Skeleton Colonists
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Skeleton Colonists
I've ran this on sybil a whole bunch and the players love it
Lavaland ruin that is kind of like golems. Their only rules are to 1. pretend humans (living and dead) don't exist. 2. stay away from non-skelly unnatural structures (mining outpost, the station, etc). 3. Not to harm their fellow skelly.
It starts with a single Calcium King. When running it as an admin event, I've given him a locker with 50 sheets of every material, a crown, an RCD with one extra ammo cart, mining jumpsuits, a bluespace shelter capsule, and a toolbelt with an experimental welder and welding goggles. When they use their shelter capsule, I place an autolathe in it. I usually hide a pickaxe somewhere, and once they start mining I place an ore redemption machine someplace. This is probably really excessive and could be cut back a lot with official coded-in features, but I'll get to those in a little bit.
The way it works is simple. The main skeleton starts on a stranded island that's around 4x5 in size, surrounded by lava on all sides with the mainland just out of reach. Every structure that has at least 2x2 tiles of space in it complete with floor tiles, air-tight walls/doors/windows, and some form of lighting (including a flashlight on the floor) that was built by a skeleton and deemed a new area got a new skeleton spawned into it that a player could jump into. Rooms that are larger follow a formula of (tiles - 4)/6 rounded down to at least 1 = # of new skellies spawned. Following just these simple rules, skellies are able to quickly make a nice little colony.
The real deal would obviously be different. I don't think giving them a full locker with every material in it is super balanced for an official ruin thing, so instead we could perhaps give the Calcium King a large pickaxe and a boat to go to/from the island to collect materials. He could have a custom bluespace capsule that has an ore redemption machine instead of a GPS, and an autolathe built into the corner. He'd also need a mining ID to use the ore redeemer. Special blueprints could be given that automatically spawn the correct number of skeletons when a new area is declared with them. A special RCD that can take any form of unrefined ore as ammunition would also be greatly beneficial.
I also think a new feature could be added to area creation, where when the area is declared, a prompt appears asking what type of room it should be. A civilian dorm could be made, which would cause mixed wardrobe lockers and a dresser to spawn. A botanical area could be made, which creates a seed vendor, seed extractor, a puddle, some dirt piles, a nutrient bottle or two, and maybe a biogenerator (more proper botany equipment, like buckets, could be made in the autolathe). A mining area could spawn a pickaxe per new skelly created, with one kinetic accelerator and one ore scanner.
It might be convoluted, but I've run it manually and it's really, really fun. If somebody were to tackle it and code it to be official, that'd be really cool.
Lavaland ruin that is kind of like golems. Their only rules are to 1. pretend humans (living and dead) don't exist. 2. stay away from non-skelly unnatural structures (mining outpost, the station, etc). 3. Not to harm their fellow skelly.
It starts with a single Calcium King. When running it as an admin event, I've given him a locker with 50 sheets of every material, a crown, an RCD with one extra ammo cart, mining jumpsuits, a bluespace shelter capsule, and a toolbelt with an experimental welder and welding goggles. When they use their shelter capsule, I place an autolathe in it. I usually hide a pickaxe somewhere, and once they start mining I place an ore redemption machine someplace. This is probably really excessive and could be cut back a lot with official coded-in features, but I'll get to those in a little bit.
The way it works is simple. The main skeleton starts on a stranded island that's around 4x5 in size, surrounded by lava on all sides with the mainland just out of reach. Every structure that has at least 2x2 tiles of space in it complete with floor tiles, air-tight walls/doors/windows, and some form of lighting (including a flashlight on the floor) that was built by a skeleton and deemed a new area got a new skeleton spawned into it that a player could jump into. Rooms that are larger follow a formula of (tiles - 4)/6 rounded down to at least 1 = # of new skellies spawned. Following just these simple rules, skellies are able to quickly make a nice little colony.
The real deal would obviously be different. I don't think giving them a full locker with every material in it is super balanced for an official ruin thing, so instead we could perhaps give the Calcium King a large pickaxe and a boat to go to/from the island to collect materials. He could have a custom bluespace capsule that has an ore redemption machine instead of a GPS, and an autolathe built into the corner. He'd also need a mining ID to use the ore redeemer. Special blueprints could be given that automatically spawn the correct number of skeletons when a new area is declared with them. A special RCD that can take any form of unrefined ore as ammunition would also be greatly beneficial.
I also think a new feature could be added to area creation, where when the area is declared, a prompt appears asking what type of room it should be. A civilian dorm could be made, which would cause mixed wardrobe lockers and a dresser to spawn. A botanical area could be made, which creates a seed vendor, seed extractor, a puddle, some dirt piles, a nutrient bottle or two, and maybe a biogenerator (more proper botany equipment, like buckets, could be made in the autolathe). A mining area could spawn a pickaxe per new skelly created, with one kinetic accelerator and one ore scanner.
It might be convoluted, but I've run it manually and it's really, really fun. If somebody were to tackle it and code it to be official, that'd be really cool.
Last edited by PKPenguin321 on Mon Nov 07, 2016 12:23 am, edited 1 time in total.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Skeleton Colonists
It'd be way easier to roll this into ash liggers by giving them a smelter machine from old mining, then in addition to getting your UNGA on you could build a camp and UNGA civilization.
Spoiler:
- Saegrimr
- Joined: Thu Jul 24, 2014 4:39 pm
- Byond Username: Saegrimr
Re: Skeleton Colonists
Shit i'd rather just see this outright replace ash liggers
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
- Owegno
- In-Game Game Master
- Joined: Thu Apr 21, 2016 11:53 pm
- Byond Username: Owegno
- Location: Western Freedonia
Re: Skeleton Colonists
I watched PKP run this and it definitely would be a cute addition to lavaland.
-
- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Skeleton Colonists
Eh free golems are pretty chill you don't really need huggies rules other than to maybe not cannibalise the mining station. Which wouldn't be worth it anyway time wise versus just walking pick axes into walls.
If you make them unable to use guns fucking with miners fnr really gives little of worth other than their explorer suit.
If you make them unable to use guns fucking with miners fnr really gives little of worth other than their explorer suit.
No lavaland role needs to replace the others and they can be complimentary or predatory upon each other. I remember wading through a suicide plantman's insane bomb lemon kamikaze attacks as an ash walker it was sorta fun.Saegrimr wrote:Shit i'd rather just see this outright replace ash liggers
- letshavecake
- Joined: Wed Nov 02, 2016 11:43 am
- Byond Username: Letshavecake
Re: Skeleton Colonists
That sounds neat, but the skellys themselves don't really have anything to do with the rest of the idea, which seems like a waste of a perfectly good theme
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Skeleton Colonists
You should code it I believe in you.
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Skeleton Colonists
I guess you could make them like lemmings or something but it's just easier to use existing assetsletshavecake wrote:That sounds neat, but the skellys themselves don't really have anything to do with the rest of the idea, which seems like a waste of a perfectly good theme
I might look into it laterKor wrote:You should code it I believe in you.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- letshavecake
- Joined: Wed Nov 02, 2016 11:43 am
- Byond Username: Letshavecake
Re: Skeleton Colonists
I meant more like, make it skeleton-themed colonizationPKPenguin321 wrote: I guess you could make them like lemmings or something but it's just easier to use existing assets
Necromancers do need stuff built, and they can't always be assed to keep track of their minions
Could be as simple as having claimed areas turn metal structures into cult walls/floors, and maybe having a simple soulstone-red supermatter recolor be the macguffin in charge of spawning
- Remie Richards
- Joined: Thu Apr 17, 2014 7:11 pm
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Re: Skeleton Colonists
Rogue AI reanimating humanity in any way it can.letshavecake wrote:I meant more like, make it skeleton-themed colonizationPKPenguin321 wrote: I guess you could make them like lemmings or something but it's just easier to use existing assets
Necromancers do need stuff built, and they can't always be assed to keep track of their minions
Could be as simple as having claimed areas turn metal structures into cult walls/floors, and maybe having a simple soulstone-red supermatter recolor be the macguffin in charge of spawning
bingo there's your theme roll with it.
(don't look at SOMA it's not theft I swear)
私は完璧
- Screemonster
- Joined: Sat Jul 26, 2014 7:23 pm
- Byond Username: Scree
Re: Skeleton Colonists
goddamnit now I just imagined little green-haired guys wandering lavaland in straight lines and stumbling blindly into lava and NOW i have this fucking midi playing in my headPKPenguin321 wrote: I guess you could make them like lemmings or something but it's just easier to use existing assets
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Skeleton Colonists
Grand.Screemonster wrote:goddamnit now I just imagined little green-haired guys wandering lavaland in straight lines and stumbling blindly into lava and NOW i have this fucking midi playing in my headPKPenguin321 wrote: I guess you could make them like lemmings or something but it's just easier to use existing assets
[youtube]i_Bf59JHb3w[/youtube]
- FantasticFwoosh
- Joined: Mon May 04, 2015 11:25 pm
- Byond Username: FantasticFwoosh
Re: Skeleton Colonists
Swap the palette for the ashwalker hut then, and give the ashies a ooga booga tribal hut with some kind of thatching/bones or something.letshavecake wrote:I meant more like, make it skeleton-themed colonizationPKPenguin321 wrote: -snip-
-snipping-
Could be as simple as having claimed areas turn metal structures into cult walls/floors, and maybe having a simple soulstone-red supermatter recolor be the macguffin in charge of spawning
Because ashwalkers don't really need cult walls they can't touch whilst the skellies if they are literally a separate cult religion (to stop siding with nar nar/ratvar and tie into the ssreligion PR) could probably recycle the HOG stuff especially all the freaky magic xray eyes popping out and in all the time
.letshavecake wrote:I meant more like, make it skeleton-themed colonizationPKPenguin321 wrote: -snip-
Necromancers do need stuff built, and they can't always be assed to keep track of their minions
-snip-
So a bit of lore we could work with, they are stranded autonomous wizard cast off's working off the magical dark energies. (feasable lore if they aren't happy go lucky undead eskimos?)
I also touched upon this in my own thread Skeleton Colonists/Undead Eskimo Ghost Role
Spoiler:
ShadowDimentio wrote:SNOWMEN
+HEALED BY COLD TEMPERATURES
-MELTS IN WARM TEMPERATURES
-TAKES X3 BURN DAMAGE
Spoiler:
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Skeleton Colonists
Am I the only one on this god damned server who opposes compartmentalization of fun instead of focusing on station proper?
- letshavecake
- Joined: Wed Nov 02, 2016 11:43 am
- Byond Username: Letshavecake
Re: Skeleton Colonists
These off-station civilizations are currently pretty barebones, but could eventually evolve into things that have entertaining interactions with the station, rather than being isolated autism forts that occasionally visit with and/or murder minersLumbermancer wrote:Am I the only one on this god damned server who opposes compartmentalization of fun instead of focusing on station proper?
Being a negative nathan will only make coders afraid to improve them for fear of angering the playerbase, but also afraid to remove them for the same reason, so they'll be shit forever
- FantasticFwoosh
- Joined: Mon May 04, 2015 11:25 pm
- Byond Username: FantasticFwoosh
Re: Skeleton Colonists
Make more imaginitive suggestions for the station then tbf.Lumbermancer wrote:Am I the only one on this god damned server who opposes compartmentalization of fun instead of focusing on station proper?
Spoiler:
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Skeleton Colonists
Move station to lava planet.
-
- Joined: Tue Dec 08, 2015 7:02 pm
- Byond Username: Reece1995
Re: Skeleton Colonists
Go look in the lavaland compound thread, you'll be like that Indian guy with the trash.Lumbermancer wrote:Am I the only one on this god damned server who opposes compartmentalization of fun instead of focusing on station proper?
- Owegno
- In-Game Game Master
- Joined: Thu Apr 21, 2016 11:53 pm
- Byond Username: Owegno
- Location: Western Freedonia
Re: Skeleton Colonists
I have actually been working on a lavabase map for awhile now. But its nowhere near finished since I keep disliking it and starting from borderline scratch.Lumbermancer wrote:Move station to lava planet.
- Ezel
- Joined: Wed Jul 23, 2014 12:48 pm
- Byond Username: Improvedname
- Location: A place where locations are mini-signatures
Re: Skeleton Colonists
Boss rush every shiftLumbermancer wrote:Move station to lava planet.
The future is horrible!
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