RimWorld

RimWorld

Lighter Than Fast
 This topic has been pinned, so it's probably important
Gouda quiche  [developer] 23 Dec, 2017 @ 3:42pm
Suggestions topic
Hello,
if you have any suggestion, this is a good place to write them.:spelunky:
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Showing 1-15 of 27 comments
xephresneyon 28 Dec, 2017 @ 12:36am 
doors. the doors are always the answer
Dmilky 28 Dec, 2017 @ 8:57am 
To balance cloning make it costly, maybe high energy and require bio matter? chance for failure, ie crazy clones or blobs?
Gouda quiche  [developer] 28 Dec, 2017 @ 9:24am 
Originally posted by Dmilky:
To balance cloning make it costly, maybe high energy and require bio matter? chance for failure, ie crazy clones or blobs?
In FTL, the cloning bay only becomes active when a character dies. It's more a backup than a cloning bay. It's quite hard to abuse it. Also a kidnapped colonist could not be restored since he is not technically dead. Also the bench should be able to copy any natural part. This means, if your character is fully bionic, when he is restored, he will die instantly. In FTL, you also loose xp when your pawn respawns. After rethinking, if you take all into consideration, it should not be that OP.

I will also need to record the colonists (automaticly backing up every tick would be too expensive). This means each colonist should have to at least go close of the cloning bay for it to record them.

If you consider that recording process, you could abuse it by recording a colonist, then harvest all his organs to death, then revive him/her. Profit would be easy.
Last edited by Gouda quiche; 28 Dec, 2017 @ 9:26am
Gouda quiche  [developer] 28 Dec, 2017 @ 9:26am 
Originally posted by xephresneyon:
doors. the doors are always the answer
gates > doors any time
Gouda quiche  [developer] 29 Dec, 2017 @ 9:39am 
mydream1000 Just now
Add giant alien spiders as an event, its no joke!
Gouda quiche  [developer] 1 Jan, 2018 @ 2:29pm 
Mind control bench ideas :
- Colonist needs to operate the bench for each step
- #1 choose target (pawns with consciousness)
- #2 colonist analyzes the target for x seconds ( Intelligence delta / Psychic sensitivityy delta / attraction / compatilibty thingummybob). Set ready to MindControl
- #3 A report is available on the chances to win/loose the mind fight
- #4 colonist cast his spell (some channeling)

Results :
- daze
- berzerk
- fullcontrol (needs dev, but i think rimgenetics does that)
- inspirated to shoot
- brain injury
- positive brain injury (forgot the name)

results should a rng factor mitigated by how the attacker has a good thingummybob factor over the target

Make animals manhunter could also be a thing.

Flickable
Power
refuelable (slug dew)
Affected by facilites : tool cabinet for now
Gouda quiche  [developer] 1 Jan, 2018 @ 2:56pm 
Sakujo 21 minutes ago
I think there is already a mod that let you start again with the same crew you send off of the planet to win the game. I bet you could easily creat compatibility with it.

Crystal man should be able to create a 3x3 field of rocks around them temporarely that prevents anyone from entering or leaving. Not sure if this is doable but I thought why not. :D

drones: Since there is no ship you could make drones automatically follow a path. Say a second type of cable that you can place and then you can add a drone to that cable that will circle along this path. (or via a zone but this would make it very cheap)

mindcontrol bench should have a large cooldown so you can't mind control all the time and it should need to be manned, maybe you can make it so it needs to be manned by two people.

clone bay needs 5 gliter world medicin stocked inside the machine and if a pawn dies the clone machine will reproduce him/her after half a day. You should be able to upgrade it so it has a buffer like in FTL.

A teleporter would be fun too that can teleport as many pawn as you want on the current map. (I guess it would be boring if you could only warp 2 people at once)
Nickybuttons12345 2 Jan, 2018 @ 12:50am 
I had a few ideas if youre still taking them

So about the mind control bench, obviously it needs to be manned to function. I had a thought that it could be a unique building for the slugs but Im not sure. Its a pretty late game device and needs a lot of research along with plasteel and maybe advanced components, if not atleast some uranium. When manned it functions like a mortar, as standard it will randomly select an enemy on the map or it could be given prioritized targets, or told to 'hold fire' so to speak. Once an enemy target is found it takes a few seconds to 'aim' so to speak, to zero in on the target, then it begins the process. This takes another few seconds before the target is either hit or missed (i had a thought that maybe if the target has phsycic resistance traits it makes them harder to hit and vice versa but that may be difficult to program). Once hit the target will go into a berserk rage, attacking nearby allies. Another thought I had is to make it so that you take tempoary control over the target that wears off after a while but I cant imagine that would be pleasant to program. The device draws a lot of electricity and is one of those things where youre probably gonna want to turn it off until youre ready to use it. It has a fairly large cooldown, large enough that chances are you wont be able to use it more than once on a single raider group, maybe twice if its a drawn out battle.

The cloning bay is another fairly late game item, maybe later mid game. Requiring quite a lot of research (maybe not as much as the mind control bench). Its ingredients would require plasteel and glitterworld medicine along with components. Your colonists must go submit a DNA sample to the cloning bay, which is then stored in the cloning bay itself. The kicker is if your cloning bay is damaged theres a chance these DNA samples will go bad or be destroyed. So long as the colonists DNA sample is in the cloning bay and intact it will create a clone of your colonist upon death. Like in FTL this clones stats will be reset, so anything they learned while they were a part of your colony will be reset to the their characters default stats. I also heard someone suggest something along the lines of the cloning bay not duplicating bionics or synthetics, it only duplicates what can be found in the colonists biologically. A thought I had is if you have animals you can submit a DNA sample from them to clone your animals back to life if they die, which could be genuinely useful considering how often attack animals in Rimworld are gonna die later in the game. To combat the organ harvesting thing you could make it so that (like previously suggested) it needs fuel to function that is drained every time it activates at a rapid rate, also make it so that after a colonist is revived they need to refresh their DNA template that was used up to clone them. Maybe make it so that way (as suggested previously, again) its more of a last resort backup than something you can lean on as theres a chance that while cloning an error will occur that could range from giving the colonists fairly minor scarring to organ failure, severe disfiguration and mutation, or just flat out death. This means that its risky for one colonist to die over and over again as theres a chance that one time they will come back damaged and wont be able to be fixed, as they will need to refresh their DNA template to be revived again, the previous, unmutated version of them is gone forever.

Drones are tricky. My thought is to simply make them like robots in the various mods that add robots (IE, they are kinda like animals) except they are geared towards defense and their ability to fly makes them faster than most pawns. You can research different tiers of drone, starting at tier 1 which is relatively easy to research, giving you simple mk1 laser drones and the like. Tier 2, which is noticeably harder to research but gives you noticeably more powerful variants of drone. Then tier 3, which is very hard to research but gives you very powerful end game drone schematics. As drones up in tier they are more expensive to construct, tier 1 drones are just steel and components, tier 2 drones are a mix of a small amount of plasteel, steel, and components, tier 3 drones are plasteel, a small amount of uranium, and components. Additionally higher tier drones are harder to destroy, naturally. When a drone is destroyed via simply being shot down it emits a small explosion and leaves behind a piece of steel slag, some steel, and maybe a component or two. If a drone is hit by an EMP of any sort it is disabled and can be dissasembled like mechanoids, yielding much better resources. In order to work they need a drone control center. It doesnt need to be manned but acts as a central hub for the drones, if it is destroyed they will all be disabled all at once. They use it as a recharging station, returning to it to refuel.

I was going to suggest something for the Crystal Men but I liked Sakujo's idea. Very similar to rock men but they have a special ability where they can create a chamber made of crystal around themselves to either shield them (or those directly adjacent to them) from enemies or to trap enemies in with them, this can also be used to seal rooms to prevent people from getting in (or out in some cases). The crystal material these walls are made of is hard and non flammable but crumbles after some time. Some applications for this include shielding wounded or downed colonists from a barrage of enemy gunfire, trapping a fleeing enemy, preventing enemies from getting through a hole or choke point, blocking a mortar shell, acting as a tempoary fire block to slow the spread of fire, etc. The obvious downside being that crystal men are rare. Enough so that there is a good chance you wont see them in a whole playthrough unless you start with one.

Teleporter bays are yet another fairly late game item. Its rather simple compared to everything else. Once constructed you can teleport a group of four colonists pretty much instantly anywhere around the map and teleport them back once you are done. In order to function it needs a lot (and I do mean a lot) of electricity and will probably put a drain on your power grid while its turned on. It requires plasteel and (advanced?) components to build. Great for gaining a sudden tactical advantage over an enemy force by teleporting directly behind them. However be wary as like in FTL the 'teleport back' function has a drawn out cooldown, so if you teleport your guys somewhere more dangerous than you anticipated you cant call them back for a minute.
Last edited by Nickybuttons12345; 2 Jan, 2018 @ 12:57am
coolphoton1234 18 Jan, 2018 @ 4:11pm 
I know this is extra work on your end, but could you make a mod option that disables everything but the races? I know I'm not the only one that loves the races but dosen't want the extra teck...
Raptorias 22 Feb, 2018 @ 7:33am 
How about some scenarios with prebuilt structures that resemble the FTL ships as if they landed on the planet and have all the same starting stats as FTL has.
Raptorias 22 Feb, 2018 @ 7:35am 
Also the FTL weapons, create some as like improvised turrets, manned or unmanned, versions of FTL ship weapons (laser cannons, etc.) Maybe the scrap launcher could work like a mortar, just with cheaper less explosive rounds and shoots a couple shots per and leaves behind scrap metal, effective and fun. Perhaps some of the FTL weapons could become portable weapons too, Plasma cannon would be cool to see. You get the idea
Auraknight 3 Mar, 2018 @ 12:22pm 
EPOE patches for the races?
BOT Zach 29 Mar, 2018 @ 10:23am 
Originally posted by Auraknight:
EPOE patches for the races?
Yeah I would like a EPOE patch aswell
Gouda quiche  [developer] 29 Mar, 2018 @ 11:41am 
EPOE should naturally work. i will check if it does, but it used to.
Originally posted by Gouda quiche:
mydream1000 Just now
Add giant alien spiders as an event, its no joke!
do it
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