RimWorld

RimWorld

Terrasecurity (1.4, OBSOLETE, SEE WORKSHOP PAGE)
SepphorisVT  [developer] 21 Apr, 2022 @ 8:43pm
Terrasecurity: upcoming features and additions (updated 3.29.24)
This discussion will outline various ideas and additions that have been documented for the mod. This should help those who are wondering what has been thought of, or what may be in store. Not that these features are kept intentionally vague, so the updates aren't spoiled.


100% Upcoming for next update (1.4 and 1.5):


Overhaul on weapon expiry and usage. They will still expire, but it will be much, much less intrusive, and easier to work around. Expiry will not be removed due to how easily they can be accessed (and also being plants)!

Stronger Prima Weapons: Stronger variants of Prima weapons for when the current ones aren't doing the job.

Turret Expansion: new turrets will be introduced, alongside the current Spear Turret. These turrets will help make sure that there is a way to defend your colony in case you don't have access to Prima weapons for any reason.

Weapon Flexibility: Prima weapons - and weapons in the future - will have a degree of flexibility that can help you adapt to external factors, such as soil availability, growing season range, etc.

Convenience: Terraweapons take a long time to grow, so much attention has been put into them to make sure that growing them is less of a pain and is much more doable, regardless of biome, temperature, or pawn skill.


Future plans:


Alkali Weapons: Quicker-expiring weapons that focus around taking down targets quickly, but also keeping them alive. Very low damage, very diverse applications.

Perrenial Weapons: Weapons which live extremely long and are the "Heavy" family of Terraweapons. Generally mirrors weapons that require massive amounts of ammo, such as HMGs, miniguns, throwers, and rapid turrets.

Anima/Royal Weapons: Weapons capable of competing with Ultratech weapons (such as charge weaponry), but also the hardest to acquire. Able to mimic weapons that require optics and/or complex mechanisms, allowing it to produce weapons like DMRs, sniper rifles, and long-range artillery. One is already in the game as a preview, and can either be rarely found, or even chosen as a relic for Ideology!

More melee weapons.

Single-use weapons to top off the Prima family.

Grenade variants, such as pine, sap, and poison grenades.


Desired for release this year (but not 100% confirmed):


-More security plants, such as guardian vines, trees, or walls.

-Biocannons, which are earth-based cannons that can fire massive, high-damaging shots at targets. Equivalent to large mortars.

-Spore-based Weaponry.


Will Never Appear:


-PvZ plants. I get it, this mod is in the same boat, and there's no problem joking about it. However... if I was to do PvZ stuff - which was indeed talked about - it'd be it's own mod. In fact, art of a living, moving peashooter pawn is already on the hard drive.

-Plant-grown colonists. While temporary soldiers are a possible idea, this mod focuses on plant-based security, NOT everyday additions.

-Most mod menu options. Unless it is ABSOLUTELY crucial to make the mod work correctly, or be compatible with another mod, I do not want a mod option menu. Partly due to not really knowing C#, but also because I want the experience to be played - and changed - in-game.

-Unlimited ammo/durability. Limited ammo serves as one of the balancing drawbacks to the weapons, and a counter to them being acquired so early and without resources. The closest this mod will ever get to unlimited ammo is ammo that slowly regenerates over time.
Last edited by SepphorisVT; 29 Mar, 2024 @ 8:22am
< >
Showing 1-15 of 18 comments
lechkingofdead 21 Apr, 2022 @ 9:36pm 
whats the current growing skill needed for thats another way to keep folks from access for in a minor regard. for deffintly the more complex weapons and stuff need a skill of 20 to do
SepphorisVT  [developer] 22 Apr, 2022 @ 12:29am 
Originally posted by lechkingofdead:
whats the current growing skill needed for thats another way to keep folks from access for in a minor regard. for deffintly the more complex weapons and stuff need a skill of 20 to do

Planting skill was also considered and implemented.
Rosethorns 22 Apr, 2022 @ 2:34am 
I am SUPER keen on the medieval/melee variants. I'm prepping a pack for a Dryad playthrough and the style is so cool :D
Last edited by Rosethorns; 22 Apr, 2022 @ 2:34am
Diamond Appendix 22 Apr, 2022 @ 4:16am 
How about a new Dryad type for Ideology users that gradually produces things like the plant grenades, or maybe seeds for the plant turrets?
Knight 22 Apr, 2022 @ 4:20am 
If you add melee variants, the possibilities are endless like a blade made from thorns reminiscent of the chainsword from W40k.
explosives would be fantastic, Thorn frags or pollen bombs that can act as stuns
lechkingofdead 22 Apr, 2022 @ 10:04am 
Originally posted by KnightExcalibur:
If you add melee variants, the possibilities are endless like a blade made from thorns reminiscent of the chainsword from W40k.
explosives would be fantastic, Thorn frags or pollen bombs that can act as stuns
lets not forget the posability of posion ivy barbed wire XD just slowing and causing pain for all who walk though the zone
Monokuma 22 Apr, 2022 @ 10:50am 
A personasword-type weapon that requires the bonded colonist to prune something to repair and prevent durability loss would be neat
Annabellee 22 Apr, 2022 @ 7:05pm 
a setting to change how fast a weapon lose durability
SepphorisVT  [developer] 22 Apr, 2022 @ 7:53pm 
@Monokuma Bonding weapons - and even armor - would be kinda neat. Making it so your colonist doesn't exactly become a plant, but rather have the plant rely on the colonist. A thought cross my mind where the power armor has to be grown *around* a colonist to be used. Perhaps that can be expanded to some powerful weapons as well. Will look into how it can be applied to weapons, and what weapons could be done.

@oicher As much as I can see that feature being appreciated, a slider that changes how much durability is used is likely not to happen, for four reasons.



1: I don't C# code, and don't know anyone who does C# (I'm pretty new to Rimworld modding)

2: The durability is the mechanic that keeps them as plants, and not specifically weapons. Plants live and die, and in-game the durability is explained as the plants running out of their biofliud - the yellow sacs - and withering away. Additionally, this directly cuts into the gameplay experience, as I want everything to be done in-game.

3: Other weapon types that have better durability are planned, and alongside that will be methods to regenerate their ammo. One allows the player to regenerate durability manually, and a potential "photosynthesis" feature that slowly regenerates ammo over time is on the idea list. However the latter will take much tweaking to get right.

4: I'm looking into a way the player can enhance the durability of grown plants through buildings, soil, or even research. Perhaps there's a growable building that slightly slows the growing speed, but allows 20% higher durability. Or research projects that increase the supported weapon shots by 50%. Whatever is chosen, there will be a solution, but I'm not exactly sure what yet.

Regardless, a setting will not be a thing. I hope this clears up why I'm sensitive about durability. I can definitely see why people might not like it, and want it lowered or even gone, but it's not going to be removed.
Monokuma 22 Apr, 2022 @ 9:44pm 
Originally posted by SepphorisVT:
A thought cross my mind where the power armor has to be grown *around* a colonist to be used.
I know the warcaskets from VE have this with their power armor, maybe that could be used if you cant find an alternative way of doing it.
lechkingofdead 22 Apr, 2022 @ 10:24pm 
Originally posted by Monokuma:
Originally posted by SepphorisVT:
A thought cross my mind where the power armor has to be grown *around* a colonist to be used.
I know the warcaskets from VE have this with their power armor, maybe that could be used if you cant find an alternative way of doing it.

that was what i was thinking for you have soem station to grow the armor around someone or thing shaped like a person (posable prisoner/slave abuse who dont love that) and once grown it can be proably painfully cut away from them or even just KILLS the person leaving you with a grown suit of armor waiting for a proper bound target ie the colonists.or even the fighters that are planed
Rosethorns 23 Apr, 2022 @ 3:13am 
Growing tough root walls? wood or slightly better tier. When the plant is mature it will replace itself with a wall tile and remove the grow zone. Thoughts? I think it would be really in theme with the idea that the garden can provide everything.
Monokuma 23 Apr, 2022 @ 8:44am 
Originally posted by Rosethorns:
Growing tough root walls? wood or slightly better tier. When the plant is mature it will replace itself with a wall tile and remove the grow zone. Thoughts? I think it would be really in theme with the idea that the garden can provide everything.
A version with thorns that harms melee attackers would be neat but I'm not sure how feasible that is to mod in.
lechkingofdead 23 Apr, 2022 @ 11:42pm 
Originally posted by Monokuma:
Originally posted by Rosethorns:
Growing tough root walls? wood or slightly better tier. When the plant is mature it will replace itself with a wall tile and remove the grow zone. Thoughts? I think it would be really in theme with the idea that the garden can provide everything.
A version with thorns that harms melee attackers would be neat but I'm not sure how feasible that is to mod in.
morrowrim bosimer have growable walls and stuff.
Knight 24 Apr, 2022 @ 8:06am 
An growable explosive, Dynabulbs or Grainades, forgive the puns
< >
Showing 1-15 of 18 comments
Per page: 1530 50