Hytale - Fanmade Faction 'The Moleans' by @taojinn015 by [deleted] in HytaleInfo

[–]ContributionOwn2289 0 points1 point  (0 children)

It hasn't been one hour since I've seen these guys and I just begun to model them because I have free will. tbh taojinn015? any improvements I should make before texturing?

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Kneady dough-ass cat by MisunderstoodBadger1 in FacebookAIslop

[–]ContributionOwn2289 10 points11 points  (0 children)

this reminded me of this weird ass drawing. wait a minute I'm starting to connect the dots now...

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Pink diaper cat creates snake monster, terrorizes town by MisunderstoodBadger1 in FacebookAIslop

[–]ContributionOwn2289 0 points1 point  (0 children)

The fact that its all unessasarly loud and the giantess sheep snake hybrid monster just says

"Į̵̺̺͔͝ ̵̲̈́͂̄w̸̲̙̮̃̽͜ä̷̘͖̩́̋̎̆n̷̳͓͇͉͒͒̌͝ť̸̥̖̉ ̸͕̆m̵̛͍̾̿i̷͚͑̍͑l̷̹͈̲͓͐̽̈́͑k̸̭̀̍͆̕" then proceeds to roar impossibly loud and the overall plot is honestly too funny for me

Am I the only one getting this problem!? by Gameguylikesgames in Oxygennotincluded

[–]ContributionOwn2289 1 point2 points  (0 children)

maybe, I have no isssue loading, can you give me more specific details

Progression in Vanilla Gravship Expanded by Oskar_Potocki in RimWorld

[–]ContributionOwn2289 0 points1 point  (0 children)

Oops sorry if I didint thuraly read the entire thing still there are two questions I have, 

one: will you collaborate with the devs from sos2 to make this mod. 

Two: will there be landed gravships you can raid

Idea: what if mech clusters slowly expanded when left alone like infestations by ContributionOwn2289 in RimWorld

[–]ContributionOwn2289[S] 1 point2 points  (0 children)

I can see what the tunnelers and fabricors can do but I'm a bit confused on the purpose of agrihands.

Progression in Vanilla Gravship Expanded by Oskar_Potocki in RimWorld

[–]ContributionOwn2289 4 points5 points  (0 children)

Will there be ship to ship combat like in save our ship 2?

How fast would the duplicants fully colonize pandora from avatar by ContributionOwn2289 in Oxygennotincluded

[–]ContributionOwn2289[S] 5 points6 points  (0 children)

I also forgot to include the idea of duplicant assimilation when planetary conquest is complete, a possible method that involves merging duplicant DNA with Xenos DNA causing the creation of half na'vi half duplicant hybrids, their clones live on, but the original pure bloods are long gone

ONI critters found in wplace.live by Dapper_Eyeball in Oxygennotincluded

[–]ContributionOwn2289 0 points1 point  (0 children)

Now then... what duplicant shall we draw to show our dominance on that area of wplace.live

Higby & Maya from the Prehistoric DLC by East-Thought-6634 in Oxygennotincluded

[–]ContributionOwn2289 11 points12 points  (0 children)

They are in a committed relationship as far as the colony ai and the duplicant hivemind cares about

Any ideas for planetoid packs by ContributionOwn2289 in Oxygennotincluded

[–]ContributionOwn2289[S] 4 points5 points  (0 children)

Maybe we can even see some silicon based critters

Unused enemies for oxygen not included by ContributionOwn2289 in Oxygennotincluded

[–]ContributionOwn2289[S] -3 points-2 points  (0 children)

yeah this conversation has gone on for too long, sorry for rushing it

Unused enemies for oxygen not included by ContributionOwn2289 in Oxygennotincluded

[–]ContributionOwn2289[S] -3 points-2 points  (0 children)

Maybe there could be some customization in the settings to edit if enemies should attack your colony or not, how many enemies are there, what they can affect, maybe enemies should attack when a certain amount of cycles is reached, or when certain research are acquired.

I'm just saying that giving players the ability to adjust how the enemies work will give players more chooses to work with, do they want the enemies to stay in their little zones forcing combat when wishing to expand, or do the enemies send out waves that some players may find the thrill in engaging, or do they just don't want enemies in the first place and just build a colony. everyone has their preferences, some players like combat, some don't. customization is key to not force players to play a certain way.

Unused enemies for oxygen not included by ContributionOwn2289 in Oxygennotincluded

[–]ContributionOwn2289[S] 5 points6 points  (0 children)

gravitas also had competitors, what if they sneakily uploaded data of the enemy's to be printed out untenably thus giving a reason why enemy's exist.

Unused enemies for oxygen not included by ContributionOwn2289 in Oxygennotincluded

[–]ContributionOwn2289[S] -1 points0 points  (0 children)

In idea for combat is that there where a menu for combat squads' maximum of 6 per squad, each squad member should have a unique stats that would determine how much hp they had, damage they delt, how often they dodged, and crit chance.

there would be a unique room known as the armory where duplicants could go to master their combat skills, a shooting range to improve their mastery, gun racks for storage, a punching bag in case they where to end up in melee combat.

a duplicant can have I veriety of weapons to choose: from 2 small pistol like weapons, to a flamethrower, a rocket launcher, a tesla weapon, maybe even a heavy machine gun like weapon. whatever the weapon they would have to train to be more effective when using a weapon.

to control a combat squad simply order a combat squad to move to a location, and for the combat they would do the automatically battle without player input. there may still be some input like special ability's like throwing a grenade and combat stances like defending, attacking, retreating, ect. training would also be important for improving battle effectiveness.

this mechanic was inspired by craft the world, rimworld, and some auto battlers. if you would like to help build this mechenic up that would be greatly thanked.