RimWorld

RimWorld

RimOverhaul
FunkyShit  [developer] 5 Jun, 2019 @ 11:14am
Ideas?
Ideas?
Last edited by FunkyShit; 22 Jul, 2019 @ 1:42am
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Showing 76-90 of 117 comments
minute_of_decade 22 Aug, 2019 @ 11:11am 
I didn't read the full thred so maybe the ideas have already been said:

Cultural exchange. Send some of your colonist to a friendly settlement, where they will help for a while. reward better relation and your colonist can gain some skills. Risk your colonist was injured or killed during a raid or doesn't want to return because he found love or the oher settlement better. In the same time a friendly will come to your settlement and act as a colonist but will leave the colony after a while. Reward better relation. Risk the colonist didn't learn anything usefull or was killed/injured during a raid relation worsened.

Missing family member found as a slave. A relative of one of your colonist have been known to be captured as a slave in another settlement. You can form a caravan to buy him/her back.

Rabbies. One animal starts having rabbies (or kill it as you want.) He will become enraged and attack other animals and pawns alike, transmitting a deadly disease.

Coalition. You have been asked to join a coalition against another faction. You will have to prove yourself worthy of the coalition or being targetet as well in the future. Gain "points by raiding" ennemy settlements and answer the call for a joint assault.

Caravan raiding. Become a pirate yourself! Found the location of travelling caravan and ambush them by sending one of yours!

Lost knowledge. For some unkwn reason that will up to you to implement yor colony have lost the knowledge of several techs, you will need to use research them again!

Ancient civilization! you learn of the existence of an ancient civilization of the planet. Try to find some ruins and artefact! Become an archeologist and found why and how they disapear. Maybe you will gain some famous and expensive relics or ancient weapon or maybe you will unleash a new devastation to the planet.

Soil poisoning. The soil where you grow your crops have become unsafe. You will need to find a new way for growing crops.

Cursed Idol. You have find a cursed Idol. It will attract many misfortune to your settlement until you could find a way to exorcize it. Could trigger a new world map quest to find how to uncurse the idol.
FunkyShit  [developer] 22 Aug, 2019 @ 11:15am 
Originally posted by minute_of_decade:
I didn't read the full thred so maybe the ideas have already been said:

Cultural exchange. Send some of your colonist to a friendly settlement, where they will help for a while. reward better relation and your colonist can gain some skills. Risk your colonist was injured or killed during a raid or doesn't want to return because he found love or the oher settlement better. In the same time a friendly will come to your settlement and act as a colonist but will leave the colony after a while. Reward better relation. Risk the colonist didn't learn anything usefull or was killed/injured during a raid relation worsened.

Missing family member found as a slave. A relative of one of your colonist have been known to be captured as a slave in another settlement. You can form a caravan to buy him/her back.

Rabbies. One animal starts having rabbies (or kill it as you want.) He will become enraged and attack other animals and pawns alike, transmitting a deadly disease.

Coalition. You have been asked to join a coalition against another faction. You will have to prove yourself worthy of the coalition or being targetet as well in the future. Gain "points by raiding" ennemy settlements and answer the call for a joint assault.

Caravan raiding. Become a pirate yourself! Found the location of travelling caravan and ambush them by sending one of yours!

Lost knowledge. For some unkwn reason that will up to you to implement yor colony have lost the knowledge of several techs, you will need to use research them again!

Ancient civilization! you learn of the existence of an ancient civilization of the planet. Try to find some ruins and artefact! Become an archeologist and found why and how they disapear. Maybe you will gain some famous and expensive relics or ancient weapon or maybe you will unleash a new devastation to the planet.

Soil poisoning. The soil where you grow your crops have become unsafe. You will need to find a new way for growing crops.

Cursed Idol. You have find a cursed Idol. It will attract many misfortune to your settlement until you could find a way to exorcize it. Could trigger a new world map quest to find how to uncurse the idol.
nice, will'be added
minute_of_decade 22 Aug, 2019 @ 11:17am 
One more idea:

Ressource fluctuation.
One particular ressource have become really scarce, the price of it will go up and raders will have less of it. On the other hand new big deposit of a ressource have found, it's trading price is plummeting and traders will have way more of it.
FunkyShit  [developer] 22 Aug, 2019 @ 11:21am 
Originally posted by minute_of_decade:
One more idea:

Ressource fluctuation.
One particular ressource have become really scarce, the price of it will go up and raders will have less of it. On the other hand new big deposit of a ressource have found, it's trading price is plummeting and traders will have way more of it.
good, will'be added too
Think3r 7 Sep, 2019 @ 4:22am 
Is this mod compatible with More Faction Interaction? If not, could you please add compatibility? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1454024362
Winnie the pooh 7 Sep, 2019 @ 7:20am 
Would be cool to add a " Faction Bank " event,

Add a custom map generation with fortifications, mortars and walls and in the middle a Square building with a bunch of silver/gold.

After attacking and successfully destroying the Faction Bank, you would have mortar rain in your basement for 5 days + one raid every 2 days for 5 days too as a repercussion
FunkyShit  [developer] 8 Sep, 2019 @ 12:55am 
Originally posted by 5ink4r:
Is this mod compatible with More Faction Interaction? If not, could you please add compatibility? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1454024362
compatibility
FunkyShit  [developer] 8 Sep, 2019 @ 12:55am 
Originally posted by CHAD:
Would be cool to add a " Faction Bank " event,

Add a custom map generation with fortifications, mortars and walls and in the middle a Square building with a bunch of silver/gold.

After attacking and successfully destroying the Faction Bank, you would have mortar rain in your basement for 5 days + one raid every 2 days for 5 days too as a repercussion
cool, will'be added
Tingcat 8 Sep, 2019 @ 8:03am 
I'd like an option to turn off the new ores and gas, and to be able to make everything with vanilla resources. I like the events but I'm not very interested in more crafting.
FunkyShit  [developer] 8 Sep, 2019 @ 9:16am 
Originally posted by Tingcat:
I'd like an option to turn off the new ores and gas, and to be able to make everything with vanilla resources. I like the events but I'm not very interested in more crafting.
Impossible
Tingcat 8 Sep, 2019 @ 9:21am 
Would you consider doing a standalone mod with just the events, then? I really liked this mod before it added all the ores and crafting.
FunkyShit  [developer] 8 Sep, 2019 @ 9:41am 
Originally posted by Tingcat:
Would you consider doing a standalone mod with just the events, then? I really liked this mod before it added all the ores and crafting.
No, i cant
BLAZE_WRAITH 15 Oct, 2019 @ 8:30am 
Originally posted by Tingcat:
Would you consider doing a standalone mod with just the events, then? I really liked this mod before it added all the ores and crafting.
he cant due to certien events utalising thoes ores and without them you wont get the doomsday event, climate bomb, or even be able to build the comms console
NobleSirBlack 25 Oct, 2019 @ 10:06am 
Originally posted by FunkyShit:
Ideas?

I love your mod fyi. imo it could be cool if you added a alternate end goal ~ world domination (kill all hostile bases) you could make it so attacking a base would anger the other settlements of the same type. So lets say there are 10 pirate bases i attack and destroy 2, the pirates declare war and would start sending more raids to my home base until the last 8 are gone from the world map. if i am allied to a settlement they may help in the assault of the enemy. idk if any of this is possible or not but its just an idea ive had and wanted to share it with someone who could possibly do something with it. =)
FunkyShit  [developer] 25 Oct, 2019 @ 11:22am 
Originally posted by NobleSirBlack:
Originally posted by FunkyShit:
Ideas?

I love your mod fyi. imo it could be cool if you added a alternate end goal ~ world domination (kill all hostile bases) you could make it so attacking a base would anger the other settlements of the same type. So lets say there are 10 pirate bases i attack and destroy 2, the pirates declare war and would start sending more raids to my home base until the last 8 are gone from the world map. if i am allied to a settlement they may help in the assault of the enemy. idk if any of this is possible or not but its just an idea ive had and wanted to share it with someone who could possibly do something with it. =)
Possible

Will'be added
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