RimWorld

RimWorld

[B18]TiberiumRim - A Command & Conquer mod
 This topic has been pinned, so it's probably important
Maxim  [developer] Jul 4, 2017 @ 9:52am
TiberiumRim Suggestions - What is missing in this mod?
If you got any suggestions on balance, items, buildings and so on you can put them here!
TiberiumRim Core, this mod, has reached it's end of development for now and needs new, lore friendly, ideas that might have been left out.
Become part of development and make this mod the Tiberium mod everyone deserves!

But yeah, nothing over-the-top or faction related.
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Showing 1-15 of 137 comments
Priesttech Jul 5, 2017 @ 7:28pm 
1. More tiberium lifeforms (Infected rabbit?). And also slightly increase the spawn rate of non-visceroid animals, maybe?
2. Maybe add some sort of tiberium zones (red, yellow and green) on world map as different biomes? And also make a "overall tiberium" ( option like "overall temperature" when generating the map)
3. Add some tiberium visualisation to mutants. Maybe some crystals growing from their back? (Im not talk about faction, but about disease)
4. Add a option, that let you choose what armor should be resistant to tiberium. It will make tiberiumrim more compatible with other mods.
Priesttech Jul 5, 2017 @ 8:30pm 
5. Maybe add some customization via add tiberium grow / spread speed option?
Last edited by Priesttech; Jul 5, 2017 @ 8:35pm
Ampryn Jul 6, 2017 @ 4:21am 
Issue: Removing tiberium craters/ shards / veinhole monsters is a tedious task.

Explanation: Currently only possible by drafting colonists and force them to attack, which is a load of micromanagement and also very time consuming. 6 colonists armed with assault rifles need roughly two days to get rid of a veinhole.

Suggested solution:
  1. Add the option to mark these object to be mined, maybe having them 2x Plasteel durability per tile.
  2. Add a new object [Sonic Detonator], crafted at tiberium research facility (maybe on a new crafting station) and can be placed like an Inhibitor. Acts like an IED, immune to tiberium, can be detonated manually to explode in a small radius dealing enough damage to have 1-3 of them removing a crater/veinhole and 1 destroying a shard.

    Crafting costs can be time and resource consuming, acts as an endgame solution.

Last edited by Ampryn; Jul 6, 2017 @ 4:24am
Michelin Man Jul 6, 2017 @ 6:20am 
This suggestion might be a little far-fetched, but perhaps make some type of compatiability patch for mods that add in more creatures so that way they can become mutated by Tiberium too?

It'd be interesting to see a mutated Deep One or a mutated gorilla.
Maxim  [developer] Jul 6, 2017 @ 6:47am 
Compatibility like that seems like too much work for now. Adding in new creatures just for the sake of only having them once someone uses the other mod. We already have visceroids :P
Michelin Man Jul 6, 2017 @ 7:31am 
One suggestion I have is I noticed that when you use the refinery to make Tiberium fuel for the generators, you can only use Green Tiberium to make it.

Perhaps what you can do is make it possible so that you can use both Blue and Red Tiberium as well to make it. And maybe for balance require less of each to make it, like 25 Green Tiberium, 15 Blue Tiberium, and 5 Red Tiberium.
Last edited by Michelin Man; Jul 6, 2017 @ 7:32am
Maxim  [developer] Jul 6, 2017 @ 10:50am 
That would need different recipies and I think it is unnecessary, I'm sorry for the inconvenience. Maybe you got an idea to balance the general recipe?
Michelin Man Jul 6, 2017 @ 4:17pm 
Originally posted by Maxim:
That would need different recipies and I think it is unnecessary, I'm sorry for the inconvenience. Maybe you got an idea to balance the general recipe?
Well another idea that could make the previous one still work is perhaps make the recipe similar to the recipes for things like meals and clothing where it doesn't require a specific ingredient. That way at least if I have a ton of Blue Tiberium but no Green Tiberium I can still make fuel.
Maxim  [developer] Jul 7, 2017 @ 5:58am 
Unfortunately that is not that easy to implement.
TJS184 Jul 7, 2017 @ 6:31pm 
I saw comment on the main page where they suggested manually infecting someone with tiberium in an attempt to mutate them and you replied somthing along the lines of that sounds like something Nod would do that got me thinking of those tiberium cyborgs from tib sun do you think you could add some sort of tib prosthetics in future updates?

Also before I knew about the suggestions page I suggested in the comments any tiberium mutated creatures spawning tiberium on their corpse upon death could this be implemented? It would proably cause it to be better at spreading i.e. kill a visceroid and new tiberium patch starts growing from the corpse.
TJS184 Jul 7, 2017 @ 6:39pm 
oh and btw tiberium should spread to all terrain types you were right about it being weak as ♥♥♥♥ on sand because it has no minerals of lifeforms to consume but once it reaches dirt it should quite happily and rapidly start growing again. Tiberium should be terrible at growing on ice, water and sand but it should go berserk when on rock and soil with hot conditions (In cold it grows slower)
Ampryn Jul 8, 2017 @ 4:39am 
Originally posted by tjs:
oh and btw tiberium should spread to all terrain types you were right about it being weak as ♥♥♥♥ on sand because it has no minerals of lifeforms to consume but once it reaches dirt it should quite happily and rapidly start growing again. Tiberium should be terrible at growing on ice, water and sand but it should go berserk when on rock and soil with hot conditions (In cold it grows slower)
To be fair different behaviour is beneficial to the mod in terms of the variety of engaging the infection. Also it creates more interesting patterns instead of the usual circle around a tib-provider
TJS184 Jul 8, 2017 @ 5:02am 
fair enough but that could be countered by slowing growth on the different terrain types if it is growing rapidly on soil and hits sand it should slow down alot so yes in all directions but the sand it proably still would look circular but the difference in growth time between parts of the patch (given there are multiple terrain types) would most likely distort it
Maxim  [developer] Jul 8, 2017 @ 5:04am 
Well, the idea is that Tiberium doesn't completely cover a map, and that it gives you a chance of survival. While it is nice having endless fields of green, I don't feel like it's good gameplay wise.
In the end, I like the differentiated look and the way every type is rather unique.
TJS184 Jul 8, 2017 @ 5:23am 
then maybe a compromise? (if possible ofcourse) adding in some more growth related options in the settings menu?
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