Suggestions wanted: Animals!

Started by Tynan, July 03, 2015, 02:50:37 PM

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keylocke

Quote from: MrWiggles on July 05, 2015, 09:05:02 PM
Quote from: Serviette Union on July 05, 2015, 07:36:51 AM
This might be outside the scope but I'd quite like to see fish. Perhaps leading to a fishing skill and new food source in future updates.
Yea but how do you prevent fish from being an infinite food source?

you mean like how potatoes are infinite resources too? as long as you have an area to plant, light source, people, time, right temperature, etc.. potatoes (and some other plants) are practically "infinite" food sources too.  ;)

Negocromn



I want to see Tibia's Giant Spider, a big predator that is REALLY fast and will kill anything that enters it's aggro zone, but otherwise will roam around like any other animal. Keyword here is fast, something that moves much faster than your colonists and will easily kill entire groups of unorganized/strung out attackers. When the it enters the map the game pauses and you receive a warning message.

The concept could be used for a variety of different predators, you could even have them biome specific. Again, some Tibia inspiration:







killer117

How bout to tie in with the genetically enginired theme of alphabeavers and boomrats and megascarabs, you could have a wolf/lion/jaguar thats been biomechanically altered, so it has a natural plasteel exoskeleton, armouring sections of its body such as shoulders, head, back and sides, protecting it from bullets and melee attacks. It could also be even faster than wargs, and more dangerous when melee attacking. Basically the the baby of a mechanoid and warg. It could even have a weapon mouted on its back, like a centipede. Just an idea for a tougher callenge from the animals in the world
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

Lonely Rogue

Quote from: Tynan on July 06, 2015, 01:26:07 AM
Quote from: SSS on July 06, 2015, 12:19:19 AM
• Boom-Muffalo: Like the boomrats, except a lot bigger and scarier!

That could actually be amazing.

Imagine taming it and sending it into battle.

I am making a mod right now that makes a copy of the boomrat and adds the muffalo's specs/stats, it's entirely xml, but so far its working. I have renamed it, given it the specs and description, now all I can think of that I need is a texture, I have someone I asked to do it for me...
Rimworld: A game where you're kept as entertainment for thousand year old robots, and you just don't know it yet.
Any mod requests?

tylers2001

Why not just make it so that some NPCs come along and build a small house/village on the map and they can be a new faction or an expansion of an old faction.
There is a difference between me and you. I'm the one still standing.

kingtyris

I wish I had thought of dinosaurs before, thats a really good idea! It fits in the Rimworld setting too; either cloned/resurrected dinosaurs or genetic chimeras cooked up in labs from extant species to approximate extinct dinos, probably for Glitterworld zoos.

Also, since husbandry is being introduced, I think predators have a better role in this game than ever. Fighting off packs of regular old wolves, or solitary big cats trying to sneak away with a calf would be a good new gameplay mechanic.

Also, chickens! Since we can farm for milk, why not eggs?

MrWiggles

Quote from: keylocke on July 08, 2015, 04:51:24 AM
Quote from: MrWiggles on July 05, 2015, 09:05:02 PM
Quote from: Serviette Union on July 05, 2015, 07:36:51 AM
This might be outside the scope but I'd quite like to see fish. Perhaps leading to a fishing skill and new food source in future updates.
Yea but how do you prevent fish from being an infinite food source?

you mean like how potatoes are infinite resources too? as long as you have an area to plant, light source, people, time, right temperature, etc.. potatoes (and some other plants) are practically "infinite" food sources too.  ;)
Not really...
With fishing, its just be a pawn sitting by any water source for some game time. Supposedly there would be a new skill or it would be related to a pre-established skill. And it'd be success rate, that may be tied with quantity.

Unlike potot'ing, which only works on some land, sometime of the year, or all the time with research and the object that requiries electricity.

Fishing, can be done the through the entire year. Even if the Dev adds pounds freezing over, ice fishing is a thing. So it wouldnt block fishing either. So then... the rule grows from "if there  tile of deep water it may be fished" to something much more complex and easily dips into "not trivial". Depending how complex you want the rules governing fish population to get. 

skullywag

Quote from: skullywag on July 08, 2015, 03:52:11 AM
I have an animal im modding in the moment this new feature drops....chickens...or some form of egg laying bird. Please beat me to it, i feel with this change it should be core.

Thanks Tynan ;)
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Songleaves

Giant sloth: massive extinct mammal that lived in South America around the time of the woolly mammoth. Only a few species of woolly mammoths surpassed it in size, ate leaves off of yuccas, agaves, and grasses. Lived in groups or alone in cave. Powerful digging ability, could tear down trees.

Armadillo: wide variety to choose from which survive in a variety of climates. Nice little armored critter.

Great auk: basically penguins that lived in the Northern Hemisphere before being hunted to extinction in the mid-1800s. If chickens are ever implemented then great auks can provide similar types of resources. They were valued for their high-quality down feathers, as a source of meat, and for their large eggs which contained a lot of yolk. Lived in tundra and boreal forests.

Elephant bird: hunted to extinction in the 1600-1700s, a truly massive bird from Madagascar, basically a giant version of the ostrich. Unknown if they lived in dense rainforest or not.

Porcupines: smaller than beavers but still large for a rodent. They drop their quills on contact and are popularly believed to be able to throw them(although they can't, except maybe in Rimworld). Would work fine in Arid Shrubland, Desert, Temperate Forest, Tropical Rainforest.

Skunks: can spray colonists to worsen mood. Could work in Arid Shrubland, Boreal Forest, Temperate Forest, Tropical Rainforest.

kingtyris

Skunks are a great idea, not only could they provide a mood debuff to the colonist but also any other colonist that gets near them, and you would simply have to wait for it to go away.

Mr.Cross

Quote from: kingtyris on July 15, 2015, 11:17:11 PM
Skunks are a great idea, not only could they provide a mood debuff to the colonist but also any other colonist that gets near them, and you would simply have to wait for it to go away.

Or you could kill it from afar, and once it's dead add a radius around the corpse and whoever gets in that radius they get the debuff and a 'Abrasive' Like trait that gives other colonists a small debuff (but not the stench).
Claims to know most things.

Segrog

Gants- giant ants that make a nest on the map. They kill and eat local animals and their popuation grows quickly. Just like the player, they will go and hunt animals or even humans. Players would need to kill them quick, before they take over a large chunk of the map.

ComradeKhan

More pest-like animals would be a welcome change. Things like swarms of flies that pester colonists and rot food and clothes faster as an incentive to keep things inside. Maybe something like mosquitoes that carry malaria or other diseases.

With tamable animals coming in, it would of course be brilliant to see sheep and cattle take a greater role. Horses too. We can only hope that mountable animals might make a showing in the future (mounted tribal raiders that quickly charge in and steal/burn what they can then leave, or mounting up your own melee armed colonists than can close in on raiders faster).

And of course, fish.

Toggle

Quote from: Negocromn on July 08, 2015, 09:18:14 AM


I want to see Tibia's Giant Spider, a big predator that is REALLY fast and will kill anything that enters it's aggro zone, but otherwise will roam around like any other animal. Keyword here is fast, something that moves much faster than your colonists and will easily kill entire groups of unorganized/strung out attackers. When the it enters the map the game pauses and you receive a warning message.

The concept could be used for a variety of different predators, you could even have them biome specific.

Love this idea. I remember talk about an event like the alphabeavers but instead of trees, they eat ores or animals. I think it would be great if a animal like you described would appear with a message, probably priority red, because what it does is it would claim an area. It would then kill anything in the area it claimed, animals or humans. Tynan would have to make the area visible though, sort of like a larger trader beacon area maybe doubled in space or 1.5x, and if you click on the animal the space would appear. It would stay there for days or even months and eventually leave, and would be harder to kill then mechanoids, but be worth a lot.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

fatwilf


+1 for SPIDERS - "a colonist caught in a spider web needs rescue" quick, get there before the spider eats them
+1 for WORMS - popping up through the floor in your fridge room and eating all your food

also agree with FISH, valuable food resource... that, also bigger fish BITE