natanstarke Posted February 28, 2019 Share Posted February 28, 2019 Hope you guys enjoy as much as i did creating this :). General Bigger map is needed and funnier and add at least 1 geyser, volcano etc to each map the rest of the seed stills the same :). Cool steam geysers need to produce at least 3 kg of water. Add 1 decor plant to cold biome all biomes have one but cold biome. Add a cold biome critter, maybe something bunnylike? Combat Add places that spawn monsters similar to dont starve ( this structures can be destructed but its time consuming so if a player wants a completly peacefull meteor he can have it, but also needs high tier research, and some costly tool made from some new building combat based :)) Add research tech to combat and armor for dupes. Geysers Add Tungstein volcano Add a sedimentary rock volcano Add an ice volcano cool and strange kkk New Rooms Training Room - needs dupe with any job that is not aprendice and if have professor trait the students get skill points faster. - a dupe can lecture giving skill points to others max +3. Combat Room -needs weapon, needs armor - dupes train combat there. Virtual Reality room - needs new item vr glasses, uses glass as material - dupes relax here and may get + learning boost. Trade Room - Allows trade with some passing by ships, colonys, possibly players? Museum - Needs sculptures - Dupes can relax here and get + creativity boost. Dancing room - needs jukebot - dupes relax here, gains athletics. Link to comment https://forums.kleientertainment.com/forums/topic/103383-combat-logistic-geyser-and-general-ideas/ Share on other sites More sharing options...
Sasza22 Posted February 28, 2019 Share Posted February 28, 2019 8 hours ago, natanstarke said: Add a cold biome critter, maybe something bunnylike? A while ago i had an idea for a cold (yeti) hatch variant that would eat ice and snow and still produce coal. Not exactly a native ice biome critter but still something. I also thought about critters that would be frozen solid in the biome (possibly around wheezeworts). If you let the biome heat up the critters would awaken and possibly cause trouble. 8 hours ago, natanstarke said: Add research tech to combat and armor for dupes. Carbon fiber armor and a high tech auto turret to keep the colony safe. Well the lore mentions that the critters shouldn`t be hostile but who knows what could happen if some of them mutate. 8 hours ago, natanstarke said: Add Tungstein volcano Probably won`t happen. Why? Tungsten has the highest melting point in the game outside genetic ooze and neutronium. A tungsten volcano can literally melt the entire map. Well if they bump abyssalite and Insulation melting point higher then maybe but still it would be really hard to handle. On a side note: dirt volcanos (those things exist irl) and sulfur volcanos. Link to comment https://forums.kleientertainment.com/forums/topic/103383-combat-logistic-geyser-and-general-ideas/#findComment-1160361 Share on other sites More sharing options...
goboking Posted March 2, 2019 Share Posted March 2, 2019 On 2/28/2019 at 9:13 AM, natanstarke said: Combat Add places that spawn monsters similar to dont starve ( this structures can be destructed but its time consuming so if a player wants a completly peacefull meteor he can have it, but also needs high tier research, and some costly tool made from some new building combat based :)) Add research tech to combat and armor for dupes. Combat and medicine are the two areas in the game I currently find to be underdeveloped. Assuming we get a reason for combat to matter, I want to see a soldier job, body armor made from ceramic and reed fibers, manual and automated defense turrets, and depending on the nature of the hostile creatures, a prison/brig. On 2/28/2019 at 9:13 AM, natanstarke said: Combat Room -needs weapon, needs armor - dupes train combat there. Call it an Armory and have it give a damage bonus to anyone engaged in combat. Possible buildings are Weapons Lockers and a new station at which dupes receive weapon tune-ups for combat bonuses. Link to comment https://forums.kleientertainment.com/forums/topic/103383-combat-logistic-geyser-and-general-ideas/#findComment-1160787 Share on other sites More sharing options...
natanstarke Posted March 4, 2019 Author Share Posted March 4, 2019 On 02/03/2019 at 12:05 AM, goboking said: Combat and medicine are the two areas in the game I currently find to be underdeveloped. Assuming we get a reason for combat to matter, I want to see a soldier job, body armor made from ceramic and reed fibers, manual and automated defense turrets, and depending on the nature of the hostile creatures, a prison/brig. Call it an Armory and have it give a damage bonus to anyone engaged in combat. Possible buildings are Weapons Lockers and a new station at which dupes receive weapon tune-ups for combat bonuses. I liked it all :), i was on a run here 620 + cycles, my pc died 3 times, i think i cant play it anymore so its gg for me for a while :(. Link to comment https://forums.kleientertainment.com/forums/topic/103383-combat-logistic-geyser-and-general-ideas/#findComment-1161487 Share on other sites More sharing options...
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