[1.0] RimWorld Minions Ver7.2

Started by WalkingProblem, February 17, 2017, 10:59:10 PM

Previous topic - Next topic

WalkingProblem

Quote from: Canute on April 02, 2017, 02:46:15 AM
If you realy want this kind of minions, then you need to go away from animals.
They need to be like the Misc. robots. Then Minions can be controled, can equip weapon/armor and got skills but don't count as colony pawns.
But the question are can these minion reproduct self like animals can.
Make ask haplo about that.

Yes, if I set the Minions into pawns, they can reproduce just like they are now; because reproduction system is separate from their abilities to work. The main reason I didnt do that is that, your entire screen may end up covered with Minions' faces after a year or 2 - you wont be able to play at all... LOL!

Canute

Good point, but
- you can still assign different zones for them to seperate male from females.
- kill them, i don't think there is any mood malus for that.
- maybe you can create a behavior that adult minions will emmigrate if they can't find a minion bed to sleep.

WalkingProblem

Quote from: Canute on April 03, 2017, 06:13:05 AM
Good point, but
- you can still assign different zones for them to seperate male from females.
- kill them, i don't think there is any mood malus for that.
- maybe you can create a behavior that adult minions will emmigrate if they can't find a minion bed to sleep.

Yeah, but not everyone will be so hardworking in their management of minions... like me, I want to build an army of them to defend my pawns...

But of course, once they can equip weapons, they would be madly powerful.

I will consider - but no promises on making Minions pawns. Because I still have DinoRim to work on

WalkingProblem

Release for the next version of Minions imminent!

Its a huge texture update, where almost every age group will have its own texture. Male Minions have 2 eyes, Female have 1 eye - Baby and Toddlers will have their own unique texture (all the textures work are already completed and in the game):


There will be also some gameplay edits like increasing the nuzzling (they hardly nuzzle, so I am making them more nuzzy)

The release will be pending a game testing as well as possible delay from some coding efforts to try to make them work harder on chores.

Stay Tuned!

AngleWyrm

My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

harpo99999

static screech is toooo loud, unable to find radio station to tune in to

SpaceDorf

have you tried turning it off and on again ?

also have some tuna sandwich :)
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Wishmaster

Quote from: leonlim007 on March 28, 2017, 01:06:20 PM
Quote from: SpaceDorf on March 28, 2017, 10:50:13 AM
I like it :)
The kind of mod I like and makes sense.
Is woolgrowth and milk also included ?

For Minions you could use implants to make them combat worthy.
Add an Empty Slot to the BodyDef and an operation, and you can equip them with Weapon-Implants or Armor Implants to add combat hediffs ..

Woolgrowth on the Minion? And you want to milk the minions too??? omg...

Implants... hmm.... is the weapon and armor implants readily implementable? (vanillla-supported?)
But thats so cruel to them.... LOL!

Quote from: Canute on March 28, 2017, 12:15:07 PM
It is more the question if an animal can use weapons or abilitys.

That animals can hunt as pack to kill larger prey, one mod allready prove, i think it was smarter food selection.

But when the minions got a weapon implant that give them a range attack ability and they would use it at combat and not the mellee attack it would work too.


The smarter food selection mod messed up the predator in my game. Predators no longer hunt when that mod one enabled. Do you have that problem? I disabled it as a result.

----

I think it would be a better solution if the Minions would automatically pick up weapons isnt it? They will just pick up the nearest weapon thats lying around... (but i wonder if they are willing to drop the weapons). May have to also make them pick up a more powerful weapon if they are already equipped.  But if thats the case, players will not be able to assign weapons.

So we are back to equiping with weapon implants... = \

Fixed this in Smarter Food Selection for about two weeks now.

AngleWyrm

My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

WalkingProblem

Quote from: Wishmaster on April 04, 2017, 01:22:35 PM
Fixed this in Smarter Food Selection for about two weeks now.

Cool! I will give it a try soon!

Quote from: AngleWyrm on April 04, 2017, 03:48:30 PM



If you're looking for something to milk, try a cowgirl.

NOOOOOOOOoooooO~~~~~~~

They are so weird that I disabled it....

--------------

Just a quick update on the next release: the next release will officially be VERSION 3.0!!!

(yeap, thats the amount of changes/improvement/add-ons I am dumping into the mod)

becks0815

Hi, first post, potential bug found in V2.1 (or the Manager tab Mod)

I have the manager mod installed which lets me set the amount of animals I want to keep. The mod doesn't work like expected for the Minions because as soon as I exceed the amount of max adults all of them are butchered. I guess there is something wrong what the manager mod identifies as "young" (->toddler, baby, child,...) and "adult", counts toddlers as adults and assigns the real old ones for butchering.

And beside this: very funny Mod. I just had a man hunting Minion pack with 600 Minions. That's a lot of meat and leather. And the evil Minions are truly bad. Has anyone been able to tame a pair of them for leather production and as defense?

AngleWyrm


I bought a pair of them off a caravan trader in a recent game.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

WalkingProblem

Quote from: becks0815 on April 07, 2017, 03:54:47 AM
Hi, first post, potential bug found in V2.1 (or the Manager tab Mod)

I have the manager mod installed which lets me set the amount of animals I want to keep. The mod doesn't work like expected for the Minions because as soon as I exceed the amount of max adults all of them are butchered. I guess there is something wrong what the manager mod identifies as "young" (->toddler, baby, child,...) and "adult", counts toddlers as adults and assigns the real old ones for butchering.

And beside this: very funny Mod. I just had a man hunting Minion pack with 600 Minions. That's a lot of meat and leather. And the evil Minions are truly bad. Has anyone been able to tame a pair of them for leather production and as defense?

hmmm.. I dun have that mod, I will have to test it out before I know what's the issue (since I dun think any animals are designed with so many age categories like a human)

600 Minions.... I think you must have a very badass colony to attract such a huge attack...

WalkingProblem



I am proud to announce the launch of Minions for RimWorld Version 3.0 just 11 days after launching Version 2.0! =D

This time round, its a huge update, with a lot more goodies and improvement to what is already a pretty popular mod (273 downloads for Ver2.1 as of this blog post).

LET THERE BE VARIETIES!
After repeated requests to find way to add variety to the variants of Minions, I am proud to announce that all the different variants of Minions are now included in the mod!

WHAT I NEED TO KNOW?
Male Minions have 2 eyes, Females are 1 eyed. Baby and Toddlers now wear a different outfit, and they becomes the short minion when they are child, the "medium" size minion when they are teenager, and the tall minion when they become an adult!

CARAVANS!
Minions can now help to carry stuff as part of the caravan and they would change into their brown outfit (the outfit they were in their home in the artic, before they found the blue jeans overalls)

IMPROVE CODES!
I have redone most of the work codes - thus the Minions are now more effective and efficient when come to doing their tasks! And they can also help to rearm traps now!

NUZZLE GALORE!
The Minions will also assume an important role in keeping any "Great Villains" sane, with their constant nuzzling! Just like in the movies, they are cute, adorable and extremely caring. They spare no effort in keeping your colonist in good mood, regardless of how dire the situation is!

HOPE YOU GUYS ENJOY THE MINIONS!

DOWNLOAD HERE: http://dinorim.mingjilim.com/sdm_downloads/rimworld-minions-ver3-0/

Version 3 Changelog:
- added texture for all gender and age groups
- added caravan abilities with special texture
- redone the codes for planting cutting, harvesting, and mining
- added ability to rearm traps
- added nuzzling ability
- added new texture for evil minions (both genders)

SpaceDorf

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker