rainy weahter but it should also influence each tile individually.
So to put it short and simple, the higher the humidity (rainfall) of a tile the thicker the vegetation, meaning in a situation where you have a coast with a swamp with more land in a jungle and then a desert, the swamp would be very lush and the jungle bordering the swamp would be very dense as well, pretty much as dense as the swamp, more towards the desert the humidity of the jungle decreases and so does the tree density leading automatically to a different kind of biome a savannah without adding new content really. Eventually in the desert the part closest to the jungle would have lots of cactus and further away the land would be more and more barren.
That's part 1 of what would happen with a humidity mechanic, part 2 is another result from this one addition:
The higher the humidity of a biome the less flamable nature is, fires should be smaller and rarer because of more rain alone but the humidity factor (which fluctuates throughout the year which I'll talk about next) influences the flammability of the trees and plants themselfs. So the biomes might be choking with vegetation but you shouldn't get a fireball of death. More towards the desert the humidity is lower and nature is more flammable but the vegetation is also sparser meaning fires can't spread as easy. That's instantly balanced by itself making the firewatcher system IMO redundant.
Finally you can start playing with this system, have an event in a humid area where suddenly a long drought comes along causing not a drop of rain for weeks and draining the ground from it's water reservoirs, now this lush jungle turned into a death trap waiting to happen.
I've noticed what happens in these situations using Kudzu's increased forest density mod which basically imitated this type of map, basically without the firewatcher (rimworlds build in fireman deity that looks down upon the planet from his palace in the rainy clouds and extinguishes large wildfires) you'll get to a point where there's a massive ball of fire somewhere expanding outwards devouring everything rendering most of the map a burned waste, including your base.
I've never liked the firewatcher as it feels very gamey and immersion breaking, and I'm also not a fan of how the swamp biomes have such a RADICALLY HIGHER CONCENTRATION OF TREES. Seriously, jungles are nothing compared to these even though they're right next to each other. I'm proposing a new factor for tiles on the world besides temperature, humidity. I've a feeling this factor already sorta exists in the game to generate the correct biomes and calculate the amount of rainy weahter but it should also influence each tile individually.
So to put it short and simple, the higher the humidity (rainfall) of a tile the thicker the vegetation, meaning in a situation where you have a coast with a swamp with more land in a jungle and then a desert, the swamp would be very lush and the jungle bordering the swamp would be very dense as well, pretty much as dense as the swamp, more towards the desert the humidity of the jungle decreases and so does the tree density leading automatically to a different kind of biome a savannah without adding new content really. Eventually in the desert the part closest to the jungle would have lots of cactus and further away the land would be more and more barren.
That's part 1 of what would happen with a humidity mechanic, part 2 is another result from this one addition:
The higher the humidity of a biome the less flamable nature is, fires should be smaller and rarer because of more rain alone but the humidity factor (which fluctuates throughout the year which I'll talk about next) influences the flammability of the trees and plants themselfs. So the biomes might be choking with vegetation but you shouldn't get a fireball of death. More towards the desert the humidity is lower and nature is more flammable but the vegetation is also sparser meaning fires can't spread as easy. That's instantly balanced by itself making the firewatcher system IMO redundant.
Finally you can start playing with this system, have an event in a humid area where suddenly a long drought comes along causing not a drop of rain for weeks and draining the ground from it's water reservoirs, now this lush jungle turned into a death trap waiting to happen.
#37
Ideas / Re: Slaughterer mental break
November 01, 2017, 05:40:49 AM
Why would a totally psychotic person without any control over his impulses differentiate between animals?
#38
Ideas / Re: Flat is boring! Mountainous slider need for world gen
October 31, 2017, 02:03:59 PM
I would love for the world map to be 3D, it's already 3D but I mean the mountain ranges sticking out from the surface and projecting shadows on the surface.
#39
Releases / Re: [A17] Real Fog of War (v1.0.0) - The Unknown
October 28, 2017, 07:06:55 AM
I think a slider-option to change the viewing distance would make this mod perfect for me.
#40
Releases / Re: [A17] Real Fog of War (v1.0.0) - The Unknown
September 11, 2017, 07:14:41 AM
Would it be possible to make a "Combat extended" version of this mod, basicly increasing the vision range 2x or something so it covers the distance most weapons can fire at.
#41
Releases / Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
September 01, 2017, 02:47:43 AM
Oh jeez.
#42
Ideas / Re: Mining Bases
September 01, 2017, 02:39:10 AM
You can pretty much already do this with the camping mod. I think Tynan should focus on game stability and the big fish, we have a formidable modding community.
#43
General Discussion / Re: The "Build your El Dorado" Challenge
August 21, 2017, 10:37:13 AM
All floors, walls and furniture must be made out of gold, no?
#44
Releases / Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
August 17, 2017, 08:35:57 AM
Thrumbo + Megascarab = ...
WHAT HAVE YOU DONE!!! D:
WHAT HAVE YOU DONE!!! D:
#45
General Discussion / Re: Show us your colony [Mega Thread]
August 16, 2017, 04:09:11 PMQuote from: kubolek01 on August 16, 2017, 12:34:28 PMQuote from: flonz on August 12, 2017, 07:53:48 PMYou took all mods from forum or what?! Approx. 250 mods here!
And then you realise he's probably been playing that colony for many many hours and it didn't crash...