[Mod Request]True Fallout

Started by fetusthebard, July 15, 2016, 07:10:12 PM

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fetusthebard

Now that my forum innocence has been taken by EdB, I feel no shame in suggesting a mod that I have been wanting for quite some time. In Rimworld, being inside in any fashion will completely hard-counter fallout. This isn't really how fallout works. Neutron radiation passes through almost everything (and not only this, neutron radiation also creates gamma radiation), gamma radiation passes even through thin layers of lead, and beta radiation is only stopped by things denser than aluminium. As it is, there is nothing protecting colonists from neutron, gamma, or beta rays, and the only reason they are protected from alpha is because they are wearing clothes. Why is this? The coolers in the game have no indication of any system of filtration (which might I mention would be really bad for asthmatics) and the vents don't either, simply being things you can't walk past.

What does all of this mean? This is the part where I make my suggestion!
I'm pretty green with code, and can in no way make my dream a reality by myself. But there is no end to talented people here, and my idea getting picked up (even by a single person) would be awesome. My suggestion: Split the toxic fallout event into four parts like the raid mechanic.
One is the current fallout, which can be represented by mostly alpha radiation. Wearing more clothes should increase toxic buildup resistance, but being inside should be pretty safe when alpha rays are concerned, they are weak-sauce. In fact, if there aren't any beta waves there would be no convincing difference between alpha rays and the normal atmosphere. Unfortunately, there are usually beta or gamma rays accompanying alpha, so the regular would be fine.

The second would be a major contamination breach on some sort of futuristic reactor. This breach released tons of beta radiation from containment pools all over the area. This breach would require the colonists to be inside almost all of the time, only leaving in suits. It would also necessitate better coolers (or vents if you have a decent outside temperature year-round) with filters.

The third would be a nuclear blast in the area. Neutron (and therefore Gamma) radiation would pour over the landscape, but the colony would receive a couple day's warning before the event occurred (I'm assuming early warning technology will be even better in the future :P ). This will be the death of many colonies, and should be very rare. In order to survive, two layers of steel should be made into a mountain. A high-research tech would be necessary to create blast doors (and you would need two to create an airlock so that your colonists don't suffocate, this will also require more of the filtered coolers). Going outside without a suit for more than 1 game hour would be a death sentence, and there would be no reason to anyway. Anything on the outside would be completely destroyed, either by the radiation, or if the modder is feeling up to it, a giant nuclear explosion. This would also require sleep caskets, as keeping all of your colonists alive for that long is extremely difficult in a small confined space (look guys, I made a use for cryosleep!). It would also be pretty hard to farm anything in what on some maps will be a 6x6 area due to availability of mountain space. During the time of this fallout no other attacks of any kind would fire, not even breakdowns, as they would completely destroy the colony.

The last is an endgame event even more dangerous than the bomb. Have any of you played Halo?
https://www.youtube.com/watch?v=B11ue_4Y-6Q
Planet irradiated by a halo ring. The only escape is by creating the ship and leaving the world. You are given three days to build it and leave. Otherwise your colony is dead, as no amount of lead would stop the installation from destroying all life on the planet. Anything outside is immediately killed and anything in a bunker would get the current buildup until death. The buildup is even able to penetrate cryosleep pods, so they won't save you either. This continues until the colonists are dead or until you launch a ship, there is no ending to the event and no other events that can fire.
If the modder wants to be clever about a warning that the installation is incoming, make a flood manhunter pack and THAT can be the colonies warning that death is imminent. After all, the Sangheili glassed half a continent to stop the spread of a handful of flood. Imagine the response from the race that was all but destroyed by the flood?

Finally, some mods that I think you should all check out are in order. These are the ones that I received some of my inspiration from, and any of them asking to cooperate with this suggestion would be a true honor. Thank you for making my game so great!
https://ludeon.com/forums/index.php?topic=21408.0
This was my reason for posting today. My idea can finally be truly recognized with the assistance of this suit.
https://ludeon.com/forums/index.php?topic=11056.0
An amazing mod that helped me to envision how this bunker would work. Pipes and ducts and the like would be necessary for the function of the bunker, as no outside air would be usable until filtered. Before this mod my dream was basically just a wish (it may still be, but this system gave me hope).
https://ludeon.com/forums/index.php?topic=16599.0
Not only is this system a requirement for most of the good mods, this dude and his team is crazy good. A version for 0.14 is already out. This is the same day as release. Can I get a *whaaaaaaaaa?*
https://ludeon.com/forums/index.php?topic=10571.0
This mod, combined with combat realism, provides the best experience that you can attain with the base game. The options for surgery don't feel overpowered, and it proved to me that with enough reworking the immunity and body part removal could extend far into the late-game.
Did I mention Combat Realism? Combat Realism: https://ludeon.com/forums/index.php?topic=9759.0
https://ludeon.com/forums/index.php?topic=10623.msg105053#msg105053
And last but certainly not least, the power generation the bunker will probably use unless a true masochist (like me) goes for buried steam geysers. The ASRTG is the perfect combination of a rare resource and a lot of research points. I'm very satisfied with this alternate form of energy production.

That's it! Hopefully my suggestion gets some positive feedback, and I'll see you all out on the Rim!

Probe1

It's been six months since I looked at the code related to events but I'm pretty sure what you want isn't possible.  You're asking for a change to how inside / outside checks work which would involve working around a lot of hardcoded functions we don't have access to.  It might be possible to hijack the temperature system, completely re-write the toxic fallout event to use it, and have it permeate through walls at a certain rate but that'd be a big project and probably not one a forum post will convince someone to drop 20 hours into.

The last idea of having a planet killing event is much more feasible since it already exists and would only require some string renaming and an exception to the inside check for toxic fallout.

Kashipoi

That last one is a little... Uh... Overspecific and weird. If someone did make a mod that enhances fallout, I don't think adding a random halo reference that doubles as "Sorry game is over now" is a good idea.

That said, events with some warning that create long lasting situations you'll need to deal with with warning time could be intresting. Though I doubt a colony would ever recover from a nuclear strike that actually hit within the playable area, so maybe that little portion is not such a good idea.

fetusthebard

Quote from: Probe1 on July 18, 2016, 05:22:45 AM
It's been six months since I looked at the code related to events but I'm pretty sure what you want isn't possible.
Unfortunate and quite upsetting. But I still harbor hope that inside/outside isn't as complicated as is advertised!
(*looks fearfully at modding community*)
Quote from: Kashipoi on July 18, 2016, 07:18:03 PM
That last one is a little... Uh... Overspecific and weird. If someone did make a mod that enhances fallout, I don't think adding a random halo reference that doubles as "Sorry game is over now" is a good idea.
Not over-specific, and not weird! Halo installations are ringworlds, they already exist in-lore (please, correct me if I'm mistaken). The way that these installations work in Halo is the extermination of all life on a planet through bombardment with radiation quite a bit more powerful than some powerful supernova. It's 1/7th-of-galaxy-wide death by fallout basically. And the "sorry, game is over now!" is the one thing this game is currently lacking, and the only reason the late game becomes tedious at best and unplayable at worst. Especially without mods. We even got this mechanic in 0.14, it's just called something else.