Thursday, January 5, 2017

[Mod Request/Idea] Offer Services! RimWorld

I made this post on the Ludeon Forums about a mod request/idea I had. It's pretty in-depth but I'll post the whole thing here too. Wall of text inbound.

TL;DR down at the bottom.

In depth explanation: Hello all, so in my playthroughs of RimWorld, I've done a couple theme-specific bases. Notably, everyone has done the drug farm, but I also did one playthrough that I roleplayed as a military supplier and sold weapons and armor to other factions through both my caravans and theirs. I also did a playthrough where my colony was essentially a hospital, but that ended fast because all the beds went unused and I just sold medicine to caravans. That got me thinking about this mod: Offer services. It could add a few items, like a hospital sign, military supply sign, farmer's market sign, restaurant sign, smuggler's den sign, and lastly, a brothel sign. These signs would turn a building (all connected walls and the rooms they contain) into a hospital/restaurant/store for various items. Along with this, it would add a couple new factions, like refugees, patients, junkies, pirates, customers, militia-men, wastelanders, explorers, nomads, and tribals. These would be functionally factions, but they wouldn't actually have bases. Basically, these factions would show up every day or two if you have a building with a sign for services to be offered, they'd pay you a few silver and take from the service, and leave. If you harm them/try to exploit them, their faction becomes angry and if any of the factions become "hostile" they just stop showing up so you cannot offer services or try to farm/exploit them anymore.

So, how should it work?

Hospital Sign: The most complicated/In-depth of the signs. The Hospital Sign turns a room/building into a hospital for hospital-using factions. The room must at least contain a medical bed/sleeping spot, but they'll pay more for rooms with hospital beds, vitals monitors, and sterile rooms.

How the service works: Wounded patients show up for the hospital with a myriad of possible problems. Some may just need small treatments, some may need surgeries, some may need new body parts, some may be about to die. May even some have brain damage or missing legs and cant walk, but are carried by another pawn. Whatever the problem, they show up and go into the hospital and lay in one of the beds, and once they are fully healed, not just treated, they will pay you and leave. Payment is depending on treatment, small wounds healed is little silver, body transplants/major surgery is tons of silver. Dead patients don't pay. If organs/limbs are harvested at all without being replaced by new ones, they don't pay and you lose points with the faction. If patients die at a table due to not being treated, you lose a little faction points so if all your patients are neglected/die, faction will sop coming, but a few deaths won't be a problem Successful surgeries/treatment raise faction respect. If the factions become hostile, they will not show up anymore from then on.

Factions that make use of this service: Patients and Refugees.

Military Supply Sign: Similar to the Hospital Sign, the Military Supply Sign turns a room/building into a weapons/armor shop for certain factions factions. The room must contain storage of some kind with weapons or armor, so stockpiles work, but weapon racks/mods that add new storage items will also work.

How the service works: This will be much quicker and easier than the hospital type, but not as fun. Weapon/Armor-buying factions come into your gun shop/military supply store, take a weapon or armor, leave silver, and leave. Like the hospital faction, if they become hostile due to being killed/arrested/farmed/exploited, they stop showing up. Maybe to add a little more depth, attach a shooting range to the shop for them to try weapons before they buy? Also, maybe they'd typically only buy weapons of their technology type, but not always. So we aren't supplying all of the Rim's tribals with grenades and guns.

Factions that make use of this service: Pirates, Customers, Militia-men, Wastelanders, Explorers, Nomads, and Tribals.

Farmer's Market Sign: The Farmer's Market Sign is like the Military Supply Sign, you place it down in a room with storage containing non-drug crops.

How the service works: Like the Military Supply Sign, people of certain factions come, buy crops, leave silver, leave. Really good for early game, but not the best source of silver. Plantations inbound.

Factions that make use of this service: Customers, Explorers, Nomads, and Tribals.

Restaurant Sign: Another complicated one, but good money. More of a mix between Hospital/Military Supply in function. Like the Hospital Sign, the Restaurant Sign has building requirements in a room, notably tables and chairs at the table, as well as storage in the room like the Military Supply Sign.

How the service works: As said before, the room must have tables and chairs. The storage must contain cooked meals, and customers will pay more for meals with higher nutrition, and pay more for simple/fine/lavish meals. Customers will tend to leave, disgusted (but no faction penalty) if the meals contain human meat, but cannibal-traited pawns will not leave and will pay a bit more. It's an option, but probably not the best money making option. The room should also probably not be refrigerated, don't want customers getting hypothermia. However, this will mean meals in stockpiles will likely spoil. So either keep up a constant meal flow, or use a refrigerator mod of some kind. Alcohol can also be an option if you want to make a bar. Don't forget to keep your restaurant clean! Also, bar fights.

Factions that make use of this service: Customers, Militia-men, Explorers, Nomads, and Tribals. Everyone eats, but no Pirates and Refugees/Patients.

Smuggler's Den Sign: People come, get high, pay lots, and leave. Good money, but very problematic.

How the service works: The Smuggler's Den makes good money, people will pay more for drugs than rip-off caravans, but it comes with lots of problems. Not only are people high off their balls on yayo, flake, smokeleaf, ect. but you have to deal with them getting in fights and having CONSTANT mental breaks. The customers, not your colonists, so you won't be getting lots of notifications. Really good source of money, but you have to keep people from killing others, or overdosing themselves.

Factions that make use of this service: Pirates, mostly, but some Tribals too.

Brothel Sign: Have a useless Pretty/Beautiful pawn? Maybe an estra-useless Model pawn? Maybe a VERY-ESTRA-useless Pretty/Beautiful Model pawn? Don't make her a cowboy hat just yet. People on the Rim don't just enjoy drugs, they enjoy other commodities.

How the service works: Make your very own orgy-room. Basically, fill the room with female pretty, beautiful, and/or model pawns, lots of beds (better quality beds for better money) and they will do the "lovin' " with your customers. Makes really good money, but you sacrifice manpower and the female pawns' moods, as they will not be happy to do lovin' with someone not their lover.

Factions that make use of this service: (Male-only all, unless Romance Diversified Gay/Bi females.) Pirates, Customers, Militia-men, Explorers, Nomads, and Tribals.

So what do you think? Anyone up for the task? I can help a bit, I have some modding experience. What about anyone who has ideas?

TL;DR: "Sign" objects placed in rooms that allow you to offer hospital (medicine), military supply (weapons/armor), farmer's market (crops), restaurant (meals), smuggler's den (drugs), and lastly, a brothel (lovin') to people who come every day or two for your services/shops. Adds a fun way to make money without selling to caravans or settlements.



Submitted January 06, 2017 at 08:20AM by NethanielShade http://ift.tt/2hWPuq8 RimWorld

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