need ideas for a mod

Started by blazecreek, May 04, 2016, 08:17:28 AM

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JakeTheHylian

Take out the giant bugs that come out of mountains. That is the mod I NEED.

JakeTheHylian

Quote from: blazecreek on May 04, 2016, 08:17:28 AM
well as it said in the subject. i am learning C# and i need an idea as i can't think of something that people besides might like. any ideas will be worked on no matter how dumb :D
Just remove the big spiders and stuff that come out of mountains.

Britnoth

Quote from: JakeTheHylian on May 09, 2016, 09:48:44 PM
Quote from: blazecreek on May 04, 2016, 08:17:28 AM
well as it said in the subject. i am learning C# and i need an idea as i can't think of something that people besides might like. any ideas will be worked on no matter how dumb :D
Just remove the big spiders and stuff that come out of mountains.

Just overwrite the chance to zero in the incident def xml. This mod takes all of 15 seconds to do yourself....

Kaizyn

Quote from: blazecreek on May 05, 2016, 01:22:16 PM
Quote from: Adamemnon on May 05, 2016, 10:12:55 AM
5) Fix the damn traders. Either make it possible to invite the kind of trader you want or let them buy/sell more stuff. I never have enough steel and components and if I do, I have not silver to trade with because they never buy my clothes, sculptures or even guns in most cases.
6) Other intelligent species on planet! Not just humans you can recruit. Let's make some other alien being you can talk to trade goods/techs with and potentially add to your colony (after you research how to communicate with them or something like that)

there are tons of good ideas around. The game is fun but it lacks depth. If I don't play on higher difficulty I can start on colony ship during the second year and that is no fun...

about number 5 i am not sure how this will work but i will look about and see if there is a mod all ready for this.




Shameless plug for my mod I just put out:

https://ludeon.com/forums/index.php?topic=19992.0


I was fed up with this myself, where you'd get a bunch of traders early on, but you can't buy or sell anything, and later on you don't get any.

My mod totally overhauls caravans and has them come on a schedule, with completely different buy/sell than vanilla.     

AlwaysBugged

A mod that allows me send out recruitment messages to space and/or other factions looking for people with certain skills or traits to join you.

Basically a way to allow us to recruit the kind of people i want (like psychopaths or cannibals) without depending entirely on the RNG or devmode.

Balancing it could be tricky but it would be a great addition to my gameplay experience.

Maybe make it paid as your either hiring a spacer, buying a slave or compensating a tribe for their lost member (make them cost like twice or thrice the price of an average slave with their skills).

Jakub k.


blazecreek

i am sorry about not getting back with most of you. i have been quite busy. and things came up. i hope to start working on some of these mods. but don't get your hopes up.

baiph

*Something that adds actions or skills like in RPG games :) Like you could jump a few blocks when using a melee weapon or spin around (might be hard to make the visuals).
*More monsters that breath fire,ice,etc. Huge robots that are triggered by an event which can just destroy your colony or be reused into smaller robots just like in mecha shows.
*Something like the outpost generator mod but instead have smaller tribes around the area that you can either make trades with or fight. They will gather materials just like you do which allows the player to compete with them or just coexist with them.
*Ridable animals like the Muffalos, Alpacas, etc. maybe add a horse :) There's already a mod where you can ride ATV, so maybe it's possible to use some of the stuff in that mod and change it so you'll be riding the animals that you tamed.
*Be able to build higher buildings like you will be allowed to toggle first/ground floor and the next floor(s).
*Allow swimming in the ocean,sea,lakes,swamp,etc. Maybe boats too :) that can work with the Ocean biome or create a now Ocean biome mod :)

blazecreek

Lucy Long Term is done.
i will work on it a tad more. but for now this is what you get.

>>>>>https://ludeon.com/forums/index.php?topic=21285.0

Elixiar

A lightening gun (fired from barrel). Or an emplacement which causes it to fire from the sky.

Big range, causes max flame size on a 3x3 (4x4) area and causes instant burn damage to targets caught in the blast.

Uses same graphic as normal lightening. Moderately accurate high warmup and cool down (if a weapon) or 1/3 longer than a normal mortar. (Since it's basically an upgraded incendiary but more interesting)

Or, both 😄
"We didn't crash here by accident... something brought us down". - Anon Rimworld Colonist

blazecreek

Quote from: Elixiar on July 10, 2016, 11:07:12 AM
A lightening gun (fired from barrel). Or an emplacement which causes it to fire from the sky.

Big range, causes max flame size on a 3x3 (4x4) area and causes instant burn damage to targets caught in the blast.

Uses same graphic as normal lightening. Moderately accurate high warmup and cool down (if a weapon) or 1/3 longer than a normal mortar. (Since it's basically an upgraded incendiary but more interesting)

Or, both 😄

i will look into this.

caesius

#41
make it possible to 'group' units and turrets with numpad numbers, which exists in many RTS games, like starcraft, warcraft etc...

and adjustable game speed controller. when pawns are under attack or some emergency happen, rimworld force to slow down but for players like me, it is just annoying and sucks but cant get speed back to fastest even though i can handle that speed.

disease expansion. i dont kn how the pawns just kn it quickly what disease they got. i mean, first, they have to be diagnosed.
and, lack of variacity. there are hundreds of disease but in rimworld just 10 disease? and they can be cured by just one medicine?
make variable disease and symtoms (4 kind. caused virus, fungi, germ, and cancer) and must use different medicine for cure each type disease. and they should be diagnosed first before that, player just kn the symptoms like fever, coughing, bleeding, blood poop/urine, or illusination etc.

Screw

What about - Create colonist in "Bionic Camera". Just like in "EdB Prepare Carefully" mode, in creator mode in new game.

P.S. I bad speak English >_< 

blazecreek

Quote from: Screw on July 12, 2016, 12:45:01 PM
What about - Create colonist in "Bionic Camera". Just like in "EdB Prepare Carefully" mode, in creator mode in new game.

P.S. I bad speak English >_<

i don't fully get what you mean by that so if you can expand on it more.

Screw

Quote from: blazecreek on July 12, 2016, 01:04:18 PM
Quote from: Screw on July 12, 2016, 12:45:01 PM
What about - Create colonist in "Bionic Camera". Just like in "EdB Prepare Carefully" mode, in creator mode in new game.

P.S. I bad speak English >_<

i don't fully get what you mean by that so if you can expand on it more.



I mean, create modification which would create colonist with your settings (People, that grown in specialized "bionic-containers")