Menu

Show posts

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.

Show posts Menu

Topics - AtonicX

#1
Mods / [Mod Idea] Ancient Structure Control Centers?
November 07, 2019, 05:05:08 PM
So, I've been thinking...

Around every planet on the Rim, there are weather control satellites, planetary grade psychic drone/soothe stations, bombardment and power beam satellites, but... why can't you find any of their planetary control stations? Surely they would have some sort of planetary station to control them from? And where are the giant power collection discs (I know these added by Power++)?

With this mod, you'd get quests to find these stations! Perhaps even take them over, too!

Would you take over a Psychic Station, and broadcast good vibes across the planet, or use it for psychic warfare to make entire rival colonies burn themselves to the ground?

Would you take over a weather station, and make clear skies forever, or would you form destructive tornadoes that cross the map, destroying entire settlements?

Would you force your way into a power collection station, and use it for infinite power? Or would you carve your initials into the world with it's powerful beam?
#2
Mods / [Mod Idea] Anti-Orbital Railgun
November 07, 2019, 04:53:51 PM
So I've been thinking...

What if there was a way to rob Orbital Traders? Not in your traditional way, but with an extremely large and extremely powerful railgun?

The Railgun:
A humongous railgun, the size of a medium building, outfitted with numerous control panels and insanely large capacitors. This railgun is made for shooting trade ships out of orbit, sending chunks of their ship and their various goodies down onto the planet. It can also shoot extremely long range shots across the planet's surface, with scary accuracy.

The functions:
a. Orbital Trader Removal: The Railgun, once fully charged and loaded with ammo, can fire into space, attempting to take down any nearby Orbital Trade Ships. A successful shot will result in a shower of small ship chunks, and 1 or 2 large ship chunks containing the loot of the ship, revealing it when destroyed... but be careful, the crew of the ship may have hidden in them during the crash! Shooting down too many ships could attract some unwanted attention from Space Marines, though, so be careful...

b. Planetary Bombardment: With a homemade radio beacon, and a little luck, your railgun can act like a super mortar, calling down numerous shots on an enemy's base from afar! Be careful though, having someone not fit to man the Railgun could cause it to be inaccurate, or even cause it to malfunction.

The requirements: (These are just what I would think to be fair)
Constuction of the Railgun (5x10 tiles):
1500 Steel
250 Plasteel
50 Uranium
25 Components
10 Advanced Components

Construction of a single round for the railgun:
5 Uranium
5 Plasteel
90 Steel

Power Required:
The building would act like a power sponge when turned on, slowly collecting power and not discharging any until it reaches 12000 watts, at which point it could fire once, discharging all that energy.

Possible cons to having a Railgun:
Space Marine Raids
Orbital Bombardment from trading ships if you miss
Jealous Pirates
#3
Mods / [Mod Request/Idea] Unlimited Skill Caps
October 14, 2019, 07:06:02 PM
So, I've been thinking... (and yes, it has been a while.)

What if 20 wasn't the max limit for your pawns' skills? What would that mean? Would level 50 crafters create legendary items in the blink of an eye? Would level 50 shooters headshot an enemy from halfway across the map? Would level 50 cooks be able to make a meal out of a single grain of rice? Oh, the possibilities are endless!

But, how would that work, exactly? Well, I thought of 2 ways that "unlimited skill caps" would work.

1. Endless Leveling

This way would remove the cap for leveling your pawns' skills (or just raise it to an extremely high amount). After reaching level 20, the amount of XP needed to progress between levels would exponentially grow, and the percentage increase from leveling after level 20 would exponentially fall, as you really can only get so experienced in doing something, no matter how good you are at it.

2. Prestige, and the likes.

An alternative to the Endless Leveling system above would be a Prestige system. Your pawn maxes out their skill at level 20, and then you have the option to reset it to 0 (or something low like 2, or 3), for a hard, permanent increase in their abilities. Shooters get a shooting speed and accuracy boost, Builders get a building speed and quality boost, etc.

I know that this all sounds a bit overpowered, but that's what it's meant to be.
#4
So, I've been thinking... I've posted alot of Mod Ideas and Mod Requests, but they're so spread out by now you won't see them anymore, so I'm gonna repost some of them here, updated and rethought, as most of my ideas come out of my head at far past midnight.

1. Floors, Floors, and Floors.
a. Infestation-Proof Floors: Thick Concrete Floors with a special Plasteel-Rebar layer to prevent insects from digging up through the floor. 15 Steel, 5 Plasteel per tile.
b. Heated Floors: Heated, Decorative floors that heat the room they're in very weakly, per tile. These floors would be connected to a thermostat/controller, and be quite expensive and beautiful. 7 (stuff) and 1 Steel per tile, 3 components and 25 steel for the controller.
c. Homemade Smoothed Stone: Buried stone chunks, smoothed to look like a smoothed solid stone floor. Great for those who like having nice, clean floors, or have too many chunks than they know what to do with. 1 stone chunk per tile.
d. A Ditch: A ditch in the ground, great for slowing down raiders without giving them any cover. Costs nothing.

2. Walls, and the sorts.
a. Anti-Sapper Walls: Expensive, resilient walls, aimed to deter sappers from attacking said location. High health, with a resistance to melee attacks, and explosive damage. 50 steel, 50 plasteel, 5 uranium per wall.
b. Electric Fences: (Yes I know it's been done before, but not in a good way, I feel.) A wall that can be shot through, and if an enemy attacks said wall, it gives them burns on their body, and stuns them. 10 steel, 1 plasteel per wall.
c. Dirt Walls (With Packing): (Once again, I know it's a real thing, but it could be done much better.) A wall that costs nothing to build, and is initially very weak. After being built, the walls can be "packed" for an extra bit of health. The "packing" process can be repeated indefinitely, but requires more work every time. Dirt walls would also be extremely resilient to explosive damage, so you could pack your walls with it to make your walls take explosions like nothing.
d. Room Dividers: Thin, weak, inexpensive walls useful for sub-dividing a large open area. Made of a wood frame, and paper. Costs 2 wood per wall.

3. Defenses! Bang, Pew Pew!
a. Buried Chunks and Slag: Have a ton of steel slag hanging around your base after a drop-in raid? Bury that slag in some dirt out near your defenses, and enjoy some free, quickly made cover! Would also help in player-led attacks, as it would take nearly no time at all to construct these cover pieces, and would have cover near a sandbag's level of cover. Costs 1 chunk of some kind.
b. Faux Cover: Trick your enemies into thinking they're safe behind a chunk made of paper mache! Or sandbags full of air! Provides 1% cover. Costs 3 wood.
c. Gun Towers, etc: Not going to explain all of them here, I made a very detailed post about them here: https://ludeon.com/forums/index.php?topic=49006.msg460567#msg460567

I hope someone can draw inspiration from this, and bring some, or all, of these to light.
#5
Mods / [Mod Request] Gun Towers! Sniper Towers!
June 20, 2019, 01:46:42 AM
So, I've been thinking...

Why isn't there a way to shoot over walls already? Add a "tower" that you can station a pawn in, this "tower" allows your pawn to shoot through walls, so no enemy can hide from your sniper's sight! I figure the simplest way to do this is have different variants of the "tower".

[1] Bow Tower
A tall tower, reaching high above your head. In the tower, there's a special, long range bow mounted up there.
1x Greatbow, 50x Steel, 75x Wood

[2] Ballista Tower
A tall tower, reaching high above your head. In the tower, there's a huge, slow firing, but extremely powerful ballista.
2x Components, 125x Steel, 100x Wood

[3] Machine-Gun Tower
A tall tower, reaching high above your head. In the tower, there's a mounted machine gun.
1x Assault Rifle, 100x Steel, 50x Wood

[4] Sniper Tower
A tall tower, reaching high above your head. In the tower, there's a heavy sniper rifle.
1x Sniper Rifle, 1x Component (used to make the rifle stronger), 100x Steel, 50x Wood

[5] Minigun Tower
A tall tower, reaching high above your head. In the tower, there's a mounted Minigun! It's much more accurate now that it's mounted.
1x Minigun, 150x Steel, 25x Wood

[6] Charge Lance Tower
A tall tower, reaching high above your head. In the tower, there's a Charge Lance, modified to shoot over an extremely long range.
1x Charge Lance, 2x Adv. Components, 200x Steel

The cost values are just a suggestion, as are the towers themselves. I figure it would be easier to make the tower into a turret that has to be manned, and make special variants of Vanilla guns that shoot over walls.

Edit:

The "towers" could also have a limited range of view, to keep them balanced. Like, 120 degrees, or even 90 degrees.
#6
I've been thinking...

1. Heated/Cooled Tile Floors
Tile floors, made of stone/metal, that heat the tile above them to a certain temperature, and holds them there. Heated/Cooled Tiles would be connected to a thermostat, and that thermostat would control the temperature of the tile it is connected to, draining an x amount of power for each connected tile. Would make for great outdoor paths in the winter.
Cost (Floor): 5 stuff, 1 silver (for wiring).
Cost (Thermostat): 9 components, 50 silver, 250 steel

2. Anti-Infestation Floors
Thick Concrete, 6-10 feet thick, reinforced with several layers of Plasteel Reinforced Rebar. Turns the terrain it is placed on into "Thick Concrete", which would prevent Infestations from spawning on that tile. Other floors would be able to be placed ontop of it, as it is rather ugly.
Cost ("Floor"): 10 Steel, 1 Plasteel

3. Electric Flooring
A wire mesh, laid upon the ground, and connected to a control box. When activated, channels an electric shock through the mesh, possibly shocking people who cross it. Very ugly, expensive, and moderately slows people down who cross over it. When turned on, costs a large amount of power, but any pawn who crosses it will receive burns, and will be stunned temporarily. Very small chance that the floors will light pawns on fire.
Cost (Floor): 5 steel, 1 Component
Cost (Control Box): 100 steel, 5 Components

4. Spike Ditch
A primitive alternative to the Electric Flooring, but nowhere near as effective. Slows movement speed to 10%, and whoever crosses it has a low chance to receive cut damage.
Cost (Floor): 5 wood

5. Pontoon Bridge
A quickly built bridge, useful for small ponds or lakes, but can't be built in moving water.
Cost (Bridge): 1 wood, 5 steel

6. Ditch
A depression in the ground, dug out to slow peoples movement through it. Takes some time to dig out.
Cost: Nothing, only time.

7. Moat
A depression in the ground, lined with steel to hold water well, and filled with said water. Hard to move across, hard to build or remove, and an overall pain in a raider's butt.
Cost (Floor): 1 steel

8. Drawbridge
Only buildable on top of a moat, this allows for rapid access across the moat. Can be raised by a nearby pulley system (Must be within 2 tiles of the drawbridge). When raised, it acts like a wall. If the pulley system is destroyed, the drawbridge is lowered automatically.
Cost (Floor): 250 wood, 125 steel
Cost (Pulley): 25 steel, 50 wood

9. Solid Stone Floors
Floors made of a large stone chunk, buried and smoothed. For OCD people that like pretty smooth floors throughout their base.
Cost (Floor): 1 stone chunk (of a respective type), and time

10. Steel Slag Pit
A dug out pit full of sharp metal scrap. Hard to cross, and a moderate chance of cutting anyone who crosses it.
Cost (Floor): 1 steel slag

11. Slag/Stone Chunk Cover:
A chunk of steel/stone, covered in dirt to form crude cover. extremely quick to build, and great for emergency defenses.
Cost: 1 chunk

12. Faux Chunks:
Fake Stone Chunks made of wood and paper for raiders to hide behind. Gives 1% cover.
Cost: 5 wood

13. Divider Walls:
Extremely thin walls made of wood and paper, useful for dividing a room. Very weak, cheap, and flammable.
Cost: 1 wood

14. Dirt Walls:
A wall of dirt. Takes some time to build, and is EXTREMELY blast resistant, but is weak to everything else.
No cost.
Can be "upgraded", or packed, up to 100 times, adding 10 HP each time the action is repeated. Every 10 upgrades, though, the work required to make them is increased by 100.

15. Solid Stone Walls:
Walls made of solid stone. Requires a "Cuboid Stone Chunk", formed at the smelter. Much more HP than a normal stone wall, but it also takes 10 times as many resources, and about 3 times the work
to make it.
Cost (Cuboid Stone Chunk): 50 stone
Cost (Wall): 1 Cube Stone Chunk

This post was originally supposed to just about floors, but it spiraled out of control quickly. Hope you all enjoy, or pull some kind of inspiration from this!

Edit: Some weird text glitch, that was it.
#7
Mods / [Mod Request] Research Initiative
May 02, 2019, 09:14:25 PM
So, I've been thinking...

Mostly about a mod that would slightly change the way research is done.

This mod would add a few different things.

-First off, Events.
-- Event: Eureka! --- Your researcher(s) suddenly have a Eureka moment, and make a HUGE breakthrough in their Research! (+5000 to current research.)
-- Event: Major Breakthrough --- Your researcher(s) hit a major breakthrough in their research! (+1000 to current research.)
-- Event: Breakthrough --- Your researcher(s) make a breakthrough in their research! (+500 to current research.)
-- Event: Setbacks --- Your researcher(s) hit a minor setback, hindering your research. (-250 to current research.)
-- Event: Major Setbacks --- Your researcher(s) hit a major setback, hindering your research. (-750 to current research.)
-- Event: Utter Failure --- Your researcher(s) hit a roadblock in their research, setting them back days, maybe even quadrums, and this roadblock forces them to scrap most of, if not all of their current research. (-2500 to current research.)

-Second off, Reverse Engineering.
--Craftables at Machining Table:
Research Component (Crafting 2 Min) - Dismantle and sort out a component, taking it apart to see how it works, and boosting research speed.

Carefully Research Component (Crafting 8 Min) - Carefully dismantle and research a component, taking longer to do than a normal component research, but returning the component 90% of the time.

(Same thing for Advanced Components, only taking longer, requiring 12 min crafting, and 18 min crafting respectively, and it temporarily increases research speed at a greater rate than a normal component.)

Research AI Persona Core (Crafting 20 Required) - Dismantle and poke around in an AI core, attempting to figure out how to make one. Permanently increases Research Speed. (Possible chance to give ability to create an AI core.)

-Finally, Field Testing

--With "Field Testing", pawns that are using weapons that you cannot currently make due to a research barrier will slowly push towards unlocking the know-how on how to make a weapon like that. "Field Testing" would be a checked category under the Draft Menu, and would put a light detriment on how well a pawn can aim, etc.
#8
So, I've been thinking... what if your colonists could get addicted to/sick of the meals they eat? I know this might sound crazy, but hear me out.

So, if you eat the same thing over and over and over again, you're bound to get sick of it, right? Like rice, I love rice, but if I ate it day after day after day, it would get less filling and less tasty to me. Now, something like a Rib-Eye steak... I wouldn't mind eating that day after day, at least for a longer time than rice, and I would probably be hooked on eating it, if I ate it enough. Maybe not, though

I'm proposing a simple(?) mod that would add tolerance and addiction to food! It'd be at insanely slow rates, but needless to say, it would diversify your Pawns' diets. No more living off of Simple Meals till the end of time, you need variety! Simple Meals would become less filling the more your pawns ate them over a short time, but at the same time, your pawns would become used to eating them at a much slower rate, but for something like Fine or Lavish meals, they'd become addicted faster, but would build tolerance much, much slower. This would work in reverse for Ascetics, and it would have minimal/no effects on Gourmands! I don't know how hard this mod would be to make, I'm honestly not skilled in coding and whatnot, but it appears to all be there... Addiction/Tolerance, and whatnot for the drugs. I apologize if it sounds like I know what I'm talking about, I really don't and I just want to give my 2 cents. Who knows, maybe this mod will make people play with different food mods?
#9
Mods / [Mod Idea] Bloodthirsty Clothes
November 27, 2018, 12:38:06 AM
Simple, Bloodthirsty people get mood buffs from DMA (Dead Man's Apparel) and Human Leather clothes, and non-bloodthirsty people get harsher mood debuffs.
#10
Mods / [Mod Request] EPOE Lite/EPOE without the Big Stuff
November 25, 2018, 05:22:12 PM
I've been thinking, why isn't there a "lighter" version of EPOE that doesn't allow you to make bionic stuff, but it does allow you to make eyepatches/wooden eyes and etc for the smaller body parts to remove the disfigured trait? I know you can craft stuff in EPOE that allows you to replace eyes, ears, fingers and toes, but I really didn't want to add EPOE. Can anyone help?
#11
Mods / [Mod Request] Old Chunks
November 15, 2018, 02:00:40 AM
I wanna bring the look of the old chunks back. That's it.
I think they look nice.
I will fight you on this if you say they look bad.
#12
Mods / [Mod Request] Gourmand Addictions
October 27, 2018, 01:33:50 AM
So I was thinking...
What if your colonists could get used to eating certain meals after a while, like an addiction? Like Fine and Lavish Meals, after eating a few of them so many times in a row, Pawns begin to like them more than normal meals and will suffer a minor mood debuff if they don't get meals up to their standards, and begin to go through withdrawals? This could make for some wAcKy and exciting gameplay, especially early on, like if you land with a group and plan to eat through your packaged survival meals before moving onto simple meals, and your group gets addicted to eating the packaged goodness. I don't know how hard this would be to make, considering addiction is already a thing in the game, but I really hope someone takes this up and makes this a mod.
#13
Mods / [Mod Idea?] Twitch Integration Mod?
October 16, 2018, 02:43:31 PM
I was watching a guy streaming RimWorld on Twitch today when I came up with a great idea: Twitch Integration.

Imagine being able to donate/subscribe to someone, and it causes an event to happen. Like donating 1 dollar to spawn in a Wild Man or donating 5 to drop a meteor on the map. I don't know if it's possible, but it would make for an awesome mod, especially for streamers. It'd ideally have complete customization.

If this already exists, sorry.
#14
Mods / [Mod Idea] Planets Lacking Atmosphere
October 04, 2018, 04:44:21 AM
I've been thinking...
Now, I'm not a modder or anything, but would it be hard to make a option, like at the world gen screen where you choose average temp and etc to add a check box that can make the world generate without air, kinda like an extra hard mode? I mean, the chance you'd land on a perfectly habitable RimWorld is kinda slim, but an extra small asteroid with low gravity and little to no atmosphere? It'd probably mean there'd be no normal raids, just Mechanoid raids, though. Or Mechanoids and like, Spacer Tech Soldiers trying to eradicate you. It'd add cool new things to add to your survival checklist.
Power, Check
Food, Check
Oxygen, Check
Pressurization, Check

New biomes:
Crater- Map surrounded by mountains on all sides, blocking foot travel off the map. (Could be used on both Atmospheric planets and Non-Atmospheric.)
Void Plain- Plain of land devoid of life, only featuring a few, dense resource nodes. (New Resource nodes, Hyper-Compressed stuff, basically 4 times the amount of resources.)
Ice Canyon- Kinda like Sea Ice, but with a giant "crevice" running down the middle. Basically it's a tile that's impassable, but you can build a bridge over it if you have a settlement there. Algae grows on the ice, which can be used as food or as oxygen production, making it barely hospitable. Giant Chunks of Ice can also be mined to produce Oxygen and Hydrogen (A Chemfuel Substitute) later in the research tree.
>More?


I dunno, it's like 4 AM and I just wanted to post this before I went to bed.
I really want this to be a thing
#15
Mods / [Mod/(Scenario?) Request] RimSims?
September 11, 2018, 06:27:25 AM
So, I was thinking... (Oh no, it thinks.)

What if we had a mod that allowed us to not spawn in as a group of people that crashlanded, or a lost tribe, but actually start as part of a faction, or something? Sorta like the Sims, where you choose a "household" or base to start at, and it random gens the Pawns there, and you have to deal with having any shitty ones you do get. I think it'd be cool just for the fact that for smaller worlds, you could run small caravans immediately after starting, and eventually full scale wars. This might also be good to make the player, instead of staying at one base the entire game, learn about having multiple bases? Maybe we could even have scenarios like "Your tribespeople see a streak in the sky, and land somewhere on the planet. Is it a meteor, or something else?"
#16
So, recently I had a solo colonist get kidnapped, and I was kinda disappointed as I was just starting out and I lost within a few days. I wish there was a mod for scenarios like this where

A: Your colonist(s) can be rescued by surviving colonists, instead of just paying a ransom.

B: Your colonist(s) can be rescued by friendly factions, as a random chance, or maybe they get sold to another faction, and released.

C: Your colonist(s) can facilitate their own escapes, either as a random event or where you load into the map and stage your own prison break with other captured pawns.

Maybe it could be made harder by having a random chance for your colonist to be persuaded to join the faction that captured them?