RimWorld

RimWorld

Layered Atmosphere and Orbit
 This topic has been pinned, so it's probably important
[Zerg03] MrHydralisk  [developer] 14 Sep @ 10:44pm
Suggestions
Place for suggestions, so they won't get lost in comments.
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Showing 1-15 of 18 comments
Ciurrus 15 Sep @ 9:46am 
Sky layer, no islands just clouds. maybe using https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3039192325 or something similar?

Grav ship costs power /expends fuel to reside on this layer?

When Grav ship is moving, goes to "cloud box" maybe animate land below passing as grav ship flying to location.
Aarmik 16 Sep @ 7:40am 
Would it be possible to make some of the skylands larger, multi tile, so you can travel between them on the world map? Maybe a setting to make the world without a land layer, so it's just sky islands and/or asteroids?
Aarmik 16 Sep @ 12:55pm 
Maybe add or change some events for places in the atmosphere? Here are some idea:

1. Global warming and cooling should be reversed for the stratosphere and not affect anything higher up.
2. Fallout is not a thing, but solar flares cause toxic build up in the open, because of radiation. The higher up you are the more intense the effect.
3. Jet streams. These are powerful winds that mostly affect you in the stratosphere. Pawns in the open would be slowed down considerably, the temperature could shoot up or down quickly and items in the open could be blown away.
4. Volcanic winter would slightly heat up the map instead, cause low intensity toxic buildup and a yellow-brownish fog.
5. Iridescent clouds, especially close to the poles, could sometimes occur. These would cause a minor mood boost and make the "air" tiles more beautiful.
6. More common aurora.
7. Meteor airbursts. Different from meteor impacts on the ground, some meteors could burst near your island and instead of depositing walls of stuff, would deposit nothing or just chunks and slag. The explosion would also have a larger radius, though maybe deal slightly less damage.
Hawesome 18 Sep @ 12:45am 
Noticed it doesn't work with the My Little Planet mod and it would be amazing to have compatibility as I find playing with a 100% coverage fun. If not no worries, thanks.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1117406550&searchtext=planet
Aarmik 18 Sep @ 1:14am 
Originally posted by Hawesome:
Noticed it doesn't work with the My Little Planet mod and it would be amazing to have compatibility as I find playing with a 100% coverage fun. If not no worries, thanks.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1117406550&searchtext=planet

I'm using it with My Little Planet and have not experienced any issues. What exactly are you experiencing that is the problem? You did enable the layers in the mod settings for LAO, right?
Hawesome 18 Sep @ 5:57am 
Nevermind, got it to load afterwards using the mod settings, weird.
HRG164hjo 18 Sep @ 11:19am 
I have a suggestion, why not let every possible biomes except some blacklisted can generate on float islands? guess this is better than using availableBiomes
[Zerg03] MrHydralisk  [developer] 18 Sep @ 11:26am 
HRG164hjo, the reason is very simple, cause if you use blacklist, then some biome from diff mod might break everything, when attempting to generate floating island with unsupported biome. The list of available biomes eventually will be expanded with modded ones. So if you have any biome that you know will work on floating island, then you can leave it def name and mod name.
HRG164hjo 18 Sep @ 12:19pm 
reasonable, thanks for replying
Maybe add an underground layer?
Suggestion: More options for actually tweaking map generation - more/less structures, size, rock amounts, etc.
[Zerg03] MrHydralisk  [developer] 23 Sep @ 12:24pm 
Ronald Hardest, amount of rocks and structures already can be adjusted, if you make custom RockChunks and ScatterRuinsSimple gen steps, cause they handle such. Regarding size, most reliable is still map size, cause atm my knowledge about how current generation through perlin noise is still limited. If you wanna you can try play with different values in debug floating island generation in mod settings to see how they affect generation and then just make a new generation with such values for your own island type.

Cause making a universal sliders or single values that adjust such might not be possible with how different each island input variables to generate specifically such type. So the best way in Rimworld is just make custom MapGeneratorDef with GenSteps that will fit the need.
mëghr 23 Sep @ 2:46pm 
i cant place these in any atmosphere since the platforms only work in vacuum https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3525980713
Last edited by mëghr; 23 Sep @ 2:47pm
suggestion: Adding a floating island start (not locked to tech level).

I wanna play as a colony of sky people, without needing a gravship or aircraft to get to one.

[please and thank you]
[Zerg03] MrHydralisk  [developer] 24 Sep @ 3:41pm 
Simplyoranges1.0, planned scenario for tribe on a floating island should provide ability to spawn on a floating island, which mean you would be able to adjust scenario like any existent one in vanilla rn to any faction or other needs.
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