RimWorld

RimWorld

Glitter Tech Classic
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Sam_  [developer] Feb 12, 2017 @ 10:52am
Suggestions - New features
This thread is a general area to post suggestions for new features and content you wish to see in the next version of Glittertech. I have a major overhaul to the mod in development and so far I have the crafting and production systems mostly complete. I have a lot of new content already planned but I thought I might also crowd source some ideas. Please limit it to new content however as weapon, faction, resource and overall progression balance changes have been planned and executed.

If you have any interesting sci-fi ideas, or sci-fi universes that could be used as inspiration then make a post.

Some categories I'm looking for:
  • factions
  • new incidents; related to new faction or natural events
  • new pawn types; animals, robots
  • advanced power generation, something you would expect of humanity in 5500 AD
  • resources; I'm mostly looking for craftable or growable resources
  • weapons; I already have plans for all kinds of laser and particle weapons but anything unique and powerful is welcome
  • apparel or equipment; I'm already planning things like energy shields for ranged users
  • luxury and joy sources; at the end of the Glittertech tech tree I expect colonists to have a ton of joy time and little work time, so I need useful joy sources.
  • anything else story related or any major features not yet in Vanilla Rimworld
Last edited by Sam_; Feb 12, 2017 @ 10:55am
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Showing 1-15 of 22 comments
jimmy pooptron Feb 12, 2017 @ 3:18pm 
Could you make a standalone blast door mod? Something that you would have to research for. You could make the timer on the door last like 5 seconds so you can't just open and close it repeatedly. Maybe have a door control that a pawn would have to switch on to open or close it?
chuckles821 Feb 13, 2017 @ 1:47pm 
you could possibly add clones in i think that would be a unique feature to be able to make your own clones
Arkcane Feb 16, 2017 @ 8:29am 
as for the cloning comment

http://ichun.me/mods/sync/

its a minecraft mod that lets you make a shell and when you die you wake up in a different shell. it would make it so that if your colonists died you dont have to worry quite so much but still keep the total number of pawns and diversity of pawns the same

in the new update if you caravan to the orion outposts you cant trade even if you are in good realations with them. and if you attack they have the standard crappy outpost.

you can also not request a trade caravan even with max good will
jlrmarin Feb 18, 2017 @ 9:03pm 
I really, really love this mod. Just FYI, one mod that served to dramatically help balance midgame gap between this mod and vanilla in my games was the MORE VANILLA TURRETS MOD. There are three turrets in particular that help: military grade turrets, precision turrets (to make up the range gap), and the minigun-based vulcan turret (to take down melee bros rushing in without support). In conjunction with the devastator mortar (amazing, costly weapon that has a long reload), it enables a non-glittertech facility to endure, with some damage, an attack by commandos sporting glittertech weapons and armor. That is, if you have a responsible line and your colonists are at least wearing power armor and decent weapons. I'd like to add that I use Rimsenal, as vanilla weapons are woeful against basically anything lategame, including regular mechanoids. So that's two mods - More Vanilla Turrets and Rimsenal - that helped give a good midgame.

I know it's not the domain of your mod, but you should test some of these other mods that give you extra security features as a way of getting a handle on the mid-game of Glittertech. You could even release a separate, related mod - Midgametech! Woo! - that could serve this purpose.

At any rate, to TL;DR, I think Glittertech still has issues when the game transitions from mid to lategame. BUT! There's plenty of mods that bridge that gap. I just wanted to put that out there, and hopefully you can consider that transition a bit.

And, of course, one more suggestion: a short guide, detailing the different crafting stations and resources in Glittertech, would be mightily helpful. And short descriptions of how some things work, like the different mortars and other security add ons.
Last edited by jlrmarin; Feb 18, 2017 @ 9:03pm
gbbluis Mar 16, 2017 @ 11:30am 
how about manned battle robots that the pawn contrel too avoid been in combat them self and
a VR chair for entertainment
Gwiller Apr 3, 2017 @ 5:01pm 
would be really nice if you added the option to craft nano suits/helmets and the other armor i cant remember its name. (unless ofcourse its already possible and my bumbass hasnt noticed yet). btw i really like this mod its tons of fun and adds a lot to the game
pyrotechnical Apr 4, 2017 @ 1:14pm 
Would it be possible to give a forced target capability to the turrets? Right now, it's often a gamble to use, say, a cruise missile turret during a raid when a mad animal is running around my base. 50% of the time the missile hits the raiders, and 50% of the time my base gets nuked.

I've tried to find a way to add this to my copy, but I suck at modding.
jlrmarin Apr 5, 2017 @ 1:27pm 
Originally posted by Aps_MadMan:
would be really nice if you added the option to craft nano suits/helmets and the other armor i cant remember its name. (unless ofcourse its already possible and my bumbass hasnt noticed yet). btw i really like this mod its tons of fun and adds a lot to the game

This is probably the most urgent addition needed for Glittertech. :3
Mr.Madcap May 12, 2017 @ 4:25pm 
-factions
friendly spacer/Glitterworld faction that is a competitor, maybe in the future add quest related to them
-new incidents; related to new faction or natural events
basically what i said in the previous line, maybe manmade hurricanes and tornados because science and pissed off Glitterworld factions
-new pawn types; animals, robots
cyberwarg, killbots, servitors (like from WH40k, maybe find a way to turn prisoners or dead bodies into such)
for commandos, everkill assassins (another wh40k reference) and previous mentioned pawns
-advanced power generation, something you would expect of humanity in 5500 AD
quantum fusion, cloning, nanobot medicine, lightning rods so I don't have to litter firefoam EVERYWHERE or have my pawns go everywhere just to deal with an issue
-resources; I'm mostly looking for craftable or growable resources
hypergrowth GMOs come to mind, high strength carbon-nanotubes
-weapons; I already have plans for all kinds of laser and particle weapons but anything unique and powerful is welcome
guns that fire holograms, bomb teleporters, cyrogenic weapons, hypnotics, psychic weaponry, sound guns, radiation gun, power fist
-apparel or equipment; I'm already planning things like energy shields for ranged users
teleporters
-luxury and joy sources; at the end of the Glittertech tech tree I expect colonists to have a ton of joy time and little work time, so I need useful joy sources.
VR goggles, hologram strippers, video games that can be hooked up to the TV, computers, quantum computers, internet connection
-anything else story related or any major features not yet in Vanilla Rimworld
vehicles?

I haven't tried your mod yet, trying it today. Some of the stuff I've suggested might already be in the mod.
Last edited by Mr.Madcap; May 12, 2017 @ 4:30pm
Finnskii May 27, 2017 @ 7:27am 
Could this mod be updated to A17
jlrmarin May 27, 2017 @ 3:52pm 
Yeah, in case the author isn't aware yet (I just realized it last night), A17 unstable patch is already live being tested
Last edited by jlrmarin; May 27, 2017 @ 3:52pm
Sam_  [developer] May 27, 2017 @ 5:55pm 
You should probably check the main for information regarding this mod and Alpha 17. Because this thread is for new feature suggestions and not for nagging.
GOTzMADsKILLz May 28, 2017 @ 7:58am 
Luxury/Joy Sources: How bout 'Arcade Game' like an old school play in the Arcade standalone arcade box that you build, maybe costs an AI Core to run the game program. You could have a whole arcade room or maybe pinball machines?

Power Resources: 'Fusion Reactor' like the Wendelstein 7-X reactor? How bout a Dyson Solar Collector? Maybe you can have a power generator/Defence turret based on the power of the sun? Giant Sun Beam that scorches enemies to a crisp?

Pawn Type: Robots would be good, maybe two kinds? Security and Worker, Maybe you can take the Worker Robot with you on trips to use as a hauler and the Security Bot will drive around the map eradicting Raiders or violent animals? Imagine a whole army of security bots flooding out but perhaps they can have a small chance of their programming getting corrupted or becoming "sentient" and deciding to go rogue and and attack your group? Maybe get struck by lightning, Johnny 5 style?

Mainly just looking for the better weapons you introduced. The vanilla ones suck in the late game, your APB guns are great in the late game.
jlrmarin May 28, 2017 @ 3:29pm 
Originally posted by Sam:
You should probably check the main for information regarding this mod and Alpha 17. Because this thread is for new feature suggestions and not for nagging.

I have a few more suggestions! But a little aside first.

No one is nagging you - most mod developers abandon a mod once it's made. You're just better than most about it. The people who appreciate your work are just giving you a heads up, in case you eventually intended to update and real life is in the way (like the rest of us). And thanks again for a great mod. (I know you check the comments in the front page, but people are always anxious for their favorite mods! Just think of it as enthusiasm for your work!)

On that note... I have three suggestions, although one I'm sure you've heard before.

One of the most difficult gaps to cover in making glittertech is actually the blocks needed for silicon. I think the requirement itself is good, but I wonder if the 35 blocks is creating an unnecessary bottleneck. Maybe reduce it to the amount produced by a single slab of stone? There's already the need to create blocks as another step in the process, so the steps required to produce even a single magnetic coil are pretty daunting when you take in every step in consideration (which is fine in itself).

The other suggestion is perhaps too onerous, but one you should consider. How do people make food in Glitterworlds? How do they make blocks of stone? Do they have advanced arts and craft equipment? It would be cool to see you expand the mod into other productive areas of the game, giving the player an incentive to replace their traditional workshop equipment as they become technologically more advanced. This may not be possible for, say, harvesting, but we surely could have some glittertech artwork!

Last... and it's related to the previous suggestion... I would love to actually make Glittertech weapons and armor with crafting. The EMRG is my weapon of choice.

Oh, and there's one serious balance thing: the APB Projector. Even splurging on a single Shoddy-quality APB projector guarantees nothing short of a Commando squad can overrun your base. It also seems really widely available from merchants compared to the much less powerful EMRG rifle. Just a thought.
Last edited by jlrmarin; May 28, 2017 @ 3:37pm
Sam_  [developer] May 28, 2017 @ 4:22pm 
Thanks for the kind words. It's hard to convey sometimes, but I wasn't saying the nagging was a bad thing, just this thread wasn't the place for it. It's all good.

Yes, the overhaul update essentially reworks the entire production tree. This time I have taken gameplay in to consideration instead of just reality. Because in reality the amount of silicon you could extract from stone bricks would be tiny hence the number I chose. Obviously gameplay will come first.

The main thing to note about my changes is instead of having large amounts of resources you will have many resources in small amounts and more machines to process them. So, in the case of silicon you will produce silica from stone chunks in a grinder, producing a decent amount. Then that silica and carbon powder will produce silicon in an arc furnace. The carbon powder itself comes from sources of carbon, in this case, coal from ore, graphite from ore and charcoal produced by burning wood in an induction furnace. So, for such a simple base resource there are many more steps, but the amount of stone required for a useful amount of silicon will be fairly low.

It sounds like a hassle having four benches to produce silicon, but the point is to advance to more complex machinery that can produce silicon in one step.

I'm also planning a decent progression through several tiers of production equipment. The method above is using teir one industrial benches, but in the later tiers you will be assembling Hyperweave and Alpha poly in Cybernetic mass-extrusion machinery typical for any Glitter world.

It is taking a while for this update to come out but the idea is to address every gameplay mechanic with a Glitter world solution. So, the mod may have a Food Replicator, but it will take years to get there, if you even can. Research will be gated not just by levels and points but by data you have to find in the world. So, I can lock various features of the mod behind a rare data store you find in a dungeon, which will make each playthrough entirely different. So, the food replicator tech which makes food production redundant will need to be found in a randomly generated world underneath a rock, or hidden in a pirate base.

The point of all of this is to advance gameplay to something "above" what vanilla Rimworld is. Threats like starvation, disease, tribal hordes and pirates will be no challenge once you advance but they will be replaced with commandos, corporations, complex resource trees and random killer death robot attacks.

There's a ton more in the mod, and planned, but I thought I'd give you an overview.
Last edited by Sam_; May 28, 2017 @ 8:05pm
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