Quote from: bjo0rn on July 16, 2014, 05:02:07 PMSo that way, early games are about making the colonists work in unison, and late games have you worrying about how to keep those with scarred pasts sane (like vat-grown slaves that don't like slavery)? Like the idea.
As far as I know, characters are static apart from the ability to advance skills. The idea of having plastic personalities that are permanently shaped by the hardship they go through (a continuation of their background story) is indeed intriguing, but I can see how it would cause problems gameplay-wise.
Taking a diverse group of individuals from different backgrounds that doesn't get along and try to make it work is fundamental to the game. Once they've crash landed and start working together, they will go through most hardship together, as a group, meaning if this shapes their personality, they will become more similar over time.
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#16
Ideas / Re: Leaders & No Emotion
July 16, 2014, 05:44:06 PM #17
Ideas / Re: Raid types
July 16, 2014, 01:53:25 PM
This would be a great addition to the game. I mean, you would not only have to worry about attacks on your colony that kill your colonists but also attacks on your colony that deplete your resources, food, n' such. Devs, y u no add this?
#18
Ideas / Re: Leaders & No Emotion
July 16, 2014, 01:38:09 PMQuote from: Shinzy on July 16, 2014, 06:23:14 AMYou do have a point. How about the buffs only go towards backgrounds? (like have vat-grown soldiers okay with killing, vat-grown slaves okay with prisoners being sold off, pacifists extremely not okay with death, etc.) And having a faction leader as well as a shaman/cult leader of sorts would be neat, eh?
I'm really in two minds about these kind of permanent buffs and the like
I mean in the late game you'd have bunch of heartless bastards under your command. So things might get boring with your ability to cope with everything really well
but then again.. you'd have bunch of heartless bastard to command so =P
I can see how much of an badass you'd feel at that point
But having a leader is something I wanna see! especially when Tynan's going to add that possible religion system
Cult of the flesheating cannibals needs to have a leader! also really menacing robe
and lots of red and green lights scattered around for that sickly light effect
Having new cult gear wouldn't hurt, either... heh...
#19
Outdated / Re: [MOD] (Alpha 3) Antelopes
July 16, 2014, 02:51:56 AM
Since this mod hasn't updated in a while, I've taken it into my liberty to 'update' it. I only stole the idea, though! (and used textures as templates) Hope the original modder doesn't mind...
#20
Ideas / Re: NEW STORYTELLER: Cassidy Cause-And-Effect
July 16, 2014, 12:52:00 AM
I like this whole idea, but the the time that would have to go into this would be, I expect, a bit much. Still a great idea, and it would be awesome to implement this into RimWorld. For Realism!
#21
Outdated / Re: [MOD(s)] (Alpha 5) Lancer's Mods (Untalope, Dustrat, CO2 Generator, and more)
July 16, 2014, 12:30:35 AMQuote from: Geoblazer5 on July 15, 2014, 10:05:33 PMFixed the Untalope Mod problems; tested it several times and everything. You should be able to use it now without any problems. (Unless if there're compatibility issues with other mods I don't know about.) Hope you enjoy the mod!
I have been looking at this for a little while now and I would really love it if you could fix the untalope mod because i have been eagerly awaiting the update of the antelope mod and this is the next best thing. Keep at it!
#22
Stories / Re: Psychic Drone Goodness
July 15, 2014, 10:40:38 PM
The Spacer gods are on your side, buddy. Love it when two negatives make a positive, ya know?
#23
Outdated / Re: [MOD(s)] (Alpha 5) Lancer's Mods (Untalope, Dustrat, CO2 Generator, and more)
July 15, 2014, 03:45:49 PM
Remember: suggestions are welcome. If it's in my power, I will attempt to create the mods. I'm constantly trying to make new mods. A little note, though: I use only vanilla assemblies and .dll files. I'm not good with making those by myself... not good at all.
#24
Ideas / Leaders & No Emotion
July 15, 2014, 02:48:12 PM
I feel like my colonists should be okay with seeing enemies die if they've already seen, oh I don't know, a hundred deaths, strangers and friends alike, along with observing fifty corpses up close. I mean, after seeing so much death, don't you think they'd be 'okay' with it?
How about, after seeing so much craziness with something (death, slavery, ugliness, etc.), there's a chance that a colonist would just have no emotion on that subject? Such as, being fine with death, being fine with selling a prisoner or executing one, etc. OR, with seeing all that craziness in a subject, they'd just plain hate it. It would add a larger penalty to seeing death, sold prisoners, ugly environments, etc. I mean sure, this would take some effort to pull off, but it would be cool. Realistic, if you'd say.
Also, if someone once was vat-grown to kill or be a slave, they should be okay with seeing death or prisoners being sold off. Or just not okay at all because of mental scars.
Lastly (this is kind of random, but), how about assigning a leader that everyone looks up to. Say, if the leader's happy and optimistic, then everyone gets a bonus for happiness. If the leader dies, then everyone's sad as hell. Just like that.
So how 'bout it, eh? Too complex?
How about, after seeing so much craziness with something (death, slavery, ugliness, etc.), there's a chance that a colonist would just have no emotion on that subject? Such as, being fine with death, being fine with selling a prisoner or executing one, etc. OR, with seeing all that craziness in a subject, they'd just plain hate it. It would add a larger penalty to seeing death, sold prisoners, ugly environments, etc. I mean sure, this would take some effort to pull off, but it would be cool. Realistic, if you'd say.
Also, if someone once was vat-grown to kill or be a slave, they should be okay with seeing death or prisoners being sold off. Or just not okay at all because of mental scars.
Lastly (this is kind of random, but), how about assigning a leader that everyone looks up to. Say, if the leader's happy and optimistic, then everyone gets a bonus for happiness. If the leader dies, then everyone's sad as hell. Just like that.
So how 'bout it, eh? Too complex?
#25
Mods / Re: [Request] Colonist Relationships
July 15, 2014, 02:37:37 PM
RimWorld isn't something where you can tell your colonists directly what to do. Sure, you can prioritize tasks, but you shouldn't be able to tell them "hey, you there, start dating him/her there". Not RimWorldish at all. I agree with Storymaster about how the colonists should just live their own little virtual lives. Although, if someone has homophobia, then there should be an option of "homosexual relationships or not".
#26
Outdated / [MOD(s)] (Alpha 5) Lancer's Mods (Untalope, Dustrat, CO2 Generator, and more)
July 14, 2014, 08:35:15 PM
Lancer's Mods Bundle
I am on a current stalemate for mods due to life... problems? obstacles? ... life stuff, so I need someone to help XanderDox with texturing in the Creatures Galore mini/mod-modpack and join the team. That's... basically all. Thank you.
Waiting for the Antelopes mod to update? The Less Explosive Turrets mod, too? Are you looking for an alternative to the vanilla Geothermal Generator? Looking for a mod that makes boomrats non-explosive, but also make them more lore-appealing (such as changing their names n' such)? Do want to snipe enemies from afar while they try to mortar you without having to scavenge for or buy a sniper rifle? Did you think its odd that during raids, tribes don't have any slave fighters (there's bound to be a few)? Are you awesome?
If you answered 'no' to the last one, then you'd better get out of here. Go, shoo. For those of you that answer 'yes' to any of the above questions, I have your mod(s). (All pictures so far not included.)
Planned Mods with a 'modpack' mods-thingy!
**Color code: almost done, already started, just a thought.**
Gatling Gun Turret & Gunpowder Weapons
Hivemind Mechanoid Slaves
Wabbit Season!
Check out the Creatures Galore mini-modpack! It has a bunch of awesome creature mods (including untalopes and mockingsnakes!), all in one single place! GO! HURRY! Before it's too late!! No, wait, it's a trap! ... wut.
Untalope Mod



Adds a new creature: the untalope! This mod is still in the middle stages of development, as I'm too lazy to add custom sounds and such, so the untalopes currently sound like muffalos. Oh well, suck it up.
But hey, they have lore!
"The untalope descends from the antelope. It has grown to be taller than their neighbor muffalo, mainly because of the muffalo's competition. While the untalope may be tall, it is weaker than that of a muffalo. Say, compare a Lee-Enfield to a Desert Eagle. The rifle is good when dealing from afar, but the handgun is deadly in close-quarters combat. Untalopes are agile and evading, but muffalos are tough and head straight-on.
Untalopes travel in herds of around 50-100, so that they have strength in numbers. When they settle down for a while, they spread out in small herds of 5-10 in a large kilometer radius; near enough to each other just so that they can hear each others' cries and calls.
The untalope has two goat-ish-like horns, one longer and one more compact. The compact one it used as a mace and as a berry gatherer. They just hit a bush a few times and some berries fall out, and the hardness of the horn could fracture a human skull if one's not too careful. The longer horn is used as a sword of sorts, used to fend off predators with thick hides, or competitors such as the muffalo. The sharpness of the longer horn is deadly enough to be used as a genuine scythe. Untalopes have pinkish hides that are slightly resistant to fire, but it can't breathe out sweat. However, the untalope has small blue patches that sweat, keeping the body temperature stable.
There is a common child's story, the Three Willy Untalopes Bluff, where three untalopes- one shy untalope, one arrogant untalope, and one friendly untalope- try to cross a mountain valley controlled by the local Alpha Muffalo. They all end up dying horrible, bloody deaths and this teaches children... something?
There have been sightings of tribespeople walking with untalopes as pets, but that may just be a rumor. (Hint, hint.)"
Original idea from the outdated Antelopes Mod. You should also take a look at the Alpha Muffalo and Giant Boars mods for other kinds of creatures added to RimWorld.
Known issues:
-No spawning so far. At all. All fixed. However, Untalopes don't spawn on every new world. They will eventually come around, though, if not at first.
-Sound like muffalos. If anybody has some antelope/deer/elk/moose/ANYTHING sound files on them please send 'em to me. I don't want to have to surf the internet for those files... too much work.
Smaller Explosions for Turrets
Title says it all. Must I explain? ... Fine.
Improvised turrets, mortar turrets, and mortar incendiary turrets now only explode in a 1.3-block radius (three block diameter). Original idea from the outdated Less Explosive Turrets mod.
Works perfectly well.
Carbon Dioxide Generator
Adds the Carbon Dioxide Generator to the game. It gives an output of 475, and is a one-block building. It doesn't transmit power like a power conduit (to make things balanced). It costs 80 metal and 10 wood to make (cheap, eh?). The CO2 generator so far just has the geothermal generator texture.
You need to research the Hydroponics, Enhanced Plant Mimicry, and Oxygen Electricity Generator projects before being able to construct the CO2 electricity generator Enhanced Plant Mimicry and Oxygen Electricity Generator are projects in this mod. Both have to have 4000 research points to complete them.
I highly recommend the Atomic Power mod instead of this one. It's less cheaty.
Works perfectly well.
Dustrat Mod
This mod simply renames boomrats to 'dustrats' and removes the annoying explosion on death.
Works perfectly well.
Manned Sniper Turrets

This mod adds the Enhanced Sniper Nest, a manned turret that can shoot really far, but has a longer cooldown than regular turrets (and only one shot per burst (I think...)). To construct, you first need to research the Enhanced Sniper Tech project, then you have to have 300 metal. That's it.
Known issues:
-Graphics go to hell when a colonist mans the turret, and game crashes without clear warning and the game window stay open. If this happens, manually close the window, reopen RimWorld, and load a save before the manning of the turret.
Tribal Slaves n' Slavers
Tribal Slaves n' Slavers adds slaves, slave fighters, and slavers to tribal raids. Slaves can either be naked or have tribal clothing, with no weapons. Slave fighters can either be naked or have tribal clothing, and have tribal weapons. Slavers will have tribal clothing with tribal weapons.
Slaves and slave fighters will be easier to recruit once you capture them (I mean, why'd they want to go back to being a slave?), and slavers are extremely hard to recruit because, though they enjoy having slaves, they don't like to feel like one (ya know, work for people you don't know, etc., etc.).
Works perfectly well. I think.
Hydroponically Farmable Cacti

Basically allows players to farm saguaro cacti and pincushion cacti at hydroponic tables. Both yield wood when harvested, 1-3 for saguaro and 0-2 for pincushion. They grow a little faster than their wild counterparts.
Works perfectly well.
Mockingsnake Mod
This adds a little critter called the mockingsnake. It, too, has lore:
"The mockingsnake was once used as a tool of war, after its brethren, the boomrat, failed as the rats made too much noise on stealth missions. The soldiers on the mockingsnakes' scientists' side fabricated stories that it was a sin to kill a mockingsnake, much like the common mockingbird, but the Space God would send fire to those who dare kill one. This made the enemy refrain from killing the red little snakes, until on blew up on one of their bases. Soon, though, the mockingsnakes had won many battles and missions for the science-ish side, since they were faster and quieter than their cousin-in-arms boomrat.
Mockingsnakes are very small, loveable pets, until it blows up in your face. Scientists have been able to breed a mockingsnake and a garden snake species to get rid of the explosion on death, but there are still many mockingsnakes that explode on death living on rimworlds, in the uninhabited bits of the galaxy.
Mockingsnakes are small, reddish creatures that eat plants and the occasional insect. They tend to not be bothered by human presence, and only attack if they become mad.
Overall, mockingsnakes are a force to be reckoned with, but they also make for a nice environment, so long as they are kept alive.
Works perfectly well. Additional download for no explosion on death.
Downloads


Or download the full modpack on Mediafire or Dropbox
Full changlelog for all the mods.
I'm willing to take suggestions any day.
Installation
Simply download the .zip(s) and place the contained folder(s) in your (RimWorld directory)\Mods folder. Run RimWorld, click on the 'mods' option on the main menu, then click the red X by the mod(s)'s title to change it into a green check and close the mods option. Load or make a new colony and there you go!
Simple, really.
Redistributing my Mods:
Basically, a NonCommercial-ShareAlike 4.0 International (not Free Culture) License. ((BY-NC-SA license without CC.))
You can use my mods how you wish, and may redistribute them as you wish. I would like it if you add my credit for it, though, somewhere in the content (even if it's a little easter egg). Legally, you can go without crediting me. But don't do that.
You can't redistribute this as a commercial product (keep this free for everyone), and you have to allow others to redistribute the material under these same terms (but you can have people credit you; CC). You may accept donations.
If you take the mod from someone else and are unaware of the conditions, I will forgive you. That is, if you don't follow the conditions.
If you have inquiries about business/personal stuff/really any stuff/unicorns then please email me at [email protected], and I'll get back at ch'ya in a while. As in 1-48 hours. Or 123.67+(-51)*85/untalopez hours. kthxbai
I am on a current stalemate for mods due to life... problems? obstacles? ... life stuff, so I need someone to help XanderDox with texturing in the Creatures Galore mini/mod-modpack and join the team. That's... basically all. Thank you.
Waiting for the Antelopes mod to update? The Less Explosive Turrets mod, too? Are you looking for an alternative to the vanilla Geothermal Generator? Looking for a mod that makes boomrats non-explosive, but also make them more lore-appealing (such as changing their names n' such)? Do want to snipe enemies from afar while they try to mortar you without having to scavenge for or buy a sniper rifle? Did you think its odd that during raids, tribes don't have any slave fighters (there's bound to be a few)? Are you awesome?
If you answered 'no' to the last one, then you'd better get out of here. Go, shoo. For those of you that answer 'yes' to any of the above questions, I have your mod(s). (All pictures so far not included.)
Planned Mods with a 'modpack' mods-thingy!
**Color code: almost done, already started, just a thought.**
Gatling Gun Turret & Gunpowder Weapons
Hivemind Mechanoid Slaves
Wabbit Season!
Check out the Creatures Galore mini-modpack! It has a bunch of awesome creature mods (including untalopes and mockingsnakes!), all in one single place! GO! HURRY! Before it's too late!! No, wait, it's a trap! ... wut.
Untalope Mod



Adds a new creature: the untalope! This mod is still in the middle stages of development, as I'm too lazy to add custom sounds and such, so the untalopes currently sound like muffalos. Oh well, suck it up.
But hey, they have lore!
"The untalope descends from the antelope. It has grown to be taller than their neighbor muffalo, mainly because of the muffalo's competition. While the untalope may be tall, it is weaker than that of a muffalo. Say, compare a Lee-Enfield to a Desert Eagle. The rifle is good when dealing from afar, but the handgun is deadly in close-quarters combat. Untalopes are agile and evading, but muffalos are tough and head straight-on.
Untalopes travel in herds of around 50-100, so that they have strength in numbers. When they settle down for a while, they spread out in small herds of 5-10 in a large kilometer radius; near enough to each other just so that they can hear each others' cries and calls.
The untalope has two goat-ish-like horns, one longer and one more compact. The compact one it used as a mace and as a berry gatherer. They just hit a bush a few times and some berries fall out, and the hardness of the horn could fracture a human skull if one's not too careful. The longer horn is used as a sword of sorts, used to fend off predators with thick hides, or competitors such as the muffalo. The sharpness of the longer horn is deadly enough to be used as a genuine scythe. Untalopes have pinkish hides that are slightly resistant to fire, but it can't breathe out sweat. However, the untalope has small blue patches that sweat, keeping the body temperature stable.
There is a common child's story, the Three Willy Untalopes Bluff, where three untalopes- one shy untalope, one arrogant untalope, and one friendly untalope- try to cross a mountain valley controlled by the local Alpha Muffalo. They all end up dying horrible, bloody deaths and this teaches children... something?
There have been sightings of tribespeople walking with untalopes as pets, but that may just be a rumor. (Hint, hint.)"
Original idea from the outdated Antelopes Mod. You should also take a look at the Alpha Muffalo and Giant Boars mods for other kinds of creatures added to RimWorld.
Known issues:
-
-Sound like muffalos. If anybody has some antelope/deer/elk/moose/ANYTHING sound files on them please send 'em to me. I don't want to have to surf the internet for those files... too much work.
Smaller Explosions for Turrets
Title says it all. Must I explain? ... Fine.
Improvised turrets, mortar turrets, and mortar incendiary turrets now only explode in a 1.3-block radius (three block diameter). Original idea from the outdated Less Explosive Turrets mod.
Works perfectly well.
Carbon Dioxide Generator
Adds the Carbon Dioxide Generator to the game. It gives an output of 475, and is a one-block building. It doesn't transmit power like a power conduit (to make things balanced). It costs 80 metal and 10 wood to make (cheap, eh?). The CO2 generator so far just has the geothermal generator texture.
You need to research the Hydroponics, Enhanced Plant Mimicry, and Oxygen Electricity Generator projects before being able to construct the CO2 electricity generator Enhanced Plant Mimicry and Oxygen Electricity Generator are projects in this mod. Both have to have 4000 research points to complete them.
I highly recommend the Atomic Power mod instead of this one. It's less cheaty.
Works perfectly well.
Dustrat Mod
This mod simply renames boomrats to 'dustrats' and removes the annoying explosion on death.
Works perfectly well.
Manned Sniper Turrets

This mod adds the Enhanced Sniper Nest, a manned turret that can shoot really far, but has a longer cooldown than regular turrets (and only one shot per burst (I think...)). To construct, you first need to research the Enhanced Sniper Tech project, then you have to have 300 metal. That's it.
Known issues:
-Graphics go to hell when a colonist mans the turret, and game crashes without clear warning and the game window stay open. If this happens, manually close the window, reopen RimWorld, and load a save before the manning of the turret.
Tribal Slaves n' Slavers
Tribal Slaves n' Slavers adds slaves, slave fighters, and slavers to tribal raids. Slaves can either be naked or have tribal clothing, with no weapons. Slave fighters can either be naked or have tribal clothing, and have tribal weapons. Slavers will have tribal clothing with tribal weapons.
Slaves and slave fighters will be easier to recruit once you capture them (I mean, why'd they want to go back to being a slave?), and slavers are extremely hard to recruit because, though they enjoy having slaves, they don't like to feel like one (ya know, work for people you don't know, etc., etc.).
Works perfectly well. I think.
Hydroponically Farmable Cacti

Basically allows players to farm saguaro cacti and pincushion cacti at hydroponic tables. Both yield wood when harvested, 1-3 for saguaro and 0-2 for pincushion. They grow a little faster than their wild counterparts.
Works perfectly well.
Mockingsnake Mod
This adds a little critter called the mockingsnake. It, too, has lore:
"The mockingsnake was once used as a tool of war, after its brethren, the boomrat, failed as the rats made too much noise on stealth missions. The soldiers on the mockingsnakes' scientists' side fabricated stories that it was a sin to kill a mockingsnake, much like the common mockingbird, but the Space God would send fire to those who dare kill one. This made the enemy refrain from killing the red little snakes, until on blew up on one of their bases. Soon, though, the mockingsnakes had won many battles and missions for the science-ish side, since they were faster and quieter than their cousin-in-arms boomrat.
Mockingsnakes are very small, loveable pets, until it blows up in your face. Scientists have been able to breed a mockingsnake and a garden snake species to get rid of the explosion on death, but there are still many mockingsnakes that explode on death living on rimworlds, in the uninhabited bits of the galaxy.
Mockingsnakes are small, reddish creatures that eat plants and the occasional insect. They tend to not be bothered by human presence, and only attack if they become mad.
Overall, mockingsnakes are a force to be reckoned with, but they also make for a nice environment, so long as they are kept alive.
Works perfectly well. Additional download for no explosion on death.
Downloads


Or download the full modpack on Mediafire or Dropbox
Full changlelog for all the mods.
I'm willing to take suggestions any day.
Installation
Simply download the .zip(s) and place the contained folder(s) in your (RimWorld directory)\Mods folder. Run RimWorld, click on the 'mods' option on the main menu, then click the red X by the mod(s)'s title to change it into a green check and close the mods option. Load or make a new colony and there you go!
Simple, really.
Redistributing my Mods:
Basically, a NonCommercial-ShareAlike 4.0 International (not Free Culture) License. ((BY-NC-SA license without CC.))
You can use my mods how you wish, and may redistribute them as you wish. I would like it if you add my credit for it, though, somewhere in the content (even if it's a little easter egg). Legally, you can go without crediting me. But don't do that.
You can't redistribute this as a commercial product (keep this free for everyone), and you have to allow others to redistribute the material under these same terms (but you can have people credit you; CC). You may accept donations.
If you take the mod from someone else and are unaware of the conditions, I will forgive you. That is, if you don't follow the conditions.
If you have inquiries about business/personal stuff/really any stuff/unicorns then please email me at [email protected], and I'll get back at ch'ya in a while. As in 1-48 hours. Or 123.67+(-51)*85/untalopez hours. kthxbai
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