A few mod suggestions from a newb

Started by Beathrus, April 04, 2015, 04:40:15 AM

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Beathrus

So, this is just a mod suggestion/idea post to maybe give people some ideas. (Yes, I know the game is in alpha; and these features might end up being added in; but still, I just want to make a mod idea post. :3)

First off, something to put out fires with and not just stomp/beat them out and get burns. I'm thinking an auto system, that sprays a foamy mist maybe? You'd have to clean the 'mist' after but it'd put out fires well enough.

Doors you can auto-open/leave open; Since you can already lock doors.

Non lethal weapons! Stuff like.. Tazers, Cattle Prods, Bolas, Blackjacks, Blow Darts, Tranq guns, gas grenades, and maybe a few others?

Better, non wall conduits! I mean, we have conduits walls, but the basic conduit is pretty weak and easily burned and broken. So maybe an insulated/protected one?

Better batteries; I get that event where all my power goes 'poof' and something explodes, so I was wondering maybe someone could mod in like, a breaker box or transformer that would explode instead/shut down with a % chance when that event might happen?

Vents! My idea for these is basically, you can put them in a room or somewhere, and it would distribute the temperature. So instead of say, making a stockpile under a door to keep it open, you could instal a vent and it would count as a wall, but also spread the temperature around?

More tribes/colonies on worlds! Basically, right now I've seen like 5 and I don't much see a point to them. I mean, we can't trade with them yet or anything; So the idea is pretty simple, right now we can set beds to prisoner or colonist, so why not have a 'visitor' or 'stranger' setting, so when someone comes to visit they can sleep in the bed? I get people visiting a bit more later in game, so I would want beds for 'em. Maybe they'd stay a while and help my people not die. >,.>

Wild animal enemies/animal variety! Basically, I think depending on the 'region' you choose, there should be more variety to the animals; and there should also be predator animals! Basically, say we have a pride of lions in savannah/desert areas, who have there own 'home' area, and will attack anyone who goes into it, and not all the lions attack at once or anything you can cheese like that. Maybe packs of wild dogs too?

So, right now, we have like, 2 races; Humans and the Robots. So, why doesn't anyone make mods to add in more races? Like, to give more variety of colonist, and to add in say; Oh, this race only eats meat, and this one only eats veggies? This race is more suited for heat, this one for cold. Stuff like that.

More armor! Right now, we have the vest, and the power armor; why not add in like a middle ground to those with like mideval-ish armors? Chainmail, chest plate, stuff like that?

Boots! I mean, seriously, please, if i have both feet, give me shoes that enhance my speed on different types of terrain! " Oh, Dirt? 83% Move speed? BOOM! Hiking boots! Effect negated! "

More hats. Like, no seriously, more hats. Like a cap or something to help with the heat. Right now, we have helmets, a cowboy hat, and a beanie; we need like, a cap to help with the sun!

Dyes! I'd really like to recolor some of my stuff, maybe get everyone looking uniform and nice!

An option to turn on a number rating beside gear quality! Like (3. Shoddy) Or (4. Good) Something like that? Maybe even (Q3 Normal?) Where Q is quality?

A way for my colonist to auto-go to my stockpile that holds clothes and upgrades the ones they are wearing! Like, say you put in a 'Clothes rack' and right click it with someone and select 'check gear' and then they'll go to the pile and equip the best stuff based on 'Material, Durability, and Quality' So say... they have a steel shiv(Shoddy 80%), but there is a Steel knife(Poor 20%), so they decide to stick with the shiv!

I've done a bit of crafting, but I have no idea what enhances the chance of quality I -might- get. Usually its shoddy or poor, with someone with crafting rating of 10. So... Could someone make say.. A mod that tells us, what % of success we might have when crafting an item?

A mod that allows us to dig up placed stone or wood or just flooring in general so that it returns to the 'base' flooring in that area. So say.. I build a house, give it wood floors, then move. Instead of losing out on that wood, and having a huge area of potential farm area lost, I can pull up the wood for re-use and regain my farming land!

Lights, with proximity sensors, that light up auto like when someone enters the room! So I'd basically save time having to flip 'em on for someone!

Ability to limit the amount of items that can be placed in a stock pile! So basically, say... I want a single piece of food in a stock pile, and not a stack of say, 75.

Decrepit bases/communities! Basically, right now all I've seen on the map is old ruined buildings, but what if we could get old bases too! Like, buildings ruined, farm lands wrecked, and rotting bodies! Maybe a bit of loot... if whatever wrecked the place hasn't stuck around!

We have EMP Grenades that can stun people, but what about grenades that could run them off? Say like, a flash bang or pepper spray grenade!

Dogs! Dogs that can only be used for hunting and only eat raw meat! They are faster than humans, and can do the whole biting/scratching thing; but you can capture and tame them! And they could towards your people as a 'subset' instead of a full member. And they can be wounded; and you can get bionics for them to like, make a full metal hound! :D

Immunity! So, I get malaria or the plague, or a flu and a year later, I end up getting it again. So why not mod it where, you can get 'shots' from a doctor that greatly lower your risks of getting it? Especially if you have already gotten it 3 times and recovered from each.

Trading between communities, basically, have a stand you can use like the coms becon, and have members from other tribes come to visit with like a cart and you can do the whole 'trade with' thing. And have different communities specialize in different things. Say, The savages can specialize in medical herbs and animal leather! Even sometimes maybe the pirates come to trade, and you can trade them for weapons and maybe favor so they don't attack?

So, a while back I rescued a member of another community who had fallen, and they had frail and bad back. They couldn't get up and move, so I was thinking; if you have someone like that, maybe a mod that allows you to 'release to fellow members' or something. So you basically do the whole 'hey, here is your person, come take them home', but to do that, you'd need like guest beds or something?

So, I was thinking for later/end game, there could be a mod for like, when you put someone in the Cryo tube thing. They heal slowly over time, like they don't need meds, but they heal much much slower. So say... Malaria, with constant doctor care and rest, takes 10 days to get over, using the tube, without meds, would take 15 or 20.

Mod to replace individual parts. So... A guy loses a foot, so we cut off the entire leg to give him a new one? Come on, we need a mod to make hands and feet, and fingers that we can replace with. x.x Heck, could even do it fullmetal alchemist style! Lil shiny limbs. xD

We could use a mod that requires people to drink, and use the bathroom! And require us to manage like, waste. Like, puking and poo everywhere, increases the chance of getting sick! And Yeah, drinks. Something other than beer. xD Like, make it where we need like a well; or something. Maybe drink from some of those water sources on the map? Maybe add in fishing stations and etc!

Maybe a mod that adds in rodents who attack power conduits and food stores! And the need for like, cats to chase them off!


1000101

tl;dr  I stopped after about the second chapter.

Most of those already exist as mods.  Did you check the release sub-forum?
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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YetAnotherTroper

QuoteFirst off, something to put out fires with and not just stomp/beat them out and get burns. I'm thinking an auto system, that sprays a foamy mist maybe? You'd have to clean the 'mist' after but it'd put out fires well enough.

Wholeheartedly agreed.

QuoteDoors you can auto-open/leave open; Since you can already lock doors.

Or even better, auto-doors that can be remotely controllable.

QuoteNon lethal weapons! Stuff like.. Tazers, Cattle Prods, Bolas, Blackjacks, Blow Darts, Tranq guns, gas grenades, and maybe a few others?

Definitely needed for colonies that want to abduct recruit passers-by.

QuoteBetter, non wall conduits! I mean, we have conduits walls, but the basic conduit is pretty weak and easily burned and broken. So maybe an insulated/protected one?

If I'm not mistaken, there was a mod that added buried conduits. I have no idea where it ended up though.

QuoteBetter batteries; I get that event where all my power goes 'poof' and something explodes, so I was wondering maybe someone could mod in like, a breaker box or transformer that would explode instead/shut down with a % chance when that event might happen?

So basically fuzes? They'd definitely be useful, though I kind of like my Star Trek-style exploding electronics.

QuoteVents! My idea for these is basically, you can put them in a room or somewhere, and it would distribute the temperature. So instead of say, making a stockpile under a door to keep it open, you could instal a vent and it would count as a wall, but also spread the temperature around?

You may want to check out the Central Heating mod here: https://ludeon.com/forums/index.php?topic=8476.0. It adds vents that equalize the heat between two rooms using modified cooler code. It's updated for Alpha 8 but works fine in Alpha 9. In addition, it also adds industrial heaters that are useful for warming up an entire base.

QuoteMore armor! Right now, we have the vest, and the power armor; why not add in like a middle ground to those with like mideval-ish armors? Chainmail, chest plate, stuff like that?

There are a few mods that add more armor and weapons, poke around on the forums and you'll find them fairly quickly.

QuoteA mod that allows us to dig up placed stone or wood or just flooring in general so that it returns to the 'base' flooring in that area. So say.. I build a house, give it wood floors, then move. Instead of losing out on that wood, and having a huge area of potential farm area lost, I can pull up the wood for re-use and regain my farming land!

YES! Such a big pet-peeve of mine that floors are non-reclaimable.

QuoteLights, with proximity sensors, that light up auto like when someone enters the room! So I'd basically save time having to flip 'em on for someone!

Good way to save power, I imagine. Another good one would be colonists simply turning lights on/off when they enter a room by adding a light switch to the wall or something.

QuoteDecrepit bases/communities! Basically, right now all I've seen on the map is old ruined buildings, but what if we could get old bases too! Like, buildings ruined, farm lands wrecked, and rotting bodies! Maybe a bit of loot... if whatever wrecked the place hasn't stuck around!

If I'm not mistaken, some of the more intact buildings already in game can have stuff in them. I might be wrong though.

QuoteImmunity! So, I get malaria or the plague, or a flu and a year later, I end up getting it again. So why not mod it where, you can get 'shots' from a doctor that greatly lower your risks of getting it? Especially if you have already gotten it 3 times and recovered from each.

When injuries get infected, colonists will slowly begin to develop an immunity, so this probably isn't too far off.

QuoteTrading between communities, basically, have a stand you can use like the coms becon, and have members from other tribes come to visit with like a cart and you can do the whole 'trade with' thing. And have different communities specialize in different things. Say, The savages can specialize in medical herbs and animal leather! Even sometimes maybe the pirates come to trade, and you can trade them for weapons and maybe favor so they don't attack?

Very good idea, but also massively exploitable if it isn't done carefully.

QuoteSo, a while back I rescued a member of another community who had fallen, and they had frail and bad back. They couldn't get up and move, so I was thinking; if you have someone like that, maybe a mod that allows you to 'release to fellow members' or something. So you basically do the whole 'hey, here is your person, come take them home', but to do that, you'd need like guest beds or something?

Well, people who arrive in escape pod crashes will already wander off after being treated if they aren't specifically arrested, so this shouldn't be too hard to code.

QuoteWe could use a mod that requires people to drink, and use the bathroom! And require us to manage like, waste. Like, puking and poo everywhere, increases the chance of getting sick! And Yeah, drinks. Something other than beer. xD Like, make it where we need like a well; or something. Maybe drink from some of those water sources on the map? Maybe add in fishing stations and etc!

This probably isn't going to be added for much the same reason it was never added to Dwarf Fortress: it's too much of a hassle and it's massively disgusting. Plus, I think most of the colonists just go in the bushes.

sjaak31367

QuoteTrading between communities
I recommend the stargate mod (part of) "Enhanced Defense" by Jaxxa,
I had this idea too, and found that, so I hope this helps,

also, Great Ideas!

bartekkru100

Glitter Tech adds new conduits and armor. And there's central heating mod with vents and stuff...

Beathrus

#5
Well, I spent a ton of time on the Releases forum for A9; and found mods for -most- of what I wanted. :3 Now I can auto open doors, have more armors, etc. Even a few I didn't know I wanted. Like darker map, darker outline for planning, things like that. Even a 'mining helmet' which is pretty neat!

I did some searching; And found and currently am playing with these mods.

Apothecarius
Apparello
Blood Deterioration
Craftable Guns
Darkness
Door Control
EdBInterface
EdBModOrder
EdBPrepareCarefully
FixBone
Graves
Hospitality
Icons
LT_GARDENing
LT_RimEffectShield
LT_SoilingHard
M&Co. Common
M&Co. MiningHelmet
Medical Drinks
Melee+
Mending
More Designators
MoreHair
Norbals
Outfitter
Plan DarkOutline
PowerSwitch
PriorityHaul
Right Tool for the Job
Superior Crafting
Superior Crafting Pac 1 - 3
Seasonal Wardrobe
SkillLock
TargetPractice
T-Mods
VeinMiner