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Messages - AnActualDuck

#16
I made a really nice chapel/wedding spot but the game designates it just as "Room," and there is no real benefit to it's existence like other rooms give. I can't find any mods that even slightly tackle the idea of adding room types to the game that effect pawn mood. I could see a chapel being used for pawns that pray and for weddings, giving the usual mood boost for having a beautiful room. I'm sure there are other room types that could have various benefits as well (art gallery comes to mind for colonists that want to view art recreationally).

If you know of anything like this let me know! Thanks!
#17
Sorry but I said I've looked:

Quote from: AnActualDuck on February 29, 2020, 03:05:12 PM
There are mods I've come across that do add more ores and even alloys but nothing I've found does quite what I'm looking for. Anyway, let me know if you have any mod suggestions for me, also let me know what you think of my idea, thanks!

While I appreciate the mod suggestions, the snarky comment about looking and searching more makes it seem like you didn't even bother reading everything I wrote, which makes your comment a little hypocritical. Also, "Do it yourself," in response to someone sharing an idea with the forums doesn't feel necessary either. Not sure if you're just trying to get a rise out of me but I've been under the impression that the rimworld community is friendly.
#18
I've always found it odd that you can mine steel, plasteel, and compact machinery since those aren't exactly natural elements. I guess since there was a past civilization it kinda makes sense that those are remnants but it's still a little odd having it as the primary planetary resources. Personally, I'd change resources that would be man-made to smaller, rarer deposits, which would be happy bonuses you may find while mining. Instead, raw resources that are used to make those alloys and machinery should be the primary resources you find while mining.

Allow me to give some details to flesh this out a bit. First, I'd make iron the most commonly found ore. I'd then require a blast furnace be made from stone. A combination of iron and wood burned in the blast furnace would make steel (iron + carbon = steel). I'd make plasteel an alloy that could also be made in the furnace by combing steel with another ore, (uranium, maybe?).

I'd change components from two tiers to three tiers; basic, advanced, and an unnamed third tier (something like micro-processing). Tech in the game could then be modified slightly to support the three tiers, basic being very early machines, advanced for mid game, and third tier for bionics and late game stuff. This separation of components in to three tiers will be necessary

Now that basic components are only used for the very early game stuff they could be made at any crafting station using just steel (after being researched). Advanced components would require a workbench to be made and the recipe would be steel and electrum. Electrum is an alloy of silver and gold and would be made in the blast furnace. Micro components could use electrum, steel, and plasteel to make and would need the advanced workstation. The component specific workstation (Fabrication bench) would be changed to accommodate bulk crafting of components rather than being specifically needed to make components.

That's the overview of my idea, if you feel like it has holes or something is lacking I assure you I've likely considered it, I just don't want to write a novel on here with every detail. This makes the world feel slightly more real and tech progression a little more natural than just digging up alloys and machinery without any of their raw materials also existing naturally. There are mods I've come across that do add more ores and even alloys but nothing I've found does quite what I'm looking for. Anyway, let me know if you have any mod suggestions for me, also let me know what you think of my idea, thanks!
#19
Ideas / Sailing the seas and pirates
November 23, 2019, 09:57:50 AM
Being able to have your caravans build a boat and set sail would be a neat addition as well as adding what I think would be some fun new map encounters and events. All that it'd require is for you to send a caravan out with proper resources (wood, steel, cloth) and when next to a water tile you'd get an icon that'd say, "Build a boat." At which point the caravan would get a progress meter and assuming you gave them enough food they'll put together a boat in a few days time.

Events that could show up that would prompt you to head out on to the water could be ship wrecks with potential survivors/loot, sunken treasures, and distress calls on the radio. While sailing you could potentially encounter pirates on your way or at the event, and unique diseases and statuses like scurvy and sea sickness could occur. The map that generates for combat encounters would be two ships with planks connecting them, each with cannons(mortars) that can be manned.

If nothing else I think it would make maps with multiple continents more reasonable and interesting to play on and added variety of events is always welcome
#20
Releases / Re: [1.0] Zetrith's Multiplayer
February 04, 2019, 01:36:07 PM
Quote from: Zetrith on February 04, 2019, 09:32:38 AM
Quote from: AnActualDuck on February 03, 2019, 11:05:46 PM
Awesome mod, having a lot of fun with it with friends, however I seem to not be getting many raids. I turned the game difficulty up to savage and things still feel really easy. Is this an issue anyone else has run in to? I am using mods so it could be something else causing the issue, but they are all mods that are listed as working, and mods I would use in single player.

Regardless, it's still fun playing a casual game with friends
Are you playing with multiple settlements?

Same map one settlement
#21
Releases / Re: [1.0] Zetrith's Multiplayer
February 03, 2019, 11:05:46 PM
Awesome mod, having a lot of fun with it with friends, however I seem to not be getting many raids. I turned the game difficulty up to savage and things still feel really easy. Is this an issue anyone else has run in to? I am using mods so it could be something else causing the issue, but they are all mods that are listed as working, and mods I would use in single player.

Regardless, it's still fun playing a casual game with friends
#22
Ideas / Re: Your Cheapest Ideas
December 03, 2018, 04:49:36 PM
Thrumbo Lure

One use item that immediately causes a Thrumbo event. Can't be made, only received via quests.
#23
Mods / Thrumo Lure
December 03, 2018, 04:49:07 PM
One use item that immediately causes a Thrumbo event. Can't be made, only received via quests.

Seems like an easy enough thing to make so uh... Get on that
#24
I just had a person in my caravan come down with the plague when I realized I had no competent doctors in the group. I was, however, right next to a allied colony. I think it'd make sense if you could stop at an allied colony and request medical aid and receive treatment to any sick or wounded. A fee could be associated with it, the menu could pop up with each colonist and a calculated amount of silver to treat them based on their ailments.
#25
Mods / [Idea] Animal armor
November 30, 2018, 09:48:06 PM
I really like the "A dog says..." mod and think it'd be cool if animals could be outfitted with armor as well. I guess this might be slightly more complicated to implement since animals don't have any sort of "outfit" options. But something as simple as small, medium, and large animal armor (for different animal types) in tiers (metal/fabric type) would be cool.
#26
Ideas / Re: Your Cheapest Ideas
November 27, 2018, 11:45:02 AM
Animal traders. I'd like to see more animals in trade, an exclusive merchant type for them would be nice. Maybe something like "A farmer from X village is visiting" and they come with a variety of animals and produce to trade.
#27
Mods / [Request] Mood sliders for meal assignment
November 22, 2018, 09:12:28 PM
I'd really like to be able to set my colonists to only eat lavish meals if they are below a certain mood instead of all the time. Feels like with the addition of meal assignments there is definitely some opportunity here to expand on it.
#28
Ideas / Re: Your Cheapest Ideas
November 19, 2018, 05:37:17 PM
Pregnant animals should be worth more by 50% of the value of a newborn of that particular animal.
#29
Mods / Re: [MOD REQUEST] Old deadfall traps
November 13, 2018, 08:59:21 PM
Quote from: 5thHorseman on November 13, 2018, 08:47:30 PM
Quote from: AnActualDuck on November 13, 2018, 07:43:21 PM
I'd like to see a middle ground if that were an option, a trap with a chance of breaking. Preferably a chance of breaking that increases with each use but the easier way would be a trap that just had a static 10% chance of breaking or something. That's what seems reasonable to me, anyway. Anyway, not to butt in on your request, just something I've always thought felt more appropriate.
Oooh I like. Maybe:

If the trap does not kill the target, it breaks.
If it does kill the target, it has a chance to break that is (damage needed to kill)/(damage the trap could deal total).
So a rabbit in a plasteel trap won't be such a huge terrible thing. Sometimes :D

Clever, would probably take a little more effort to program it if I had to guess (but I'm a dummy) but it'd be nice to see traps that broke/reacted based on results. Heck, imagine if we could dictate based on weight? Took down a bear? K it broke doing so. A rabbit? Ha! I think it's head is still around here somewhere...
#30
This mod would add an even, "Join the Dark Side," and upon attending will always result in setting the pirate band to a neutral 0, and all other factions to -100 hostile and unchangeable unless you complete the opposite quest of "Join the Light Side"

Here are a few ways I could see this changing gameplay:
New Quests such as;
  - Assist us with this raid (We're planning a raid, you want in?)
  - Prisoner Exchange (We've got this prisoner and are in need of X, care to trade? Meet us here)
  - Caravan Ambush (We've got word a caravan will be passing through x spot on x day, meet us there)
  - Fencing (We just stole X, Y, and Z and need a place to offload it, interested in it for X Silver?)
  - Slave Trade (We are in desperate need of X labor, got anyone you can spare for X silver per level?)
Aside from some unique quests there should also be some benefits to doing this. A few thoughts I had were allied pirates are more likely to show up to assist you. Allied pirates cost silver, but not goodwill, to request aid. Pirate traders are cheaper than regular traders because it's mostly stolen goods anyway. Pirate traders don't do different kinds of caravans, instead doing extra large caravans that cater to everything.

The down side of this should be clear, more negative factions equals more raids against you, less trading opportunities, more ambushes to caravans, and maybe even less trade ships (can't decide if that's going too far). Got to make sure there are consequences, though, right?

Anyway, if no one out there could actually make this mod, I hope some of you at least enjoy the idea of it, I think it sounds fun anyways. And if you do think it sounds fun please let me know what you would add or change to my original idea. Even if it doesn't get made it's always fun to hear all your creative ideas.