Meal Synthensizer not working currently
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.
#107
Unfinished / Re: [A16][WIP] Advanced Robotics: A New Era
January 25, 2017, 03:13:51 PM
Whats changed?
#108
Unfinished / Re: [A16][WIP] Advanced Robotics: A New Era
January 25, 2017, 09:20:09 AM
Amazing potential mod abandoned -100 mood
Self-Harm state initiated.
Self-Harm state initiated.
#109
Unfinished / Re: [A16] [WIP] Warhammer 40k Corruption
January 25, 2017, 09:17:26 AM
By the Emperor, thats amazing! maybe you could include a feature that allows us to be appointed governors of our rimworld when we're recognized by the Imperium? allowing us to request Imperial platoons to patrol the planet, set up forward bases, while increasing the chance of our rimworld getting attacked by chaos forces, tau or dark eldar? or maybe, you could allow to us build a foundry world for the Mechanicus, allowing our faction to become Magos members of the Adeptus Mechanicus and receive techpriests, menials and servitors to help us prosper, skitarii units to help in defense
I like your vision of the mod, what I was getting at, perhaps releasing Warp magic as a standalone mod at some point, or faction parts, like Adeptus Mechanicus armor and weapons and servitor bots.
What are you planning with warp magic? do you plan to add more types of spells, perhaps better ways to cast spells instead of using a staff to focus, you get a new tab to show your magical talents? Oh.. when AI learn to use warp magic.. I know this might not be a priority, but do you plan Space Marine chapters too? Hmmm, minotaurs.
I like your vision of the mod, what I was getting at, perhaps releasing Warp magic as a standalone mod at some point, or faction parts, like Adeptus Mechanicus armor and weapons and servitor bots.
What are you planning with warp magic? do you plan to add more types of spells, perhaps better ways to cast spells instead of using a staff to focus, you get a new tab to show your magical talents? Oh.. when AI learn to use warp magic.. I know this might not be a priority, but do you plan Space Marine chapters too? Hmmm, minotaurs.
#110
Unfinished / Re: [A16][WIP] Advanced Robotics: A New Era
January 24, 2017, 12:50:33 PM
Well.. thats very bad
#111
Unfinished / Re: [A16][WIP] Alchemy+Poisoncraft - and more
January 24, 2017, 09:55:30 AM
How are you planning to make these undead minions a little different than actual animals? because I don't really encoura the handling skill to be used at all. Also, how will they have the ability to clean, grow crops, combat enemy pawns? I think you should look at Mipens droid scripts, I the droids all had very specific set of functions. I'm more than a bit confused though, how could animals replace pawns? interesting.
#112
Unfinished / Re: [A16][WIP] Alchemy+Poisoncraft - and more
January 24, 2017, 12:51:40 AM
Ah, also... I forgot something critical about the rituals of binding and reanimation. Pawn blood, your blood more precisely, the reanimator need to donate a portion of his own blood in order to control the undead, or they will just frenzy when they rise again, this could be optional though, I'd understand if people only want to let loose the mortus of war, leave those zombies and skellies just kill and unlive at their own accord. Probably very hostile to the colony for denying their "rest-in-peace"... Hmm... rest in peace. Maybe undead could be set as traps as well, placing graveyards around like cryosleep sarcophagi, when enemies are nearby, they rise from their tombs and kill. Grab their legs xD
#113
Unfinished / Re: [A16][WIP] Alchemy+Poisoncraft - and more
January 24, 2017, 12:37:42 AM
Thats a huge skeleton, but yeah they do, they look awesome
All these ideas are thought with balance, we're just scratching the surface here, storms could be a bit rare, you could make new reagents that require it to be taken while specimens are alive, live hearts for instance, to mutate bodyparts they need to be "living" hahaha, mutagenic compounds made from uranium and neutronium with a (custom ingredient) for a certain effect, undead can be quite smelly, infact.. I can't bear the stench of animal carcasses, humanoid carcasses can be quite... unpleasant to the uinitiated, mutant limbs are quite dangerous due to their toxicity level (toxic levels can make limbs fall apart or kill the pawn mastercrafted mutant glyph-tattoo limbs are immune to toxins), more dangerous than drugs and yet more rewarding and cool than implants, I believe zombies can be given rotting skins that are ingame, as a start at least, so thats already 50% completion on zeds, there are skeleton variants when they fully decompose too, man... this is quite a awesome mod. I can see it, balance has to be the core of it, while implementing the ideas you've chosen to include.
Skeletons could require periodic repairs and well.. not smell too bad. They do not require food.
Zombies need to feed, and they eat only meat, corpses and brainzzzzz, no meal or plants, plants are yucky, zombies could be quite slow, could be upgraded with mutated limbs to be faster, zombies could be like animals, need to be trained in order to be controlled, higher reanimated zombies, shall we can them thralls? could be directly controlled as full colonists, perhaps. But not counting as living colonists as the storytellers would do anything to kill them if they go over the capacity
New ingredients could include blood that is extracted from meats, sutures from leathers, bones and skulls, there could be differences between zombies you reanimated from corpses and zombies you stiched together using several bodyparts.
Researching necromancy can have serious mental mood debuffs, such as sanity loss, bloodlust beserk. Perhaps necromancy could have a hidden skill set that pawns increase overtime as their experience grows
reanimated animals could have a higher chance to go frenzy if not feed decently, chewing on the brains of their former masters, zombies could do several multitasking works, such as mining, growing, hauling, but they are incapable of cleaning and they generate a lot of "filth", that can attract plagues and predators and absolutely destroy beauty in home locations, and they could moan and grunt a lot too, perhaps they could also require... repairs once in a while? I mean.. they're undead.. they can fall apart, lose bodyparts unless they are salted or mutated.
Mutants can be quite powerful, but are the drawbacks worth it? dying or losing bodyparts if their toxic levels go beyond body limitation, certain mutated limbs that grant special abilities like regeneration could take 3 or 4 bodyparts, or give a rapid metabolism making pawns hunger very fast.
Perhaps we could also create a new faction to fight against or ally, the plaguedoctors, making them have powerful necromantic artifacts and servants, and a lot of poison weaponry and some high level plaguedocs could have mutant limbs making them quite powerful, plaguedoctors care only to experiment corpses (making it their currency, why they need silver?), they're... very hostile. Unless player-colony also is a necromancer. frankly, we're probably going to be hated by everyone anyway. So having at least one faction at our side could be beneficial.
All these ideas are thought with balance, we're just scratching the surface here, storms could be a bit rare, you could make new reagents that require it to be taken while specimens are alive, live hearts for instance, to mutate bodyparts they need to be "living" hahaha, mutagenic compounds made from uranium and neutronium with a (custom ingredient) for a certain effect, undead can be quite smelly, infact.. I can't bear the stench of animal carcasses, humanoid carcasses can be quite... unpleasant to the uinitiated, mutant limbs are quite dangerous due to their toxicity level (toxic levels can make limbs fall apart or kill the pawn mastercrafted mutant glyph-tattoo limbs are immune to toxins), more dangerous than drugs and yet more rewarding and cool than implants, I believe zombies can be given rotting skins that are ingame, as a start at least, so thats already 50% completion on zeds, there are skeleton variants when they fully decompose too, man... this is quite a awesome mod. I can see it, balance has to be the core of it, while implementing the ideas you've chosen to include.
Skeletons could require periodic repairs and well.. not smell too bad. They do not require food.
Zombies need to feed, and they eat only meat, corpses and brainzzzzz, no meal or plants, plants are yucky, zombies could be quite slow, could be upgraded with mutated limbs to be faster, zombies could be like animals, need to be trained in order to be controlled, higher reanimated zombies, shall we can them thralls? could be directly controlled as full colonists, perhaps. But not counting as living colonists as the storytellers would do anything to kill them if they go over the capacity
New ingredients could include blood that is extracted from meats, sutures from leathers, bones and skulls, there could be differences between zombies you reanimated from corpses and zombies you stiched together using several bodyparts.
Researching necromancy can have serious mental mood debuffs, such as sanity loss, bloodlust beserk. Perhaps necromancy could have a hidden skill set that pawns increase overtime as their experience grows
reanimated animals could have a higher chance to go frenzy if not feed decently, chewing on the brains of their former masters, zombies could do several multitasking works, such as mining, growing, hauling, but they are incapable of cleaning and they generate a lot of "filth", that can attract plagues and predators and absolutely destroy beauty in home locations, and they could moan and grunt a lot too, perhaps they could also require... repairs once in a while? I mean.. they're undead.. they can fall apart, lose bodyparts unless they are salted or mutated.
Mutants can be quite powerful, but are the drawbacks worth it? dying or losing bodyparts if their toxic levels go beyond body limitation, certain mutated limbs that grant special abilities like regeneration could take 3 or 4 bodyparts, or give a rapid metabolism making pawns hunger very fast.
Perhaps we could also create a new faction to fight against or ally, the plaguedoctors, making them have powerful necromantic artifacts and servants, and a lot of poison weaponry and some high level plaguedocs could have mutant limbs making them quite powerful, plaguedoctors care only to experiment corpses (making it their currency, why they need silver?), they're... very hostile. Unless player-colony also is a necromancer. frankly, we're probably going to be hated by everyone anyway. So having at least one faction at our side could be beneficial.
#114
Unfinished / Re: [A16][WIP] Persistent Worlds [7.1.17 AEST][Features updated]
January 23, 2017, 09:22:56 PM
Your work is commendable, I hated how the development decided to cut out world generation like it used to be, I loved reusing my worlds, now.. having to generate a new world each time is so annoying, but hey, persistent worlds fixed this, incredible work!
#115
Unfinished / Re: [A16][WIP] Alchemy+Poisoncraft - and more
January 23, 2017, 09:08:47 PM
Zombies could go a whole frankenstein route, if a compatibility patch is made for EPOE, allowing us to harvest limbs, we can re attach these limbs, yeah sure, dead bodies aren't very harvestable, but the dissection table is there for that matter, a new bill can be made for "Salvage useful bits", allowing pawns to get... somewhat "working" limbs, from humanoids and animals, unlike skeleton automatons, zombies can be re-constructed after being utterly destroyed by something, shots to the head still being fatal, they are quite more resistant than the spooky skellies and with great skill, a reanimator could *teach*, zombies to use handguns, ranged weapons, also equip them with certain armors (nazi mods ahoy), coat them in salts for varying effects, poison attacks, zombify bite abilites allowing zombies to create more zombies, and feast... allowing zombies to regenerate un-health by consuming corpses
Bathing zombies in salt and wrapping them in cloth could also make a very resistant zombie/mummified mummy
Undead Animals are very simple, re attach lost appendages, suture and reanimate till dust. Best mens friend can be a friend forever naw :3 (probably reworking this theory)
Mutants could be made from living pawns, mutations could potentially replace "cybernetics", implants, allowing for more varied effects, stuff like giving poison claws, regeneration, resistant flesh, zombifying bite/touch, plague nails, with a witcher-esque toxicity, if a pawn has too many mutations it could die, or lose entire body parts, limbs making these parts unsalvageable, create mindless lobotomite mutants by cutting their brain and putting a tesla coil inside, giving these mutant lobotomites a 100+ positive mood at the expense of their individuality. Removing them from the colonists pool, while they still retain a small fraction of their former skills/abilities, but hey.. loyal brainless minions, who can argue now? certainly not them, sycophant followers
Reanimation is tricky, you need a bunch of reagents/mutation compounds to reanimate simple and advanced corpses, but also.. lightning, to do so, we need to attract storms, or research a ultra tier tesla coil turret/tower. Lets focus on the storms first, by building lightning attracting conduits around reanimation circles about 20x20 sizes we can harness the power from the sky and use it to reanimate corpses and provide a tiny bit of Power to batteries, Tesla coil turrets harness lightning stored in batteries to reanimate prepared corpses or as a defense mechanism against intruders, effigies are reanimated undead creatures made into grotesque turrets that can be infused with flame/poison ranged attacks, and increase beauty for cannibals and psycopaths.
Oh by the way, poison pool traps, poisoned slime monsters you can create to attack and eat anything, flying evil skulls that shoot lightning. There is so much more, I will unearth the arcana and bring the lore to you.
Bathing zombies in salt and wrapping them in cloth could also make a very resistant zombie/mummified mummy
Undead Animals are very simple, re attach lost appendages, suture and reanimate till dust. Best mens friend can be a friend forever naw :3 (probably reworking this theory)
Mutants could be made from living pawns, mutations could potentially replace "cybernetics", implants, allowing for more varied effects, stuff like giving poison claws, regeneration, resistant flesh, zombifying bite/touch, plague nails, with a witcher-esque toxicity, if a pawn has too many mutations it could die, or lose entire body parts, limbs making these parts unsalvageable, create mindless lobotomite mutants by cutting their brain and putting a tesla coil inside, giving these mutant lobotomites a 100+ positive mood at the expense of their individuality. Removing them from the colonists pool, while they still retain a small fraction of their former skills/abilities, but hey.. loyal brainless minions, who can argue now? certainly not them, sycophant followers

Reanimation is tricky, you need a bunch of reagents/mutation compounds to reanimate simple and advanced corpses, but also.. lightning, to do so, we need to attract storms, or research a ultra tier tesla coil turret/tower. Lets focus on the storms first, by building lightning attracting conduits around reanimation circles about 20x20 sizes we can harness the power from the sky and use it to reanimate corpses and provide a tiny bit of Power to batteries, Tesla coil turrets harness lightning stored in batteries to reanimate prepared corpses or as a defense mechanism against intruders, effigies are reanimated undead creatures made into grotesque turrets that can be infused with flame/poison ranged attacks, and increase beauty for cannibals and psycopaths.
Oh by the way, poison pool traps, poisoned slime monsters you can create to attack and eat anything, flying evil skulls that shoot lightning. There is so much more, I will unearth the arcana and bring the lore to you.
#116
Unfinished / Re: [A16][WIP] Alchemy+Poisoncraft - and more
January 23, 2017, 08:41:18 PM
Thank you so much, I'm happy to help in anyway I can, say.. for necromancy, undead pawns would work marvelously well since you already going to have lots of dead bodies, therefore I propose the following:
Skeleton Automatons: Skin/flesh/leather need to be cut off, there are very easy methods to do so, you can allow corpses to take a bath in the sun, rotting away, or build a "Dissection" table, unlike the butchering table, the dissection will allow pawns to pull the peel from the meat and flesh (the meat can still be used though, for food, stew, poison), and leave only the bones/skull, useful for the furniture and reanimation processes, skeletons will need catgut sutures that can be crafted from leather/skins intact sections of bones and thin plastic-compound film to animate the bones from and a psychoid leaves infused skull, for reasons... they are very cheap and always smiling though, can't do anything ranged or chores other than haul and clean, in combat they are quite pathetic, blunt damage is fatal, but they are very resistant to certain types of projectives and cutting damage does only half damage.
I feel inclined to project these zombies, undead hounds/beasts, effigies that shoot poison and can be used as turrets/decoration, mutant pawns you can infuse with varying effects, skelly animals, that dream of making a zombie nazi army of black science.
I'm going to brainwave a little more and come back with more interesting proposals for the latter.
PS: by the way https://www.youtube.com/watch?v=q6-ZGAGcJrk
Skeleton Automatons: Skin/flesh/leather need to be cut off, there are very easy methods to do so, you can allow corpses to take a bath in the sun, rotting away, or build a "Dissection" table, unlike the butchering table, the dissection will allow pawns to pull the peel from the meat and flesh (the meat can still be used though, for food, stew, poison), and leave only the bones/skull, useful for the furniture and reanimation processes, skeletons will need catgut sutures that can be crafted from leather/skins intact sections of bones and thin plastic-compound film to animate the bones from and a psychoid leaves infused skull, for reasons... they are very cheap and always smiling though, can't do anything ranged or chores other than haul and clean, in combat they are quite pathetic, blunt damage is fatal, but they are very resistant to certain types of projectives and cutting damage does only half damage.
I feel inclined to project these zombies, undead hounds/beasts, effigies that shoot poison and can be used as turrets/decoration, mutant pawns you can infuse with varying effects, skelly animals, that dream of making a zombie nazi army of black science.
I'm going to brainwave a little more and come back with more interesting proposals for the latter.
PS: by the way https://www.youtube.com/watch?v=q6-ZGAGcJrk
#117
Unfinished / Re: [A16] [WIP] Warhammer 40k Corruption
January 23, 2017, 12:27:55 PM
I don't mean to critize, however, have you ever considered making standalone mods? I absolutely LOVE warhammer lore, whether fantasy or 40k. But your conversion seems to tackle a lot of things rimworld itself has yet to do, like the servitors for example, the visible implants, thats how I thought implants would work in vanilla rimworld, the techpriests are amazing, and the warp magic is simply incredible work, I'm very curious to see how this mod will turn out to be, but I'd start with the Imperium/mechanicum first, you already have tau, eldar, chaos, the amount of work each demands has must be straining, why not do each at a time?
#118
Unfinished / Re: [A16][WIP] Alchemy+Poisoncraft - and more
January 23, 2017, 12:09:49 PM
Is that an attempt at necromancy? OH BOY, how much I want bone/skull furnitures THERE ARE NO MODS FOR IT, I feel that bones are left off, oh.. making zombie/skeleton slaves
#119
Unfinished / Re: Children and Pregnancy
January 21, 2017, 09:54:18 PM
I rather clone myself a hundred times and let 'em turn vat-grown adults than raising a child in rimworld. Perfect place to breed Sly Marbos rocket wielding 4 year old rambos. Man, I mean, I already got depressed when my labrador got eaten by a warg, imagine having a kid roaming around.. I.. guess thats just life.
Cant wait for cloning, vat-growing children, genetic tempering, perfect engineered mates and order 66 features.
Cant wait for cloning, vat-growing children, genetic tempering, perfect engineered mates and order 66 features.
#120
Unfinished / Re: [A16][WIP] Alchemy+Poisoncraft - and more
January 21, 2017, 09:41:27 PM
A cool, yet rare event you could make is turn a colonist into a statue of pure expensive gold that could be either desconstructed or sold, death by transmutation - "Touched by Midas",