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Topics - RowdyBuffalo

#1
Ideas / Suggestion for advance Biomes (minor change)
April 02, 2018, 11:32:02 PM
First thanks for the great mod Hey my team rules! It's just the poison biome is a little too purple and it can be irritating to the eyes.

It was my first pick when I got the mod but the purple ruined it for me quick.

I don't know it this is a common complaint or even if it is easy but man I want to do the cult mod there sooo bad I just had to ask.
#2
Ideas / butchering animals for delicacies
March 10, 2018, 01:07:34 PM
Offal, sweetbreads, liver, kidneys, prime cuts you can use them to give a bonus to meals similar to when you eat a good meal and depending on the level of skill it can fail or have low yields.

As a bonus polar bear kidney or something might make you severely ill.
#3
So idea is a new game mechanic you have harvest genetic material from people or from most animals (an army of thrumbos would be fun but not exactly lore friendly)

To make embryos or something like stem cells (wouldn't want to call them that because of the hot button issue thing). If a couple conceives a child the baby if moved into a Maturation chamber for a couple of quandrums.

In then the chamber, they can have some form of data fed into their mind to make say a vat grown soldier or whatever. That would be done by data storage units (once again pricey and hard/impossible to manufacture) They emerge from the chamber at a biological age of 14 and start their life. This could be game breaking so it would have to require expensive and rare materials and research.

On the flip side, you can buy and sell animal embryos that take way less time to mature be auto trained (if an item is used) and you can get all kinds of exotic species and maybe made a little profit. Human embryo trafficking would be cool seeing as how shady things can get on the rim.

I would suggest what I am calling the "stem cell" thing for lack of a better term to only be harvested in the event of a failure. Which can happen as another way of not breaking the game. This could be used to make powerful medicines.
Vats can have a built in battery that needs to be charged in order to start the process to avoid just cutting the power or some cryptosleep function built in.

Of course any of these functions can be stripped or added in order for the skill level of modders and the game's code

Realistically settlers on planets would need lots of genetic material so in a universe like Rimworld it makes sense that tech would exist.

If anybody is interested I will help in any way possible, art assets, testing, my janky xml you might have to teach me a few things about the game's xml, but I'm on board. I have done one much simpler mod before on a different game and it was well received.