have this mod, I can say this for some reason larger raids from these guys tend to end up with half their deaths being caused by that one guy with the minigun on their side. the friendly fire from these guys is just sad. seriously one had grenades (think they where from another mod) and they threw them and some how killed 3 of their own allies trying to kill my one melee guy with a shield belt.
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#1
Outdated / Re: [A17] Faction - War Mongrels (22/09/2017) Earlier Raid days
September 27, 2017, 09:42:54 PM #2
Ideas / Re: Frequent Suggestions Topic!
September 27, 2017, 09:36:31 PM
not sure things there are mods for are the same as things there are many suggestions for.
#3
Ideas / Re: IDEA: genemods
September 27, 2017, 09:35:29 PM
that is similar but different to the idea. that mod is larger in scope then this idea.
#4
Ideas / IDEA: genemods
September 27, 2017, 07:39:32 PM
Ok this may be a strange idea
Genetic modifications.
info: late game tech designed around modifying the body to better fit where you live.
item: genome tonics
lore: genome tonics are a mixture of drugs, nanobots and radioactive mutigins that can modify the body. these things can do anything from simple regrowing lost limbs or changing ones confortible areas to full body mutations. Though the mroe drastic of these are outlawed in pretty much anywhere that has laws because of the dangerous side effects that come with ones body being broken down and reworked by many different tools.
function: a surgery option thing that requires having one, genome tonics act as any surgery person lays on bed and the doctor does the opperation, the difference is these have between a 1 and 10 day activation time during which the person must be tended to or turn into a chroninburg like abomination that will kill anything it sees, or just burst into fire.
fail events
1. rampit mutation: pawn becomes a mess of muscle spikes and organs, attacks anything near it be it a pawn or wall, hard to take down. (this is the worst effect)
2. immolation: pawn explodes into a pool of fire and blood
3. [body part] failure: a limb or organ is broken down causing long term problems (can happen on a pass)
genome tonic light mods: low failure rate low use
1. improved eyesight: repairs damaged eyes gives a slight improvement
2. organ repair (repairs organ damage that can not normally be healed)
3. bone repair. (repairs shattered bones)
4. biological improvement temperature: allows confort in hot or cold areas depending on tonic.
5. biological improvement muscle: improves melee combat and grunt work tasks.
genome tonics moderate mods: moderate failure rate
1. hawk eyes: heavy vision improvement, also improves accuracy with guns
2. limb re grower: regrows any limbs while regrowing limbs subject will gain hunger at 200% rate.
genome tonics black market: have a high failure rate and some drasticly hurt a pawns social stuff (unless they have a trait from bellow).
1. reptilian cocktail: a mix of the DNA from several lizards; improves ones eyes, movement, hot temperature immunity, and muscles. also allows imobile pawns with this cocktail in their blood to turn invisible when immobile. is the first tonic to have drastic effects turning the pawn green or brown and changing them to look abit like the pawns from the argonian mod. (drasticly reduces social)
2. wolf blood cocktail: a genomne tonic made by some people whole liked the myth of the werewolf a bit to much, this tonic turns the pawn into a wolf human hybrid gaining some bonuses similar ot the reptilian cocktail this one improves several things at the cost of ones social improves movement, hauling, melee combat, and cold temperature handling. pawns turned grey with the wolf head added to them.
3. super soldier DXII: an illegal military genome tonic, created in an attempt to fight mechanoids this tonic makes its users the ultimate fighters, improving their accuracy, shooting, melee, the amount of damage they can take and even allowing them to regrow limbs on the field with out treatment. It comes at a cost though soldiers injected slowly lose what made them human and eventually go crazy shooting and killing anything they see this mental break tends to only last a few days before the soldier kills themselves generally by breaking their own neck. Though this can be prevented by continuous application of smokeleaf but even that may only delay the breakdown. (makes one incapable of social, dumb tasks, and intulectual tasks, seriously once this is given the pawn you give it to can only do combat and if they are not hunting or killing they are getting close to that break.)
4.hive parasites: while not a genome tonic in the classic sense this insectoid based genome tonic was an attempt to splice their DNA into human to allow for easy farming of the creatures while it worked with flying colors... when the injected survived the people injected started to become more and more erratic the farther they where from a hive and if there was not one in their care would kill with out care. that said the people injected could and would safely farm and care for these hives providing insect meat and jelly to their colonies or ships and would eventually "tame" the hives they have taken in preventing their spread and adding a few armored defenses to the colonies.
the main reason the hive parasites is an illegal genome tonic is do to what it does to the person injected while they will for the most part remain sane, though if administered to some one that can not find a hive they will go insane and even one wiht a hive will gradually move away from the colony they are in if not checked on regularly. the mental problems that comes with isolation caused this to be made illigal that and when people start looking like a bug others tend to just shoot them.
personality trait ideas.
furry
info: wants to leave their humanity behind and be something else, (is upset by butchering, slautering animials, and killing animals, gains a +20 happyness and a social boost if given any black market tonic but the super soldier one)
fears genome tonics
info: has seen a loved one die to a tonic will actively destroy the things if you get them. if you use one on these guys it will cause a mental break.
tonic damage(health): [body part] was permanently damaged by a genome tonic use of tonics will cause it to fail use of glitterworld medication can also cause it to fail.
note: this is just an off the wall set of suggestions. I do not know if they are good in fact I am betting that they may not be do to some things I wrote into the ideas. but hey best to post an idea and have it turn out bad then leave a possibly good idea to rot.
Genetic modifications.
info: late game tech designed around modifying the body to better fit where you live.
item: genome tonics
lore: genome tonics are a mixture of drugs, nanobots and radioactive mutigins that can modify the body. these things can do anything from simple regrowing lost limbs or changing ones confortible areas to full body mutations. Though the mroe drastic of these are outlawed in pretty much anywhere that has laws because of the dangerous side effects that come with ones body being broken down and reworked by many different tools.
function: a surgery option thing that requires having one, genome tonics act as any surgery person lays on bed and the doctor does the opperation, the difference is these have between a 1 and 10 day activation time during which the person must be tended to or turn into a chroninburg like abomination that will kill anything it sees, or just burst into fire.
fail events
1. rampit mutation: pawn becomes a mess of muscle spikes and organs, attacks anything near it be it a pawn or wall, hard to take down. (this is the worst effect)
2. immolation: pawn explodes into a pool of fire and blood
3. [body part] failure: a limb or organ is broken down causing long term problems (can happen on a pass)
genome tonic light mods: low failure rate low use
1. improved eyesight: repairs damaged eyes gives a slight improvement
2. organ repair (repairs organ damage that can not normally be healed)
3. bone repair. (repairs shattered bones)
4. biological improvement temperature: allows confort in hot or cold areas depending on tonic.
5. biological improvement muscle: improves melee combat and grunt work tasks.
genome tonics moderate mods: moderate failure rate
1. hawk eyes: heavy vision improvement, also improves accuracy with guns
2. limb re grower: regrows any limbs while regrowing limbs subject will gain hunger at 200% rate.
genome tonics black market: have a high failure rate and some drasticly hurt a pawns social stuff (unless they have a trait from bellow).
1. reptilian cocktail: a mix of the DNA from several lizards; improves ones eyes, movement, hot temperature immunity, and muscles. also allows imobile pawns with this cocktail in their blood to turn invisible when immobile. is the first tonic to have drastic effects turning the pawn green or brown and changing them to look abit like the pawns from the argonian mod. (drasticly reduces social)
2. wolf blood cocktail: a genomne tonic made by some people whole liked the myth of the werewolf a bit to much, this tonic turns the pawn into a wolf human hybrid gaining some bonuses similar ot the reptilian cocktail this one improves several things at the cost of ones social improves movement, hauling, melee combat, and cold temperature handling. pawns turned grey with the wolf head added to them.
3. super soldier DXII: an illegal military genome tonic, created in an attempt to fight mechanoids this tonic makes its users the ultimate fighters, improving their accuracy, shooting, melee, the amount of damage they can take and even allowing them to regrow limbs on the field with out treatment. It comes at a cost though soldiers injected slowly lose what made them human and eventually go crazy shooting and killing anything they see this mental break tends to only last a few days before the soldier kills themselves generally by breaking their own neck. Though this can be prevented by continuous application of smokeleaf but even that may only delay the breakdown. (makes one incapable of social, dumb tasks, and intulectual tasks, seriously once this is given the pawn you give it to can only do combat and if they are not hunting or killing they are getting close to that break.)
4.hive parasites: while not a genome tonic in the classic sense this insectoid based genome tonic was an attempt to splice their DNA into human to allow for easy farming of the creatures while it worked with flying colors... when the injected survived the people injected started to become more and more erratic the farther they where from a hive and if there was not one in their care would kill with out care. that said the people injected could and would safely farm and care for these hives providing insect meat and jelly to their colonies or ships and would eventually "tame" the hives they have taken in preventing their spread and adding a few armored defenses to the colonies.
the main reason the hive parasites is an illegal genome tonic is do to what it does to the person injected while they will for the most part remain sane, though if administered to some one that can not find a hive they will go insane and even one wiht a hive will gradually move away from the colony they are in if not checked on regularly. the mental problems that comes with isolation caused this to be made illigal that and when people start looking like a bug others tend to just shoot them.
personality trait ideas.
furry
info: wants to leave their humanity behind and be something else, (is upset by butchering, slautering animials, and killing animals, gains a +20 happyness and a social boost if given any black market tonic but the super soldier one)
fears genome tonics
info: has seen a loved one die to a tonic will actively destroy the things if you get them. if you use one on these guys it will cause a mental break.
tonic damage(health): [body part] was permanently damaged by a genome tonic use of tonics will cause it to fail use of glitterworld medication can also cause it to fail.
note: this is just an off the wall set of suggestions. I do not know if they are good in fact I am betting that they may not be do to some things I wrote into the ideas. but hey best to post an idea and have it turn out bad then leave a possibly good idea to rot.
#5
Ideas / Re: Suggestion: alien creatures for an alien world.
September 27, 2017, 06:57:34 PM
yeah they can all be man made and that is something I concidered when writing.
Also something I noticed about the lore, it often side steps aliens and alien creatures with out directly saying no it more implies that we just haven't run into truly alien things. and keep in mind what is one colonies aliens may be another colonies bio engineered pets.
Also something I noticed about the lore, it often side steps aliens and alien creatures with out directly saying no it more implies that we just haven't run into truly alien things. and keep in mind what is one colonies aliens may be another colonies bio engineered pets.
#6
Ideas / Re: Suggestion: alien creatures for an alien world.
September 26, 2017, 04:56:40 PM
@Dagaron you have soem good points.
1. its like silkworm silk, something that is not known for its protection but for its looks and confort. atleast that is the idea behind it.
1b. on them getting into stuff it wouldn't really be that hard especially if it acted like an infestation event, suddenly find out one of your batteries or multipul are infested with giant spiders.
2. less video gamey then you think, these things are like a hyper evolved Tasmanian devil, able to eat anything and willing ot eat anything. and for why they aim for the drops that is simple easier targets the easier the meal the less efort the predator has to put in for it.
2b. cause the point isn't to make a proffit from the stuff and instead use it. which is why the items you complained about are worth less. (that is just gameplay balance)
3. not really on the lovecraft mod I have it installed and no creature is like what I am discribing most are just bigger monsters or more danagerous creatures not really game play changers.
4. I was only describing the weakest group of the animals larger groups could spawn and be a real threat to any farms, walled in or not. the idea is that what I described would be the weakest way these things attack, but stronger ones will "raid" your farms with more of the squirrels and in late game maybe even by using their nest as a sort of trogin horse letting you think you cleared it only for them to burst out after haulling it to your dumping area.
1. its like silkworm silk, something that is not known for its protection but for its looks and confort. atleast that is the idea behind it.
1b. on them getting into stuff it wouldn't really be that hard especially if it acted like an infestation event, suddenly find out one of your batteries or multipul are infested with giant spiders.
2. less video gamey then you think, these things are like a hyper evolved Tasmanian devil, able to eat anything and willing ot eat anything. and for why they aim for the drops that is simple easier targets the easier the meal the less efort the predator has to put in for it.
2b. cause the point isn't to make a proffit from the stuff and instead use it. which is why the items you complained about are worth less. (that is just gameplay balance)
3. not really on the lovecraft mod I have it installed and no creature is like what I am discribing most are just bigger monsters or more danagerous creatures not really game play changers.
4. I was only describing the weakest group of the animals larger groups could spawn and be a real threat to any farms, walled in or not. the idea is that what I described would be the weakest way these things attack, but stronger ones will "raid" your farms with more of the squirrels and in late game maybe even by using their nest as a sort of trogin horse letting you think you cleared it only for them to burst out after haulling it to your dumping area.
#7
Ideas / Re: Your Cheapest Ideas
September 25, 2017, 07:08:45 PM
my small ideas
1.kindling tile: tile that costs hay and wood, easily lit on fire can burn for a day and a half good temporary defense. (would require molotovs or other burn items)
2. small bonded pets sleep on bed with owner
3. infestation beacon: a small beacon bough a a trader when placed will cause an infestation next to it. (I had an insect farm once do to an infestation and it was nice.)
boarder road: tag an area for road construction between you and an ally causes alows for easier trading, warning raiders may attack from road. (might not be an easy idea)
1.kindling tile: tile that costs hay and wood, easily lit on fire can burn for a day and a half good temporary defense. (would require molotovs or other burn items)
2. small bonded pets sleep on bed with owner
3. infestation beacon: a small beacon bough a a trader when placed will cause an infestation next to it. (I had an insect farm once do to an infestation and it was nice.)
boarder road: tag an area for road construction between you and an ally causes alows for easier trading, warning raiders may attack from road. (might not be an easy idea)
#8
Ideas / Re: Pests should be more. . . pest-like.
September 25, 2017, 06:46:06 PM
need this, the pests are just well annoying and once you get a wall built not a threat.... or tame a cobra.
#9
Ideas / Suggestion: alien creatures for an alien world.
September 25, 2017, 05:28:43 PM
Think it is strange that the most alien thing on the rimworld is the robots and explosive animals so this post has some ideas for alien creatures with some strange quirks.(note poster is not mentally stable so sorry about spelling grammar and the fact atleast one of these is really freaking strange in advance).
Ok first off I have 70+ hours in this game but I still do not really understand the lore but that is more the fact that I am slow then anything. So sorry if any ideas are well out there.
CREATURE IDEA ONE: Tranchalar
discription: a large ten legged spider like creature tranchalars look like what would happen if some one crossed a geko with a wolf spider. these spider like creatures are about the size of a small dog with the intelligence to match. (smart enough to do the first 3 things on training)
behavior: tranchalars, like dark and dry locations a lot, and seem to be attracted to exposed electronics and wires as such they will try and make their nests close to your electrical and at worse may even nest in batteries, and solar generators so watch out. their main diet is small mamals like rats and squirls but they will also go after creatures their size if they are starving.
threat: pest to electrical, these things will actively flee from your pawns and larger animals but they tend to nest near ellectronics creating webs that will eventually lower the effecency of the items intangled with a battery for example going from 50% to 25% if one makes its nest inside. that said you can farm these things for silk which is a high value cloth though not really that good for protection of any type.
produce: silk (harvested like milk), eggs (eaten raw acts like a simple meal, cooked as meat), web silk (gained by cleaning out a nest from ellectronics not as high value as silk but easier to get), insect meat, chitin(can be used to make armor)
IDEA TWO: Scraphound
description: like a cross between a rabid honey badger and a cat, these things are a small but extremely dangerous creature which seems to have evolved to take advantage of crashed ships and supply pods.
behavior: these things can eat steal and pretty much anything. similar to the beaver problem these things may spawn in groups on the map and will make a beeline towards any supply pods, or escape pods that drop. eating what ever is dropped be it flesh or metal. so take these out quickly or watch what maybe a much needed supply get ripped apart.
behavior tamed: taming these is near impossible with a 75% chance to attack but if you tame one they make really good guard things as they are fast enough to out run pretty much everything and are smart enough to zig zag and take cover when the enemy has a gun. infact they are probibly the only animal out there that will actively take cover if you shoot at it while its buddies try and flank you.
threat: high, this thing is something you will have to draft atleast 3 people with good weapons to deal with as their ability to take cover and habit of flanking makes them a large threat even more so when you notice them eating any supplies or escape pod survivors. though as they are mostly nomatic creatures you do have options to deal with them, either draft an army and hunt them, use a mortar to bomb them or just wait 7 or so days for them to leave.
produce: their hides are worth a bit alone though the value actually goes down if you make them into cloths. other then that its just meat generic meat.
Creature idea three: devouring beast
description: this is a rare creature like the thing I can't pronounce or type (that every time I try and tame or hunt kills atleast 2 of my colonists). unlike that one which produces rare items, this creature is known as a large apex predator, seeing anything smaller then it as a meal even worse it has teh ability to swallow a pawn hole with out killing them out right (if that happens you have 2 days to kill the thing before they are dead).
looks: this thing is a large two legged snake like creature with a split maw, think a really big version of the bullsquid from halflife with the predator xenomorphs maw from AvP2 (this thing is lovecraft level creepy, no clue how this idea actually translates to the art stile).
behavior: the devouring beast will wonder in like any rare creature for a while eating anything in its path, as such avoiding it unless hunting is adviced though if you are willign you could always risk taming this abomination. generally these things will do two things when they enter first locate the largest group of medium to large creatures, secondly eat one, and stay there until said group of creatures are gone. if you hunt its choosen prey it will target your pawns so watch out.
procude: meat, leather, and its eyes which are worth a pretty penny.
taming: like all creatures it can be tamed, though for this one you can't just tame it with food and luck you need a dead animal to even try and not lose your pawn. though once tamed these things have a unique ability when trained as they are smart enough to hall and rescue they will actually eat things they are haulling or rescuing this allows them to strangely enough haul upto 400 items at once or save 2 pawns at once though they will take some minor damage based on time (so don't tell this thing to save a heavily wounded person unless you want them to die and you not to be able to bury them).
(note this is the strange one, of the ideas and I feel like I will regret posting it but the idea is to make something that acts on some fears and is just alien yeah might have gone to the way to messed up side of strange).
IDEA FOUR: mechanoid parasite
info: this small squirrel like creature has found a strange niche in the rim by making their nests in Centipede's they have effectively evolved as a parasite to the giant robots. slowly breaking down the creature until it becomes an immobile armed nest that can house hundreds of the things.
looks: its a white squirrel with some "angular" bits on it.
behavior: the mechanoid parasite is a pest creature, with their entry into your area generally starting with a Centipede appearing on the edge of the map as if a raid start before breaking down and becoming immobile with 2-6 of these things coming out of it. other then that they act like squirrels though they are bolder then squirrels and will actively raid your crops every 2-4 days, killing the ones taking your crops only leads to more spawning form the Centipede until you deal with their nest.
produce: meat and fur
taming: same as a squirrel these are just squirrels that have evolved to act as a parasite to a robot, nesting in something that provides machine gun level protection and allowing them propagate with out having to worry about predators.
yeah I am not sure if any of these are good, hell I almost didn't post number three as I feel that one is first a little messed up in idea and would require to much work for to little well anything. at the least this may be just bad ideas at the most I bet mod fodder.
Ok first off I have 70+ hours in this game but I still do not really understand the lore but that is more the fact that I am slow then anything. So sorry if any ideas are well out there.
CREATURE IDEA ONE: Tranchalar
discription: a large ten legged spider like creature tranchalars look like what would happen if some one crossed a geko with a wolf spider. these spider like creatures are about the size of a small dog with the intelligence to match. (smart enough to do the first 3 things on training)
behavior: tranchalars, like dark and dry locations a lot, and seem to be attracted to exposed electronics and wires as such they will try and make their nests close to your electrical and at worse may even nest in batteries, and solar generators so watch out. their main diet is small mamals like rats and squirls but they will also go after creatures their size if they are starving.
threat: pest to electrical, these things will actively flee from your pawns and larger animals but they tend to nest near ellectronics creating webs that will eventually lower the effecency of the items intangled with a battery for example going from 50% to 25% if one makes its nest inside. that said you can farm these things for silk which is a high value cloth though not really that good for protection of any type.
produce: silk (harvested like milk), eggs (eaten raw acts like a simple meal, cooked as meat), web silk (gained by cleaning out a nest from ellectronics not as high value as silk but easier to get), insect meat, chitin(can be used to make armor)
IDEA TWO: Scraphound
description: like a cross between a rabid honey badger and a cat, these things are a small but extremely dangerous creature which seems to have evolved to take advantage of crashed ships and supply pods.
behavior: these things can eat steal and pretty much anything. similar to the beaver problem these things may spawn in groups on the map and will make a beeline towards any supply pods, or escape pods that drop. eating what ever is dropped be it flesh or metal. so take these out quickly or watch what maybe a much needed supply get ripped apart.
behavior tamed: taming these is near impossible with a 75% chance to attack but if you tame one they make really good guard things as they are fast enough to out run pretty much everything and are smart enough to zig zag and take cover when the enemy has a gun. infact they are probibly the only animal out there that will actively take cover if you shoot at it while its buddies try and flank you.
threat: high, this thing is something you will have to draft atleast 3 people with good weapons to deal with as their ability to take cover and habit of flanking makes them a large threat even more so when you notice them eating any supplies or escape pod survivors. though as they are mostly nomatic creatures you do have options to deal with them, either draft an army and hunt them, use a mortar to bomb them or just wait 7 or so days for them to leave.
produce: their hides are worth a bit alone though the value actually goes down if you make them into cloths. other then that its just meat generic meat.
Creature idea three: devouring beast
description: this is a rare creature like the thing I can't pronounce or type (that every time I try and tame or hunt kills atleast 2 of my colonists). unlike that one which produces rare items, this creature is known as a large apex predator, seeing anything smaller then it as a meal even worse it has teh ability to swallow a pawn hole with out killing them out right (if that happens you have 2 days to kill the thing before they are dead).
looks: this thing is a large two legged snake like creature with a split maw, think a really big version of the bullsquid from halflife with the predator xenomorphs maw from AvP2 (this thing is lovecraft level creepy, no clue how this idea actually translates to the art stile).
behavior: the devouring beast will wonder in like any rare creature for a while eating anything in its path, as such avoiding it unless hunting is adviced though if you are willign you could always risk taming this abomination. generally these things will do two things when they enter first locate the largest group of medium to large creatures, secondly eat one, and stay there until said group of creatures are gone. if you hunt its choosen prey it will target your pawns so watch out.
procude: meat, leather, and its eyes which are worth a pretty penny.
taming: like all creatures it can be tamed, though for this one you can't just tame it with food and luck you need a dead animal to even try and not lose your pawn. though once tamed these things have a unique ability when trained as they are smart enough to hall and rescue they will actually eat things they are haulling or rescuing this allows them to strangely enough haul upto 400 items at once or save 2 pawns at once though they will take some minor damage based on time (so don't tell this thing to save a heavily wounded person unless you want them to die and you not to be able to bury them).
(note this is the strange one, of the ideas and I feel like I will regret posting it but the idea is to make something that acts on some fears and is just alien yeah might have gone to the way to messed up side of strange).
IDEA FOUR: mechanoid parasite
info: this small squirrel like creature has found a strange niche in the rim by making their nests in Centipede's they have effectively evolved as a parasite to the giant robots. slowly breaking down the creature until it becomes an immobile armed nest that can house hundreds of the things.
looks: its a white squirrel with some "angular" bits on it.
behavior: the mechanoid parasite is a pest creature, with their entry into your area generally starting with a Centipede appearing on the edge of the map as if a raid start before breaking down and becoming immobile with 2-6 of these things coming out of it. other then that they act like squirrels though they are bolder then squirrels and will actively raid your crops every 2-4 days, killing the ones taking your crops only leads to more spawning form the Centipede until you deal with their nest.
produce: meat and fur
taming: same as a squirrel these are just squirrels that have evolved to act as a parasite to a robot, nesting in something that provides machine gun level protection and allowing them propagate with out having to worry about predators.
yeah I am not sure if any of these are good, hell I almost didn't post number three as I feel that one is first a little messed up in idea and would require to much work for to little well anything. at the least this may be just bad ideas at the most I bet mod fodder.
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