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Messages - AtonicX

#16
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.
#17
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.
#18
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?
#19
Releases / Re: [1.0] Remove: "Ate Without Table" Debuff
February 06, 2019, 11:15:39 PM
THE ENTIRE COMMUNITY HAS BEEN BLOWN AWAY BY ONE MOD. THIS ONE MOD WILL CHANGE THE COURSE OF MODDING IN RIMWORLD FOR YEARS TO COME!
#20
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
December 03, 2018, 06:42:28 PM
Maybe remove the ability for Slurrypedes to eat meals. If you really want to cheese it, if you tame a Slurrypede, and it produces NUT Paste™, it can then eat 1 or 2 meals of that NUT Paste™ to make more NUT Paste™. It basically provides for itself and other animals on an infinite scale, as most other animals can eat NUT Paste™. It's a tad bit OP, in my book.
#21
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.
#22
Releases / Re: [1.0] Twitch Stories (0.1)
November 27, 2018, 12:32:45 AM
After seeing this, I immediately went onto twitch and recommended it to everyone I could find! It runs wonderfully, and let's just say... the Doomsday button is awesome!!! Credit goes to Jbaren121 for running the mod for me, he's a wonderful guy who's just getting into the game!

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#23
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?
#24
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.
#25
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.
#26
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.
#27
Mods / Re: [Mod Idea] Planets Lacking Atmosphere
October 09, 2018, 01:12:06 AM
O_o

Uh...

Well, maybe it could be a late game option? You could launch pods or even a ship to asteroids near the planet after researching the necessary requirements?
#28
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
#29
Off-Topic / Re: Count to 9000 before Tynan posts!
October 02, 2018, 01:53:28 PM
8539
#30
Messed around with the mod a bit, came across a little bug when I got a Cargo Pod. Error by Unknown, very interesting. I got 7 of them. Oh b o y. But hey, maybe you could code it to where skill books can drop in these instead?

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