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Messages - blazecreek

#16
Mods / Re: need ideas for a mod
May 05, 2016, 01:22:16 PM
Quote from: Adamemnon on May 05, 2016, 10:12:55 AM
Ideas? Most of them if not all were definitely already mentioned or already existing mods but I don't have time to read all posts on all forums.

1) craftable robots
- ideally three groups: fighter/hauler/cleaner
- very late game. Either requiring lot of research and resources or new materials (like a "CPU" only dropped by mechanoids)
2) offense/defense upgrades
- turrets that are not over the top. Let's say three types: manned/light/heavy
where light would be quite weak but cheap, manned would be considerably stronger, but colonist shooting from it would be a targeted, heavy - strong, expensive, consuming lot of energy, maybe limited ammo (crates of machine gun ammo)
- animal traps (to capture smaller animals)
- stun weapons (preferably melee)
- remote charges (colonist who set them would have the remote)
3) Storage!!!
- boxes, crates, racks, lockers... to keep clothes and weapons in.
- maybe even some bigger containers for materials.
4) Water/thirst! That is the most important part of survival. Wells, rain collectors, water filters, water tanks. I don't think there should be an action that colonists would need to do (drinking every few hours) but it should work like power. The would be consumption, amount of water stored and production. If you have no production and you run out, colonist would have reduced consciousness, then they start to hallucinate, then die.
5) Fix the damn traders. Either make it possible to invite the kind of trader you want or let them buy/sell more stuff. I never have enough steel and components and if I do, I have not silver to trade with because they never buy my clothes, sculptures or even guns in most cases.
6) Other intelligent species on planet! Not just humans you can recruit. Let's make some other alien being you can talk to trade goods/techs with and potentially add to your colony (after you research how to communicate with them or something like that)

there are tons of good ideas around. The game is fun but it lacks depth. If I don't play on higher difficulty I can start on colony ship during the second year and that is no fun...

just about all of what you have said here is all ready made.
now i am not sure about the water part. i will ask around and see if it can be done.

about number six this idea i love but i am not sure how one might make this i know some older mod had this and if i can find it and talk to the maker then i will give it a try.

one other thing about number six i don't think this needs a mod i know of an older map that has something just like this.

about number 5 i am not sure how this will work but i will look about and see if there is a mod all ready for this.

#17
Mods / Re: need ideas for a mod
May 04, 2016, 11:26:13 AM
Quote from: viperwasp on May 04, 2016, 11:19:45 AM
Good luck and god-speed! I am a hobby programmer with no actual training. So even a mod of this level is a light year beyond me. Modders are amazing and thanks for giving it a go.

thanks for the good luck :D i have no training besides the fact that i did the scripts for alot of my friends dayz servers so rimworld is quite a scary place ;D ;D
#18
Mods / Re: need ideas for a mod
May 04, 2016, 11:01:59 AM
Quote from: viperwasp on May 04, 2016, 09:21:53 AM
Please don't just work on any silly idea. lol  But if you want a suggestion that you may think about. Only work on it if you really want to and think it could be useful. I don't think it exists yet at least not for A13. But I have not checked ALL mods.

But my request/idea would be exclusive forbidding of door!  A check list of what colonists may or may not open a given door! It can be different for every door kind of like ownership of beds but you can choose any amount of colonists to give/forbid access. When locked to a given colonist it would behave exactly like the already existing forbid feature. But exclusive to one or more colonists. And maybe allow for ALL PETS forbidden as a check mark or even individual pets but for clutter purposes I think individual colonists with a forbid all pets option to toggle on or off would be appropriate enough.

I can already think of multiple uses. You can already re-create this using Areas feature. But area manipulation is limited to five without mods and you would have to keep switching colonists and editing the area. When it would be easier to just have this mod.

i will for sure try and make it. i do love this idea as well. thanks for the great idea!
#19
Mods / Re: need ideas for a mod
May 04, 2016, 08:40:42 AM
what about if i use the weapon the mech's use?

qu'en est-il l'arme utilisation du mech ?
#20
Mods / need ideas for a mod
May 04, 2016, 08:17:28 AM
well as it said in the subject. i am learning C# and i need an idea as i can't think of something that people besides might like. any ideas will be worked on no matter how dumb :D

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#21
i have not been attcked yet any help?