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Rimworld questionable ethics
Rimworld questionable ethics













rimworld questionable ethics
  1. #Rimworld questionable ethics mod#
  2. #Rimworld questionable ethics Patch#
  3. #Rimworld questionable ethics mods#

Seperate techs into the 6 ages, with a structure for each age that generally falls into an early, mid, and late, with unique wrinkles for each. Quests: Develop some kind of narrative system using quests, key into rituals and faction relationships, see if art system can be repurposed for synthetic procedural narrative. Ritual and Ideoligion work: add additional rituals for faction relations, psi powers, pawn relationships, certain crafting, building etc 12. Computation network: add additional network, integrated into research, for computational resources similar to or integrating glitternet 11. different costs and resources for different research fields (ie, computation, experimentation, meditation for psi research, fieldwork for plant breeding, genetic tagging for genetic engineering, etc) 10. Research overhaul/complication: Add less complex Human Resources style knowledge system, where information must be recorded, with techs taking slots from pawns, books, and specialized buildings (bookshelves, servers), with loss of slots leading to loss of tech. Avatarization: The above is necessary to make plausible a game mode where one pawn is chosen as a player avatar, allowing for gradation of control of other pawns depending on relationship with the avatar. More flexible, impactful, but gamified "social" environment: Make relationship scores really matter, add widgets(gadgets?) for intentional interaction, add (mostly time) cost and risk to increase social relations, add more distinctions to faction relationships 8. More ambitious goals that probably require considerable C# coding: 7.

#Rimworld questionable ethics Patch#

Possibly integrate Psitech if a convenient way to patch it in is found Add most psi-related researches to neolithic tech, creating limited alternative to research as a time sink. Psy: Rebalance meditation and psylink gain to make tribals psylink more of an achievement.

#Rimworld questionable ethics mods#

Automation: add/rebalance recipes to VE:Mechanoids and Rimfactory Reloaded, plus Rimefeller and a few other processing mods to make automation more of a possibility, and maybe necessity in spacer/ultra techĦ. Tool overhaul: Reduce base speed and efficiency of fieldwork (smoothing, construction, harvesting, mining), add modifiers to more tools/weapons, increase feeling of progression and mastery over environmentĥ. Skill overhaul: Increase skill barriers for access to construction, crafting, and plants/animal products, requiring VE books, Rimfactory training, schools and learning or other mods to effectively keep upĤ.

#Rimworld questionable ethics mod#

Materials overhaul: Rebalance mod materials, creating an intricate but still abstract resource ladder, while rebalancing 'stuff' according to availablityģ. Utilize modded research tables and linkables to structure and gate research.Ģ. Distribute mod content between technologies according to balance and thematic similarity. Technology Overhaul: Restructure and repurpose the techtree. Grabbing an absurd number of mods from the Steam Workshop and tweaking each of their settings individually and then messing around with them even more using RIMMSqol 1.

rimworld questionable ethics

Weave modded content together and adjust balance to increase immersion and (over)complicate the decision space with an eye towards plausibility (basically I want a realistic down to earth game that's completely off the walls and swarming with magic robots) Intention: To create a gregtech:new horizons style modpack for Rimworld, mostly using RimSQOL and whatever modding abilities I pick up along the way. I don't use reddit often, so I apologize if the following cut and paste job is horribly formatted: Any comments or questions would be very interesting to me. It's just my thoughts as fast as I could write them down, but I was wondering if anyone else had similar thoughts about the potential of Rimworld as a storytelling mechanism for any kind of genre, with relatively minor adjustments needed. I'm just going to copy and paste the text it's fairly barebones but is a readable gesture at where my mind has been wandering since realizing RIMSqol's mod options menu is fairly robust editor that exposes enough that someone with almost nonexistent programming skills but good reading comprehension and a whole ton of other mods could remake Rimworld into any kind of scenario they want.

rimworld questionable ethics

I drank too much coffee this morning and starting vomiting up a design document/manifesto for a hardcore, overcomplicated modpack inspired by things like AngelBobs from Factorio, and GregTech New Horizons from Minecraft.















Rimworld questionable ethics