RimWorld
[Outdated] Call of Cthulhu - Cosmic Horrors [Deprecated]
Ryoma  [sviluppatore] 18 set 2016, ore 18:08
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).
Ultima modifica da Ryoma; 18 set 2016, ore 18:09
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So there is a mod called "Biomes! Islands", If you made the mods like the factions mod and the creature mod compatible with it you could get a pretty cool new biome and little pack, you could also use this to add a water based raid. I just had I idea like that and wanted to throw that out there
I'm not sure if this mod is still being actively worked on but one idea for a new monster type to add could be the Color Out of Space maybe? It could be made sort of similar to how the Cthonian already works but instead of just projecting insanity it projects both insanity and poison, as well as possibly spawn "huskified" vanilla animals that occasionally attack your colony.
Observed deep one and observed great deep one really shouldn't stack. Minus 80 mood from one raid is too extreme.
I've noticed that these raids show up very frequently, if this is intended I don't mind although I figured it was worth mentioning they often attack more than any other factions do combined for me and i've added new ones. I think my biggest issue is the value of Deephide being $7.50 a unit, Darkyoung HP and Star Vamps Invis.

I scored myself over a thousand Deephide in one fight and the fight against the Deepones was laughably easy COMPARED to the other creatures that have attacked, I had about 20 attack 9 colonists with ars and they got turned into swiss cheese halfway thru the box, I'm now needlessly rich if needed but have opted to abandon all the hides as its wayyyy too much value for such a laughable enemy. (IM NOT SAYING BUFF THEM PLEASE NO THEY HURT) I feel as though their value tier is higher rated than their actual combat tier if that makes sense which actually makes running this mod a potential good time as opposed to the horror it should imply.

With that potential exploit covered I move on to my less bothered problems I've been noticing which is Darkyoung being absolutely ridiculous to kill (I get that they are tentacle abominations and hitting something vital would be hard but I get like 8 of these guys going ballistic requiring a firing squad to kill just one at range. Then there is Star Vamps who just wont become visible, I observed one with a mod while invis and it literally sat still before entering my box as though it was firing into it with a sniperrifle while visible. (the vamp being invis and totally stationary) they also love to wreck my base and not reveal, dont care about that cuz I signed up for at the very least a good amount of terror and pain.

Also damn you for making those MiGo carry ranged weapons, my builder lost his head because of you XD.
I would love to see a dark portal type event where a gateway spawns on the map occasionally spawning cosmic horror monsters. It could also warp the terrain around it which eventually grows and expands some sort of tentacle fleshy fauna. Maybe it could be harvested to craft something?
I feel that dark youngs need some sort of buff to increase their survivability as wildlife--perhaps faster recovery from injuries, a natural armor rating, slower metabolism and/or better rules for what creatures they decide to hunt (assuming that last one is tweakable). Even when they aren't trying to eat my colony, I consistently see them picking too many fights too often and die off after a mauling from a bear/megasloth/sometimes even yaks/muffalos and whatnot. They seem to always be walking around with multiple injuries, and with a trap-happy player like me, their fast movement speed also means they walk over traps more often and that doesn't help them either.

The poor things were already suffering from those problems back when this was the only mod I had that added new wildlife; adding Alpha Animals only made their chances even bleaker. The life expectancy of wild dark youngs around my local map (even when excluding them being killed by my colony in self-defense) went from like a year to about a week.

EDIT: Also having bills to cook 4 strange meals at once would be nice.
Ultima modifica da Rai "Apex Legends" Taki; 7 ago 2022, ore 20:07
Can we have the option to toggle star vampire damage on or off when they are invisible? I do love this monster but it can be really buggy and annoying when it doesn't become visible and shooting at it does nothing despite targeting it while it is invisible. It can also be really annoying when it just wrecks all your traps and turrets taking no damage from them.
Hello, thank you for your great mod.
I enabled these cults mods, a red error will pop up in the game, and "harmony.log" will be established on my desktop.

https://gist.github.com/244f8eb189f20d9a554a54576db798f7
https://i.imgur.com/El3ThzR.png

harmony.log:
https://i.imgur.com/ese7DtL.png
Their meat weights 1kg per piece. Normal meat is just 0.03kg. probably you forgot to define the weight and it was set to default.
A patch for VFE mechanoids that lets you procssess them down for only slightly madness inducing meat would be nice. Like each meal with the processed kind only gives 1 percent sanity loss instead of the much higher values the normally butchered monsters give.
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