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Messages - Orion

#1141
Mods / Re: [Mod Request] - Fallout Universe
December 29, 2014, 01:49:00 PM
The turtles are still pretty badass.

I'm sure what he means is that they attack you on sight and not just when turning crazy.
#1142
Help / [Solved] Insert custom gensteps?
December 29, 2014, 01:44:21 PM
I would like to spawn some extra structures when the map is created. I've created a genstep for it, but now I've realized all existing gensteps are hardcoded.

Does anyone know if there is another way to get it to run?
#1143
Mods / Re: [Mod Request] - Fallout Universe
December 29, 2014, 06:52:37 AM
Good contribution! I like all of these.

- Wasteland biome: this is simple changing of the biome defs, no problem.
- Clothes and armor: this is art stuff. If there is a willing artist who wants to contribute, this would be his job.
- Attacking animals: currently animals only support getting mad. But overriding their script could let them go mad only when a person is nearby. Maybe there could even be roaming robots then, that only start attacking if closeby. This one's a programmer's job.

I've been looking more closely into how to simulate radiation. What seems like an interesting approach is to hijack the "Filth" objects. Right now, mud and ground makes people drag dirt into their homes. In a fallout world that'd be radioactive dirt, increasing a person's radiation level unless protective gear is worn. So it becomes more important to keep your home clean.
I'd add radioactive dust that is spawned by rock.
Getting radiation into food seems quite intrusive (programming-wise) - it would probably conflict with any other mod doing stuff with food. But still seems worth doing. I'd like to see a "food purifier" that you can run all your edibles through to remove radiation.

I was thinking radiation would have multiple effects. At low rates pawns get radiation sickness with just lowers their stats here and there. At medium rates it would threaten their health. At high rates, it would affect limbs and organs in a new way: mutation. This lowers the effectiveness (like other wounds), up to the point of complete ghoulification, should the person actually survive the process.

Since radiation seems like the most programming intense part, but also useful for other mods / universes, I'm going to look into (only) creating that for now (no promises, I'm new at modding rimworld).

I encourage any other interested people to pick up the various other parts of creating fallout content.
#1144
Mods / Re: [Mod Request] - Fallout Universe
December 28, 2014, 02:05:44 PM
Okay. My first glance at the code says that modding the temperature system won't be possible with a reasonable amount of effort, since it's deeply embedded in the game code.

But that just means the simulation of radiation won't be precise. Alternative approach:

Radiation works similar to the psychic drone, but only affects pawns that are not in an enclosed room (this can easily be checked). If under the effect, there will be random chance to "catch" radiation (working like a disease). Being outside will make the disease worse, while being treated by chems (or medkits for a start) will make it less. Once strong enough, the radiation disease will damage or destroy body parts or act globally.

Also consuming food tagged as radiated will give a chance to catch radiation. There could be traits like "radiation resistent / immune / sensitive" that affect how easily a person catches it. Possibly gear could be tagged to prevent catching it or lowering the chance (breathers, hazmats, etc.).


For highly radiated areas, a new object type could be created that represents heavy radiation and works similar to fire. It would barely move but run a script that checks for close by pawns to infect them with radiation. So it could even attach to pawns who then spread it around.
#1145
Mods / Re: [Mod Request] - Fallout Universe
December 28, 2014, 10:05:08 AM
I really like the idea and was already thinking about it.

Although generating a vault to start from is probably difficult. So I'd start with just bringing fallout lore / mechanics into the mod first.

Super mutants and ghouls are no problem code wise, just work for a gfx artist.

About radiation, I'd go with the simple rule that everything is radiated by default (although maybe at some point radiation could work the same as temperature - it spreads into your vault through open doors, and there is a "radiation climate" - the amount of radiation in the air can change per season (radiation storm anyone?). So you could build "radiation cleaners" just like heaters, that remove radiation from the air. Just like freezing, people can suffer from too much radiation when they're outside or wear protective gear against it.

I have to check how feasible it is to mod temperature into something else, though (or better, have a second type of temperature).

Chems should work fairly well that way too (they warm a person up).

With water and food, maybe it's possible to give them a "radiated" property (similar to how cannibalism or rotten food works), that gives people a negative mood when consumed (or a chance for taking damage, if possible).

I'm a programmer myself (albeit fairly busy) and I wouldn't mind helping a bit here and there, although I can't handle the artwork that would be required.

I guess a first todo list would look like this:

  • Radiation: check if temperature is moddable
  • Radiation: check if plants / meat can be tagged as radiated
  • Monsters: Create artwork for super mutant body type
  • Monsters: Create artwork for ghoul body type
  • Gear: Create artwork for jumpsuits
  • Spawning: Check if players can spawn from / with cryo pods
  • Water: Check if water can be made harvestable