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Messages - ProfZelonka

#76
So here's the big idea:


  • Build a big ship containing your rooms, freezer, all your junk. The bigger the size, the more resource to make it take off - possibly the more propellers or cores or whatever items.
  • Hit the blast off for a fancy blastoff animation and white-out the screen.
  • Now all you see is your "ship" (base) in space. It's basically just a small map of strictly your base - your ship. The textures other than the outline of your ship are invisible, showing the seemingly looping space background or wallpaper. Your jet engines are probably on during all this space travel.
  • Events still happen. When building your ship, you need to place a spot near an edge of your ship that will signify the on-board/cargo area. Factions can board your ship to trade. Aliens can on-board you and attack. Raids, wild-man, travelers even. (You'll likely have "factions" regenerate once you leave the planet and end up in space with "new" invisible unknown factions.)
  • New events: The potential is limitless (as you're past the sky :P), but some big ideas would be to have events of planets encountered, their living conditions or possible mining potential! Caravan events can also all be utilized.
  • New things: Space suits are a must, especially for non-living planets for mining operations.
  • The best part: When you want to land on a hospitable planet, just accept the event or something, and the new world is loaded - prepare your landing in preferred area of the new world, and when the map is loaded your giant base comes placing down into the map.. until you decide to take off again.

The "I'm basically never gonna stop playing" experience. :P There's a few mods I've seen before that have already aimed at some aspects of this. I'm wondering if this could be a real experience for 1.0 tho, somewhere down the line.
#77
Ideas / Re: RimWorld in 3D
November 06, 2019, 06:20:26 PM
3D, of course, sounds great - if plausible. But 1st person? I'm gonna guess you mean that there should be an ability to view from 1st person and all, but it mainly still being a 3rd person overview to manage the colony, else 1st person alone wouldn't be Rimworld but rather an entirely new FPS.
#78
Mods / Re: How to tell which mods are slowing the game
October 31, 2019, 04:49:36 PM
There was some mod that did start up graphs - but I think that was for start up mod impacts not the in-game impact. Essentially, from my own findings, if your mods are in an order where they're not happy that can break them and that'll slow down your in-game. Of course you have the mods like the water one that'll definitely impact game play with big colonies. Essentially, the more things that your processor has to process, the slower your game will be. I'm not sure about textures being an impact on game play. As for factions it seems to me that the more activity that happens on the planet the slower the game will be, so less factions would be faster I'm guessing but haven't tried yet. (I'm in the process of stripping down my game to only the mods I really enjoy/need to make as big a colony as I can and who knows if I'll ever get there with how slowly I play. lol)
#79
A wagon and a Tesla is all the "cars" you need for Rimworld.  ;) ;D
#80
I don't understand.. What about a human pregnancy mod? Are we really getting a humanoid pregnancy framework before human pregnancy?
#81
Need this in B18! :o
#82
A17 please.
#83
Oh dang. Weird that there's no mention of it. That's really close enough to this mod, sounds pretty brutal tho! :\ Plus no Terminator parts or Terminator robot building/researching.

I'll comment on Hardcore-SK modpack and bring the idea up too. Tho with something already in place I don't see why they'd wanna change things up - but you never know.

Thanks guys
#84
Quote from: Albion on October 08, 2017, 09:11:53 AM
@ProfZelonka: maybe post this suggestion directly in the thread of the terminator mod so the creators will see it. Not everyone checks the general mod/request subsection of this forum.
Which thread are you referring to? I haven't come across any Terminator mod- I'm guessing it's not a standalone mod?
#85
Here's the dumb idea: You know how every so often someone is running and is looking for safety? Well one could use that to initiate the Terminator mod. If successfully defended Sarah Connor, she joins your colony and here on you get Terminator attacks every so often.

But there's more! From the killed terminators you can eventually dismantle (after research) and build a knowledge enough to build your own terminator robots to fight your battles. (Or just able to get advanced bionic parts from them if that's too complex to code. lol)

Just wanted to also say, thank you modders for your awesome work! There are so many amazing mods! Especially love TiberiumRim! Plus Tiberium Factions and other factions like Argonians, Star Trek Federation, and RimEffect Asari! (Hoping for RimEffect to be compatible with A17)