RimWorld

RimWorld

Thumper
 This topic has been pinned, so it's probably important
VicyX  [developer] 14 Mar, 2022 @ 6:20pm
Feedback/Suggestions
Post anything you think should be tweaked or added. All feedback is greatly appreciated!
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Showing 1-15 of 18 comments
Jimrambit 10 Feb, 2022 @ 6:09pm 
Requests
Diffrent Variety Of Thumper Requests
Jimrambit 10 Feb, 2022 @ 6:11pm 
Add The Rimbine (Combine) Thumper That's Only Allowed On Sand But The Range Is Abit Larger
tw_boring 25 Feb, 2022 @ 11:38pm 
Support Vanilla Factions Expanded - Insectoids please.
Can you support Vanilla Factions Expanded - Insectoids? it seems didn't work. the giant infestation incident can spawn.
VicyX  [developer] 2 Mar, 2022 @ 3:16am 
Great idea! I will look into supporting the mod.
TrueMind 2 Mar, 2022 @ 3:53am 
Just throwing this your way, sorry if you already thought of this. But vanilla expanded insectoids also adds a infestation repelling building. But I think it still fits with the thumpers cause the vanilla expanded one is a map wide, no mood debuff version that cannot be researched, only bought. A fun idea would be to make it craftiable as the spacer tier version of the thumper.
mayonez 5 Mar, 2022 @ 7:48am 
Suggestion thread
or smthin:ccskull:


i think they really just should require more energy man,like 200w is nothing,i mean its also not really combine technology or anything,and its not that big,but i think the cost (in power) is really just nonexistent

what i (personally) think about their stats

Thumper (little one) / W cost is 350-400,Constuction skill requirement 6,same Range
HUGE Thumpa / W cost is 720-950,Construction skill requirement 9,Range changed to 32
Last edited by mayonez; 5 Mar, 2022 @ 7:49am
VicyX  [developer] 14 Mar, 2022 @ 6:19pm 
Thank you for your suggestion! There have been more who have recommended a very similar update. I will be updating the Thumpers to have an overall greater price to make them more balanced.
KDimag 16 Mar, 2022 @ 6:32pm 
Reposted for Convenience

1. Increase the power requirement tremendously for each type as removing the chance for infestations spawning tremendously alters game play balance with respects to overhead mountain tiles.

2. Increase construction level requirement and research tech level (lvl 15 and 20 construction respectively and late game tech). Something such as this that theoretically send various seismic pulses into the ground in a (presumably) internal mountain base could be very dangerous (theoretically) if not tuned properly. IMO this could/should be combined with item No.1. Additionally increasing the construction and tech levels gives player more of a reason to continue down/fully explore the tech tree.
KDimag 16 Mar, 2022 @ 6:33pm 
PART 2
3. Perhaps there could be a mood penalty for having to live near (ex 10 tile radius) of the thumpers as the constant droning and seismic activity could be disorienting and jarring for long term exposure. As you already mentioned this, maybe it could be something that varies depending on colonist traits and, or colony memes.
KDimag 16 Mar, 2022 @ 6:34pm 
PART 3
4. Effectiveness of the thumpers. Perhaps the devices could, instead of guaranteeing prevention of hive spawns, significantly alter their spawn chance, thumper level/type depending. Additionally, if this route is explore, I think it would be a VERY interesting inclusion to have it so if the thumper went offline (Due to solar flare, destruction or uninstalling-through minify mods as I think the base ability to uninstall this would be VERY OP), hives would then have a 100% increase chance to spawn. This can be justified as the hives, after being caused to fear this device for x amount of time, are now angry and given that the cause of their fear is now, seemingly gone, gives them a chance to exact revenge!

5. Add options to the mod to make the above and any potential future updates toggleable and slightly customizable to fit play styles.

Happy Modding
markhunter 17 Mar, 2022 @ 1:14am 
if you are still open for ideas, than here are 2:
a) a version, which emits a lightlevel of 80 %,
has a light radius of 6
an effect Radius of 7
needs 3kw
a footprint of 1x1
and is expensive

b) a version with a footprint of 6x6,
radius of 60
needs 15 Chemfuel per day
must be build on top of a steam geyser
does not break down
unaffected by solar flair
Deathweed 18 Mar, 2022 @ 10:59am 
an "Urge-er" or reverse thumper would be pretty cool.
A Thumper made of primitive materials would also be nice, but i think it would be cooler if some natural creature of the rim evolved to produce low thumping vibrations to drive away would-be insectoid attackers.
Cectut 29 Apr, 2022 @ 7:02pm 
On the previously mentioned topic of vanilla insectoids compatibility, perhaps you could make colonists with insectoid organs have a stronger negative debuff, and other, unmodified colonists remain mostly unaffected besides a small debuff due to the noise.
tocano 4 Nov, 2022 @ 1:59pm 
I like the ideas for a penalty/debuff for being near one - like the opposite of a psychic emanator.

But most importantly, I would love it if there was also a caller/beacon that draws the bugs to that spot. It should be even more expensive and power demanding, but I'd love to be able to have one that when I get a raid and have a little time to prepare, can fire up that beacon thumper to draw in a bug colony and watch the carnage from the raid encountering the bugs.
Kirbicus 27 Jan, 2023 @ 7:56pm 
Please please please add the option to turn off the sound of these things. I love them but the sound drives me insane.
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