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Messages - Ramsis

#211
Mods / [Mod Request] Insect Queen Overhaul
October 19, 2016, 01:31:52 PM
Okay so this is more being posted as a place to store my thoughts but anyone is free to make a mod from said ideas.

Tl;dr: I want a mod where you can be one of the Megaspider queens.

Mod should be pretty straightforward. You solo spawn on a planet (probably include a basic scenario with the mod) as a Megaspider queen. She has crazy high mining and melee ability but sucks at literally everything else, and she's slow as molasses movement speed wise.

She burrows into a mountain side somewhere, can spawn (build) an egg. The egg hatches a day or so later as a basic labor spider. Great for cleaning, building, hauling. From there she or the labor spider can run around grabbing food either vegetation or meat from hunting.

Labor spiders are great for building a floor type, probably just an overlay for basic ground that just looks webbed up. I know they are supposedly not actually spider based but meh!

With some more food and probably some wood/minerals she can hatch another egg that will give you a soldier. Basic, straightforward, it's a soldier. It can haul, it can kill, it can probably rescue.

This is the basic premise. It'll still be RimWorld, but you'll have no allies. The idea is to build a large army and colonize your area of the RimWorld itself. The mod doesn't have to be friendly to weaker computers, I'd personally laugh at the idea of having 50+ little bugs running around doing tasks.

For the more adventurous modders here are some fun requests:

1. Add branching types of spiders. Worker spiders that can evolve into specialized branches of labor like growing and cutting, building, mining, speedy hauling ones, soldiers that are tanky with minimal attack ability, sniping soldiers, etc.

2. Buildings! Go nuts. Adds walls of glued together stones! Labor buildings that you can park bugs at like the mining drill in Vanilla? Of course that would be awesome!

3. Larvae form. Bugs actually have to be cultivated properly!

4. Brain bug, getting to the darker side of things. Got a prisoner that was unlucky enough to survive? A quick bit of brain surgery and you now have a suicide colonist to play with who has no complaints or feelings.
#212
Would hate for this thread to devolve past being civil... Just saying...

Past that I am confused James, I am a member of the Discord and did indeed watch these ideas come to thought so close to you releasing them. While I personally don't care as it's not technically written in stone that you can't just pluck ideas and make them it does kind of hit that dick move locale if you're using ideas someone else came up with publicly and you couldn't even be bothered to give a "inspired by USER" credit somewhere.

Please clear some of this info up. Again, by forum rules you're not breaking any rules or anything so feel free to say what you will, I won't be punishing anybody unless we get a small flamewar started in here; I am just curious as to this really shady timeframe of yours.
#213
General Discussion / Re: Charge rifles are too common
September 28, 2016, 01:28:34 AM
How about everyone just chill out before I start passing around punishment? ¯\_(ツ)_/¯
#214
Ideas / Re: Parental control mode?
September 24, 2016, 02:31:36 PM
Ooof, and here I am playing games like GTA and State of Emergency at the age of 7ish.

Can't imagine there will ever be a safe for kids version of RimWorld without it just being a mod overhaul.
#215
Mods / Re: [Suggestion/Request] Playable canine faction
September 24, 2016, 01:50:59 PM
He's not breaking any rules.
#216
Off-Topic / Re: Count to 9000 before Tynan posts!
September 13, 2016, 10:50:11 AM
4237

You're all goofy looking and need more bionics.
#217
General Discussion / Re: Are wargs worth it?
September 09, 2016, 11:12:29 AM
To be fair Wargs are only worth it if you have a psychopathic/cannibal butcher. Butcher the corpses, keep it fed, rinse and repeat; otherwise they tend to just be more hassle than they are worth.

It's like bears. Bears are neat, bears are fun, bears have a high chance of slapping you upside the head because you tried to feed it.
#218
Mods / [Mod Request] Cryptocurrency Systems
September 07, 2016, 01:06:13 PM
Okay so I know it's a bit odd to post a mod request for something so silly but I am in need of a modder who wants to take a crack at making fully functional cryptocurrency systems to RimWorld.

Now what I mean by this is adding in the hardware, the currency generation, scaling upgrades and tech, research, whole 9 yards.

We can build advanced machinary after basic research done by sitting at a table for a week, I'm pretty sure being able to craft a really low grade computer to slowly mine for Bitcoins isn't too out of the scope of RW lore and slapping some steel and components early on seems rather doable.

So some side ideas:

This mod should expand as the player plays for longer. A colony should be able to upgrade slowly over time to keep up with needs, meaning if I start with a potatoe computer shortly after crashing, by the time I'm five years in having a dedicated cooled server building shouldn't be that surprising.

If you have a rough idea of making something in game modular why not sit down and make a bunch of computer options? Take a basic computer, spend time upgrading it with new parts, eventually throw that out for a nicer and newer computer.

Feel free to sneak in varying cryptocurrencies. Want to mine basic bitcoins that take forever but have a high payout? Having fun with a bunch of low end computers? Why not mine some Dogecoin? You'll have thousands of Dogecoin worth a total of four silver in a day if you're lucky! Etc etc.

Heating, mining is a hot process with PC and server based operations; do your research and you'll see what I mean. If you have one computer mining that's okay, should be fine. You suddenly have a small room with seven or eight computers mining at the same time expect hell to break loose heating and electric wise.

If you know how to make the value of something change please feel free to introduce varying values for the coins themselves. Maybe Bitcoin will rise today in value, oops nope it dropped! Well I'll sell them later!

If you really want to be fancy about it maybe introduce an option for ordering with coins; would open a shop tab and you'll get a delivery of whatever option as long as you pay for it with your currency. Could easily tie this into a trading system for the coins to silver as well.


Just some thoughts, I'd personally love to see a nice geeky mod to work with as a side distraction while my colonists are off doing their thing. Mining is mostly automated once it gets started up so place and forget... until your computer bursts into flames...

If you need an artist or two just let me know, I have a few who owe me favors.

#219
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 06, 2016, 11:19:56 AM
All posts asking about when the update is, referencing the update, or just being a general nuisance past this post will be looking at some problems coming down from me. Leave the team alone, stop asking and begging etc about when the update will be and move on with your lives.

Seriously though, I'm getting annoyed with the problems here. Give them space to work, the thread will be updated when they get it done.
#220
General Discussion / Re: Is Ludeon Studios ONLY Tynan?
September 04, 2016, 06:32:13 PM
And remember kids, Milon is a huuuuuuuuuge nerd!
#221
Outdated / Re: [A14] Community Core Library v0.14.3.1
August 31, 2016, 07:49:21 PM
How about all of you morons stop arguing and pestering 1000101 before I start passing out bans. Trust me, I'm the fun admin, I'll see most of you out for a week and I won't even bat a friggen eye.

Now shut up and wait it out, all of you.
#222
Just gonna bump the thread so hopefully more artists take notice... <3
#223
I don't know who the hell you are but I love you and the modding slack would love to have you! Do you mind if we throw you an invite? I'd just need your permission to forward your email to one of our Slack mods.
#224
General Discussion / Re: Another topic about scars
August 24, 2016, 04:06:28 PM
Quote from: cultist on August 24, 2016, 02:45:45 PM
Quote from: PotatoeTater on August 24, 2016, 01:13:50 PM
and then another huge one on my head from an ice accident.

I'm curious, what exactly is an "ice accident"?

Ramsi too is interested in wtf you did with ice accidentally.
#225
TOPIC HAS BEEN LOCKED! PLEASE GO HERE FOR THE UP TO DATE THREAD https://ludeon.com/forums/index.php?topic=24578.0