RimWorld

RimWorld

[Outdated] Call of Cthulhu - Cosmic Horrors [Deprecated]
Ryoma  [developer] Sep 18, 2016 @ 6:08pm
Ideas & Suggestions
If you have any ideas, feel free to write them down here. This is only the first update and I'm planning at least two more big updates to this Cosmic Horrors mod (and continued support for future alphas).
Last edited by Ryoma; Sep 18, 2016 @ 6:09pm
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Showing 76-90 of 116 comments
Graega Jun 24, 2017 @ 8:12pm 
I don't know if this is possible without breaking recipes or leading to convoluted setups (I have to have 4 different cooking stations for all the different cooking recipes from all the mods, for instance), but is there a way to more easily separate out cosmic horror leathers from regular leathers in the checklist for a recipe or stockpile? Like, sub-categorize them under Manufactured>Textiles>Leathers>Horrors or maybe just Manufactured>Textiles>Horrors?

With mods, there are a lot that add tailored armor, like the gambeson/padded jack from Medieval Times, and I love using something like dark young barkskin for that where its poor insulation values would be terrible on a duster, but I usually end up missing something when making a crafting bill. It'd be a good QoL feature for interacting with other mods a user may install.
Dunner Homes Jul 2, 2017 @ 12:29pm 
Not sure if it's been mentioned, but you could add the meteorite out of Lovecrafts story "The Colour Out of Space" that spreads dust that shrivels people and turns the enviroment grey, slowly turning colonist psychotic, and changes the enviroment as was in the story
Last edited by Dunner Homes; Jul 2, 2017 @ 12:33pm
Michelin Man Jul 2, 2017 @ 12:43pm 
Originally posted by Dunner Homes:
Not sure if it's been mentioned, but you could add the meteorite out of Lovecrafts story "The Colour Out of Space" that spreads dust that shrivels people and turns the enviroment grey, slowly turning colonist psychotic, and changes the enviroment as was in the story
If they do that then they might want to get help from the same guy who made the Tiberium mod, because that sounds really similar to how Tiberium behaves.
Loko+ Jul 12, 2017 @ 10:18pm 
The Mi-Go like minerals from deep beneath the crust right? It might be cool If striking compact uranium or mining it could trigger a raid. Also feel like it might be cool if they could drop in from space like pirates can do with drop pods at higher difficulties.

Maybe have a static "devil reef" that could appear on shallow sea tiles that would then grow and expand till mature, glowing at night sometimes. Then have it spawn deep ones occasionally until it was destroyed or given a sacrifice. If a sacrifice was made, gold could appear the next day and it would be permanently pacified, but would still accept additional sacrifices for gold. Would have to be limited to coastal colonies though...
Michelin Man Sep 30, 2017 @ 10:49am 
One suggestion I have for this mod is possibly adding in a Deep One Hybrid health effect.

How it would work would be once your colonist is around middle age (sort of how heart blockage works sometimes), they get a health effect that starts turning them into a deep one. As time goes on, they get more effects that make them more like a deep one (like better melee damage but decreased range damage and accuracy). Eventually, they just full on turn into a deep one. From there, it could be decided whether they stay in the colony or they go rogue and try to kill everyone. Probably the later.
ziaodo Oct 14, 2017 @ 7:47pm 
One Suggestion I would have would either be toning down the spawn rate of darkyoung or lowering their hunting range. I had 3 herds spawn in row and they decided to hunt one of my colonists from a cross the map. (I play on a fairly large map 350x350 and they came from the lower corner all the way to the top of the map)

Or ratehr than just toning them donw and an option to either reduce the amount that spawn or turn off the event completely.
Neonivek Oct 16, 2017 @ 3:45am 
Apperantly if you don't play with the Lovecraft Storyteller the spawn rate is ludicrous.
BeanSlinger419 Oct 16, 2017 @ 5:37am 
@Neon
your wrong i play on the normal story teller and i never get those things to spawn not even after the Eerie tree spawns and ♥♥♥♥♥ that book out still they dont spawn
You should add an event where a meteor like the one seen in "colour out of space" crashes, and spreads it's blight and kills the local wildlife. First stage could infect the local wildlife, changing them slightly and rendering their meat useless(this could be visually represented by slightly distorting their sprites as well as their stats) second stage starts draining them and letting off an odd hue from them that affects the sanity of your colonists should they witness it, and third stage could begin the greying and dying of all infected wildlife as well as draining, greying and dying of any maddened while living color clouds spawn near the epicenter, roam around, and attack all living things until it goes away on it's own.

Could be like a cosmic horror siege that you have to try and outlast. Maybe you could destroy the meteor, but doing so could seriously affect the sanity of who ever destroys it and would mitigate some ill effects and stop the spread of the infection but not the infection itself, and could run the risk of the colonist you sent to do the job being infected and possibly drained, killed and reduced to a pile of grey ash and a colour cloud spawns from them. Keeping to the lore, the infection should be untreatable.

So it'd be a damned if you do, damned if you dont scenario where you have to either sacrifice a few brave souls to stop the madness, or try and protect them all and outlast it as the infection runs it's course and the thing goes away on it's own, after which the meteor fades and only a few of the colored clouds remain in the area that can be dispached safely at will. The area where the meteor landed would never host life again, and would be covered in grey dust. I think that'd be pretty awesome to see!
Last edited by Air Conditioned Sweat Shop; Oct 23, 2017 @ 4:39pm
minute_of_decade Dec 3, 2017 @ 7:52pm 
I don't know if it has been discuted but the dog of Tindalos may ne a fearsome ennemy apparing from nowhere
BinaryBlackhole Dec 19, 2017 @ 12:53am 
Since deep ones and great deep ones attack in the same wave an we combinde the observed deep one and observed great deep one negative thoughts so i don't get -80 mood from just seeing the things.
RagingHadron Apr 26, 2018 @ 5:13pm 
I don't know if this is a bug or a feature, but Deep One corpses have 0% flamability, which makes disposing of them en masse really hard. It would be great if we could burn them.

EDIT: So do Dark Young corpses. I think it might be somthing that applies to all of them.
Last edited by RagingHadron; Apr 26, 2018 @ 7:05pm
frostmare11 Jun 7, 2018 @ 11:03am 
how about a alien. a queen from the crystal. a fragment of the metor would becomes a infestation after a while she will spwan small spiders to grow over time and search out for anything around the map. bring them back to the hive and feed off the corpse for them to grow,
hard for english transulation
twan Jun 10, 2018 @ 4:50pm 
Star vampires are really annoying when you play multiple colonies as nothing says where their laugther was heard.

Wouldn't it be possible to change the event so it says "In colony XXX an horrible laughter was heard (...)" ? Switching between several maps waiting for them to attack (which sometimes take ages after the second message) becomes a bit annoying once you have done it a few times.

frostmare11 Jun 18, 2018 @ 11:42am 
adds like crystal monsters or ailen bees with a queen to reproduce and attack your conlony.
a infestation of any kind would be a good addition to this mod
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