Write an event!

Started by Listy, January 29, 2015, 10:18:56 AM

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Argon

A larger number of factions who raid less frequently, and can also be raided themselves.

-Argon

ousire

I'm in huge support of adding new events to the game, and if I knew how to, I probably would have already made a mod that adds in several of them to the game. I've seen a few threads about adding new events to the game before in the suggestions forum, and I even made one myself.

are there any mods that focus on adding new events to the game? I may need to look into how they work and take a crack at it some time

BattleFalcon

Quote from: Bodog999 on January 29, 2015, 10:28:48 AM
"You hear something unknown near your place, when you investigate further you see a weird small creature. But its not like any creature you've previously seen. For now it seems harmless, but keep an eye on it."

The creature you've spotted seems blobby, it will slowly grow over the coming few days, due to it's cell structure it has a high damage resistance, but it also moves very slowly. While moving it will destroy anything in its path. Trees, bushes and grass will be consumed, man made structures will take a lot of damage and other creatures will slowly be eaten by the blob if they are unlucky enough to get consumed.

Beware of the blob!

(Reference to the original blob movie)
Look for Cassandra "Cassie" Ryan ingame! That's me!

FridayBiology

calm day : no wind for a whole day,
> maybe low pressure system event : no wind for a week.
Yes another god damn youtuber.
 https://www.youtube.com/user/FridayBiology

Listy

Quote from: Feirfec on February 02, 2015, 05:46:23 AM
calm day : no wind for a whole day,
> maybe low pressure system event : no wind for a week.

A week is a bit excessive as month is only about 14 days (? ), but yeah at the moment Wind turbines are a little too good, and have replaced the Geothermal power station in constant, reliable power out put.
SO this along with the gales make them a little less efficient.

milon

Quote from: ousire on February 02, 2015, 12:08:47 AM
I'm in huge support of adding new events to the game, and if I knew how to, I probably would have already made a mod that adds in several of them to the game. I've seen a few threads about adding new events to the game before in the suggestions forum, and I even made one myself.

are there any mods that focus on adding new events to the game? I may need to look into how they work and take a crack at it some time

Minami created a Custom Events mod, but it's Alpha 7:
https://ludeon.com/forums/index.php?topic=3859.0

ousire

Quote from: milon on February 02, 2015, 06:41:25 PM
Quote from: ousire on February 02, 2015, 12:08:47 AM
I'm in huge support of adding new events to the game, and if I knew how to, I probably would have already made a mod that adds in several of them to the game. I've seen a few threads about adding new events to the game before in the suggestions forum, and I even made one myself.

are there any mods that focus on adding new events to the game? I may need to look into how they work and take a crack at it some time

Minami created a Custom Events mod, but it's Alpha 7:
https://ludeon.com/forums/index.php?topic=3859.0

are there any good tutorials out there for adding new events? I've not seen any

TrashMan

Something like legendary monsters from DF. Randomly generated monstrosities.

The-MathMog

I probably had more, but can only remember this one at the moment.

"Meteor/meteorite" - A rock falls from the sky simply. Could make a fiery effect, explode (crash hard) on impact, and maybe even drop a few mineable resouces (or simply make them collectable)
This ties well together with the "Drop Pod", but with a few tweeks :)

StorymasterQ

Quote from: The-MathMog on February 03, 2015, 07:04:11 PM
I probably had more, but can only remember this one at the moment.

"Meteor/meteorite" - A rock falls from the sky simply. Could make a fiery effect, explode (crash hard) on impact, and maybe even drop a few mineable resouces (or simply make them collectable)
This ties well together with the "Drop Pod", but with a few tweeks :)

There's a mod for that if you like.
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here

TheSilencedScream

Having colonists request to join, rather than just showing up out of the blue.

Because I don't need someone who can't haul, is a brawler, psychicially sensitive, with a peg leg, and an old gunshot wound to the head... but I do appreciate their organ contributions, I suppose.
Quote from: Topper on August 31, 2015, 03:33:25 AM
is the sledgehammer compatible with the romance mod?
Only in Rimworld.

JimmyAgnt007

Quote from: TrashMan on February 03, 2015, 08:21:28 AM
Something like legendary monsters from DF. Randomly generated monstrosities.

This is what i was going to suggest.  I giant boomrat has gone insane.  Kill it and half the colony goes up in flames.

Kegereneku

#27
Quote from: Listy on January 29, 2015, 10:18:56 AM
It occurred to me that Events are what makes this game, and at the moment there's actually a small number of them. Now that's no way the Dev's fault, he is after all busy squishing bugs and adding drinkies for my bored colonists.
He's also just one man, and no one can be that creative, as events need inspiration, and we all have our own experiences and thought processes.

I basically registered on the forum to say the very same thing. "Events are what make Rimworld, why isn't there several topic about them already ?". Then I saw your topic, but I still would have expected it to be bigger (you seem to have quite a community already).

So let's participate :
VARIABLE EVENTS
  • Event : Automatic Shrine Opening
    "A signal received by your Comms Console tell you a Cryptosleep Shrine opened nearby."
    You don't know who is inside but you don't see any opening
    Good Event : Occupant are starving but will join you if you open.
    Neutral Event : Occupant are starving but neutral, and will just go away after eating any food found.
    Hostile Event : Occupant are starving but hostile, they might also burst out using grenade and attack.

  • Event : Closed Cryptopod landing
    Difference with refugee : The person aboard might or not be friendly.
    Challenge for the player : Open at your own risk


GOOD EVENTS


  • ** Event : Lost puppy
    Will you go tame this lost puppy ?
    Bonus : Easier access to barely tamable creature.

  • ** Event : Genius Animal
    One of your tamed animal become much more intelligent than normal.
    Bonus : more trainable

  • ** Event : Overgrown Animal
    One of your animal become bigger than normal.
    Bonus : better stats

  • Event : Second Sun
    Another star of the binary system is showing itself.
    Notes : It would increase slightly the temperature during the day
    Bonus for the player : Night are still lit and solar panel give some energy

  • Event : Binge drinking discovery
    "I don't remember what I did at last night party, except those strange equations"
    +100 sciences

  • Event : Wandering damaged Mechanoid
    A damaged mechanoid, unable to fight and very slow make its way through your territory
    Basically a (free?) kill, free metal.

  • Event : Generous Harvest
    All plants of some type grow up instantly and/or give more food.
    Bonus for the player : Help in a food crysis

  • Event : Nature's rebirth
    A strange rain reconstitute the entire map flora, help heal disease, and remove scars
    Bonus for the player : self-explanatory

  • Event : Miraculous healing
    One of your colonist who was sick suddenly gain immunity.

  • Event : Lucky weather
    The weather strangely go against the biomes and give you friendly temperature
    Bonus for the player : clothes aside, the heater and cooler use less energy

  • Event : Research Breakthrough
    You found the right idea that save you a lot of time ! (increase the research achieved)

  • Event : Some lone person from another faction arrive with injury/sickness to your base
    If you heal him : good relation with his faction
    If you let him die : Free equipments/clothes

  • Event : Psychic BOOST [Getting added with Alpha11]
    All colonist of the same gender feel like in a dream, understanding anyone perfectly, thinking more clearly than ever.
    (basically a positive boost in moral)


  • Event : Sudden gain of skills (or burning passion)
    One of your colonist with a level instantly in a domain.

  • Event : Overcoming negative trait
    One of your colonist meditate on his backstory and overcome some disability, like hauling.
    (A colonist who couldn't do a job now accept but from 0)
    Gameplay balance : It can only happen once for a colonist and might have already happened. I suggest a special mention to it on the backstory line

  • Event : Drinking party (Party time added in Alpha13)
    A group from another faction come to party, if you manage to have one of them drunk their relation improve significantly.
    Alternative : When a group of visitor come, you can call their faction and INVITE them to have a drink


NEUTRAL EVENTS


  • Event : Heavy FOG
    Pawn/Raider outdoor or away from light-source suffer an "Erratic path-finding" debuff. Meaning they don't take the shortest route to their destination.
    If at night, they lose their way entirely, you might better have them stay where they are.
    Also apply to drafted pawn.
    note : Good sight and Bionic Eyes lessen it. Maybe equipment like a torch could be added.

  • Event : Hydroponics mutation
    An hydroponic goes crazy and the plant sown are mutating into something unknown.
    It could be anything, you have the choice of cutting it down and restarting or see how it evolve

  • Event : Wanderer seeking home
    A few wanderer from a recent crash are visiting your village, if they like it some of them might actually ask to stay

  • Event : Emphatic Psychic wave[Some sort getting added with Alpha11]
    A psychic wave make everyone "incapable of violent", all but the psychically deaf (and turret) are affected

  • Event : Research Mishmash
    Strangely the last 100point of research you worked on are better suited for another research.
    (Equivalent exchange)

  • Event : Request for food
    Some groups from another faction lost their food along the way in some accident, they are starving, allow to take food ?
    (saying yes open the trade screen to allow you to choose, saying no they'll just eat from the land if possible, leave or die.)
    (good / neutral / bad relation change)

  • Event : Request for medical attention
    Straight forward
    (good / neutral / bad relation change)

  • Event : Faction looking at your arts / craft or plantation
    One of your [crafted item] impress/disgust a member of another faction
    (good / neutral / bad relation change)

  • Event : Black&Whitey
    For some psychic reasons everything become shade of grey. (or turn into the Colorblind-setting)

  • Event : faction hunting party
    Some member of a faction come and hunt a few token animal.
    Suggestion for diplomacy : Calling the faction to ask them to stop or let them do will influence your relation with them.

  • Event : Invasive flora
    Some big roots grow randomly across the map, creating impassable wall. Fortunately they burn more easily than anything else, and die after a while.
    Effect on gameplay : You can burn them, harvest them for fuel, or let them as natural barrier against enemy.


BAD EVENTS

  • Event : Earthquake
    An Earthquake start, effect :
    All structure are damaged, something beyond their breaking point.
    Colonist inside have a risk of being injured depending of how much space they had around them.
    Under mountain-roof, cave-in are possible.
    Challenge for the player : Dealing with the aftermath of a quake.


  • Event : Gas from Geyser causing intoxication
    Colonist and Animals can suffer from it
    Challenge for the player : treating those, avoiding/enclosing geyser


  • Event : Massive toxic fume causing intoxication [Getting added with Alpha11]
    I imagine that like a cloud moving slowly across the map
    Challenge for the player : Many animals can be killed & colonist must stay inside.



  • Event : Animal stampede
    A herd of animals (size vary) travel across the map at slightly higher speed than normal, hurting whoever cross them (they also destroy vegetation and field).
    Challenge for the player : Keep alive whoever is on their path, replant field.


  • Event : Animal eating your plants[/s](added since Alpha13)
    Somehow one animal isn't satisfied with untouched flora and is psychotically attracted by your plantation.


  • Event : Creature from the sea (akin to rare creature from Alpha13)
    A creature in the water attack whoever get close to the shore.
    Challenge for the player : straightforward, but you'll want to hunt it for its rare skin/meat.
    Suggestion for dev : Fishing !


  • Event : Predator Lurking [The Wolf pack is coming Alpha11, Common predator in Alpha13]
    We keep seeing prey animal... where are the predator ? Well, they come occasionally, they only attack human if they are alone or occasionally two.
    They also shy away from light source and human construction
    Challenge for the player : straightforward
    Suggestion for dev : ability for drafted colonist to follow/escort another.



  • Event : Research Failure
    Turn out you were on the wrong track all along. (reduce the research achieved)


  • Event : Termites !!
    A few wood based structure/equipment are damaged. (I hope you can repair gun too)


  • Event : old forgotten trap (trap are present, now to make some invisible or event-based)
    A colonist walking in non-home zone suffer leg injury upon falling into an old trap.


  • Event : Psychic Vacuum (very short)
    All colonist forget what they are doing for a moment
    Psychically sensitive colonist are stunned
    Psychically dull colonist are unaffected
    Challenge for the player : keeping the workflow, retrieving stun colonist


  • Event : Cannibal Man-hunter
    Some lone warrior (tribal or with advanced tech) is seeking humanitarian food.
    Challenge for the player : straightforward


  • Event : Inter-faction war
    Two faction fight each other on your territory.
    Challenge for the player : You choose to intervene or not, relation with faction will vary

  • Event : Cooler/Heater malfunction
    For a while one of these malfunction and heat-up temperature unless switched off and repaired.
    Challenge for the player : managing the temperature through vents to be able to intervene safely on it or cut the electricity.

  • Event : Dust Storm
    Put dust everywhere, stop plant growing for a while, or kill some, could be made similar to snow (disappearing with time).
    Challenge for the player : Colonist slowed down, culture damaged

  • Event : Tempest/tornado
    Wind Turbine, Crop, Wood structure get damaged and light items (cloth & the like) get thrown around. Colonist walk slowly to resist the wind
    Challenge for the player : retrieve them, build in consequences if those are common in the biome.

  • Event : Acidic Rain [Some variation getting added with Alpha11 it seem]
    Not lethal but colonist who stay outside too long risk catching a disease.
    Animal could have immunity for living here, potato plant would suffer, medicinal would grow faster.
    Challenge for the player : choosing or not enclosed colony.


  • Event : Prosthesis Malfunction
    One of your colonists' prosthesis (not bionic) malfunction, it stay like this until it get 'treated' like a wound.
    You need to use component to repair it.
    Challenge for the player : a minor penalty or worse

  • Event : Prison break[/s] (added)
    One of your prisoner isn't restrained anymore and try to escape
    Challenge for the player : self-explaining


  • Event : megascarab in the vents (megascarab added)
    Megascarabs appeared near the base, they pass through vents and will usually flee, they only attack colonist who are asleep or try to eat emergency food, leather and other things you definitively don't want it to eat.
    Challenge for the player : close vents and doors to isolate the megascarab and kill it.

  • Event : Stealthy Assassin
    The player is notified there's an assassin coming the next night.
    The assassin cannot be seen by the player, and can open door slowly.
    He can only be seen through colonist (direct line of sight).
    Challenge for the player : Keep everyone close of each other, one guarding at night

  • Event : Stealthy Sapper
    The player is notified there's a sapper coming the next night.
    The sapper cannot be seen by the player, and can open door.
    He can only be seen through colonist (direct line of sight).
    Challenge for the player : This time the sapper will avoid colonist, only blow up stuff and get away. (raid might follow)


Note:
Storytellers suggestion here
Game Ending suggestion here
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

Reptavian

Going along with that great suggestion for there to be world types, I have some ideas that fit the bill. 

Your world was once home to a society that had many research labs for what most civilizations would consider morally and ethically questionable projects.  This society was wiped out to prevent contamination of the nearby sectors of space.  Not all of those projects died with the society, in response to your presence a bio-weapon comes to evict you all by force.

One of your bionic limbs has been infected by a rouge AI trying to join the Mechanoid collective.  You don't know which colonist has the infected appendage but at night when you aren't watching one of them builds a beacon summoning the Mechanoids, they will be here shortly.

Your planet is a scrap yard and organic matter is scarce.  Growing food outdoors is not possible due to the toxic atmosphere and hunting is scarce, but you do have all the metals you could ask for.  However, flying machines descend on the area regularly and deconstruct what you have built or dump additional ruined hulks on top of it.

Hey, what if it was possible to play as the Mechanoids at some point?

TrashMan

Enviromental dangers are a must


Hurricane/Typhoon/Sandstorm/Tornado - horrible weather. Get your colonists inside! map visibility goes to s***, power fluctuates and things outside get damage. Items and animals - even some trees - get flung around (and destroyed). Damages crops and structures.

Landslide - terrain change. Part of a hill dissapears or expands

Eqrthquake - damaged structures, may cause fissures to open (possible valubale metals or gyser appearing)