RimWorld

RimWorld

Nature's Pretty Sweet
tkkntkkn  [developer] 27 Nov, 2017 @ 5:07am
General Requests
I make no promises on whether these requests will come to fruition, but I like to hear ideas :D
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Showing 1-15 of 18 comments
Edible Eyebrows 27 Nov, 2017 @ 8:11pm 
firstly I love the mod!

after playing around with it a bit heres my humble requests:

1)
Perhaps there could be hostile versions of the woodlands you already have created.

I really enjoy the feeling of gradually taming a landscape, perhaps you could call them something along the lines of 'ancient redwood forests' with a much greater abundance of the old growth trees, that are also much harder to cut down with larger wood yeilds, there would also be a stronger predator presence. meybe even some alien version of treants that dont like it when you harm the old trees?

2)
I'd like to see what you'd do with swamps, the new official swamps are nice and all, but I wanna see some dynamic deadly and poisonous hellholes, pawns getting miserable about wet feet, insect swarms and nasty shrooms with their spores.

we could have a new kind of path structure that can be built over shallow and swampy water, it would allow for fast movement through the harsh terrain, prevent plant growth and (if you choose to impliment it) prevent pawns from getting bad moods over being wet all the time.
something like this [thumbs.dreamstime.com]

a more expensive version of this flooring (wetland foundation) could also allow for other structures to be built on top, for that murky swamptown feel.
Last edited by Edible Eyebrows; 27 Nov, 2017 @ 8:12pm
lucas41205 28 Nov, 2017 @ 6:40pm 
Originally posted by Disgruntled Peasant:
firstly I love the mod!

after playing around with it a bit heres my humble requests:

1)
Perhaps there could be hostile versions of the woodlands you already have created.

I really enjoy the feeling of gradually taming a landscape, perhaps you could call them something along the lines of 'ancient redwood forests' with a much greater abundance of the old growth trees, that are also much harder to cut down with larger wood yeilds, there would also be a stronger predator presence. meybe even some alien version of treants that dont like it when you harm the old trees?

2)
I'd like to see what you'd do with swamps, the new official swamps are nice and all, but I wanna see some dynamic deadly and poisonous hellholes, pawns getting miserable about wet feet, insect swarms and nasty shrooms with their spores.

we could have a new kind of path structure that can be built over shallow and swampy water, it would allow for fast movement through the harsh terrain, prevent plant growth and (if you choose to impliment it) prevent pawns from getting bad moods over being wet all the time.
something like this [thumbs.dreamstime.com]

a more expensive version of this flooring (wetland foundation) could also allow for other structures to be built on top, for that murky swamptown feel.


I Think that stilts for foundations should be in vanilla - maybe there could be an event that the flooring or stilts collapses
primobrainlet 29 Nov, 2017 @ 5:26pm 
Maybe you could add an atoll biome?
Survival is difficult, and most of the atoll is swallowed by the tides, making building hard
maybe add a new form of mangrove to replace trees and coral to build with?
add giant crabs, seagulls, seals and an occasional beached whale/dolphin for food?
add hurricane wether event, where tides rise substantially, fog thickens, plants die and buildings can be crushed?
how about a dead sea biome: no fish(more bridges), able to be swam across(since i hear it is actually herd to sink in the dead sea), high concentrations of salt, joy for pawns in the sea, artificial tiles made from A LOT of salt and time
another idea would be a biome that has very frequent wildfires, predators, insects and a lack of wood/stone. simply built for those who are masochists. the grass could be tall grass so it is hard to shoot through and maybe it could have a greater chance of raids(in this land melee would be king, and time would be of the essence due to the constant threat of wildfires). however to try and balance it out almost all soil should be fertile due to all the dead plants and ash, makig this place a farming paradise for those with excellent fire safety. Also it could have massive insect swarms about once a year(not vanilla isects...that would SUCK) but instead small insects that eat all vegetation on maps and when they attack their bite doesnt do much damage but it hurts like HELL
another idea would be a wasteland biome...long ago there was a colony there, but it has been lost to the winds of time, now nature has claimed what is rightfully hers...and she's not giving it up without a fight. ruins surrounded by moss and vines should be fairly common. new herbal meds made from moss. vines could be used to make bandages(barely better than no meds). upon cutting vines small chance of there being snakes. evolved versions of city animals, adapted to the broken city around them(tougher feral versions of things like cats, dogs rats and maybe a couple of non-vanilla animals like racoons, badgers ect)
Minemoder 3 Dec, 2017 @ 7:33pm 
I havent played with this mod for long but I can already tell that my colonists deciding they are fireproof and then walking on lava is quite annoying... Please tell them that they cant walk on lava. :KSmiley:
Edit: With further thought, the bridge mod I have installed might be causing an incompatability issue with the lava.
Last edited by Minemoder; 3 Dec, 2017 @ 7:36pm
utparadox 5 Dec, 2017 @ 7:21am 
First, awesome mod.
Keep it up!

Second, would it be possible to tie this mod into Dub's Bad Hygiene?

Namely I'd like to have sub-surface water sources generated by the oasis, tides, etc
It seems odd that my desert oasis colony can't pump water from the oasis...
Killface 5 Dec, 2017 @ 2:20pm 
Just took a look into the downloaded mod folder.

You can safely remove the .git folder from your release, reduces the mod size by 200 MB. Also the source PSD file can be removed from the Textures folder.

After deleting those files, your mod only weights 40 MB vs. 480 MB original. Over 90 % disk space saved :-)
Last edited by Killface; 5 Dec, 2017 @ 2:20pm
Izuela 16 Dec, 2017 @ 10:42am 
Have blood and vomit disappear over time, outdoors! Yes, even when it is not raining. I'm thinking 5 days or less on dirt, gravel or sand like ground. 10 days or less on wood, stone and other hard surfaces.

Other things. I think tides may be a bit too high. Maybe make them adjustable. On one map I tried like +80% of land disappeared. And it went from land to deep ocean. Wasnt even shallow water.
Last edited by Izuela; 16 Dec, 2017 @ 1:47pm
Izuela 16 Dec, 2017 @ 1:45pm 
Water Lillies. White, yellow and pink. Only grows in ponds and lakes. If possible it would be nice if you could plant them.
Jestocost 16 Dec, 2017 @ 7:36pm 
Can we have a setting to let volcanic fields appear in colder parts of the world? I have no idea how hard it'd be to actually implement, but it would be so damn cool to have a volcano fortress in the middle of the arctic.
Kentumatsu 17 Dec, 2017 @ 10:03am 
As @Necronomiconomist said, lava fields on arcitc would be pretty awesome.
Ashnal 28 Dec, 2017 @ 5:50am 
Can we get a new Joy activity spot for relaxing in hot springs? It's great that hot springs have effects, but it isn't worth much if we have no way to encourage colonists to go relax in them. I think making some simple 1 tile hot spring relaxing joy activity would be good. We could place it in the spring as a way of encouraging pawns to rest there when they need joy.
thegreyjester 5 Nov, 2018 @ 5:56pm 
Could the new biomes please be made to have higher Foragability than 0%? It's kind of immersion breaking when I need to pack a crap ton of extra food to cross a fertile redwood forest with my caravan.

Less important, but: It would be nice if there was an interface in mod options to alter animal spawns for the new biomes, to make it more broadly compatible with things like Dinosauria.
Last edited by thegreyjester; 5 Nov, 2018 @ 5:58pm
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