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RimWorld => Mods => Unfinished => Topic started by: DaemonDeathAngel on July 21, 2015, 12:33:30 AM

Title: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: DaemonDeathAngel on July 21, 2015, 12:33:30 AM
RimWorld Revamped
The Transcendence



Thread Under Construction








(http://files.softicons.com/download/application-icons/gloss-basic-icons-by-momentum/png/32/insert-hyperlink.png) (https://github.com/Midnighters/RW_Revamped_Transcendence)GitHub Repository      All files pertaining to the Mod
(http://files.softicons.com/download/application-icons/gloss-basic-icons-by-momentum/png/32/insert-hyperlink.png) (https://docs.google.com/spreadsheets/d/1z0oWUDGtkGEhivPacG4oE0_6sla98w3UMEnvvl9qVec)Google Documents Pages      Organization of all important information for the Mod.
(http://files.softicons.com/download/application-icons/gloss-basic-icons-by-momentum/png/32/insert-hyperlink.png) (http://www.twitch.tv/daemondeathangel) DaemonDeathAngels
Stream Page
Used during development as well as to do Rimworld
and other game Playthroughs







Rimworld Revamped will be a complete overhaul of the game. The following are aspects which will be affected;

(http://files.softicons.com/download/toolbar-icons/free-black-button-icons-by-aha-soft/png/24x24/collapse.png)Research Tree
              With the addition of the new Research Tree, Organization is simple.
(http://files.softicons.com/download/toolbar-icons/free-black-button-icons-by-aha-soft/png/24x24/collapse.png)Era Specific Buildings and Items
              Every Era will have its own specific Structures and Items

Additions To The Game;
(http://files.softicons.com/download/toolbar-icons/free-black-button-icons-by-aha-soft/png/24x24/crystal.png)Weapons
(http://files.softicons.com/download/toolbar-icons/free-black-button-icons-by-aha-soft/png/24x24/crystal.png)Armor
(http://files.softicons.com/download/toolbar-icons/free-black-button-icons-by-aha-soft/png/24x24/crystal.png)Structures
(http://files.softicons.com/download/toolbar-icons/free-black-button-icons-by-aha-soft/png/24x24/crystal.png)Enemies
(http://files.softicons.com/download/toolbar-icons/free-black-button-icons-by-aha-soft/png/24x24/crystal.png)Allies
(http://files.softicons.com/download/toolbar-icons/free-black-button-icons-by-aha-soft/png/24x24/crystal.png)Factions

The enemies and allies items and structures will eventually be based entirely off of their specific advancements through the ages.







     Development Team


DaemonDeathAngel (https://ludeon.com/forums/index.php?action=profile;u=46259)         donoya (https://ludeon.com/forums/index.php?action=profile;u=42832)
Original Concept
Lore/Idea Management
XML Coding
C# Coding
              Current Credits



Abrexus (https://ludeon.com/forums/index.php?action=profile;u=4971)               mrofa (https://ludeon.com/forums/index.php?action=profile;u=2507)
Coding Help
Stream Support
Patience
Coding Help
Stream Support
Texture Permission




Neolithic Research Tree
(https://raw.githubusercontent.com/Midnighters/RW_Revamped_Transcendence/master/Dev%20Images/Dev%20Images/ResearchSmall.png) (https://raw.githubusercontent.com/Midnighters/RW_Revamped_Transcendence/master/Dev%20Images/Research.png)
Click for Larger Image




Advancement Age Timeframes/Information


   Neolithic      Bronze      Classical      Medieval   Early RimWorld   Industrial      RimWorld      Midworld      Spacer      Urbworld      Glitterworld      Transcendent   
9999 BC
to
3200 BC
3200 BC
to
700 BC
700 BC
to
500 AD
500 AD
to
1500 AD
1500 AD
to
1800 AD
1800 AD
to
1900 AD
1900 AD
to
2000 AD
2000 AD
to
2100 AD
2300 AD
to
2400 AD
2400 AD
to
4200 AD
4200 AD
to
Present Year
Present Year
And Beyond






Work | Change Log
7-9-2015 : Initial post, the day prior, began working on the mod
7-10-2015 : Fixed an issue with links on the page. Continuing work on learning the coding.
7-11-2015 : Completely hidden all Vanilla items.
7-12-2015 : Began Working on the Branching "Tiers"
7-13-2015 : Continued Work on Idea Stage
7-20-2015 : Coding for the First Era
12-21-2016 : Complete Thread Rework, Alpha 16 Code Refresher, New Dev!


Title: Re: [WIP] [A11] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: Alistaire on July 21, 2015, 08:06:51 AM
Anyone interested in helping out can find the Google Docs here (https://docs.google.com/spreadsheets/d/1z0oWUDGtkGEhivPacG4oE0_6sla98w3UMEnvvl9qVec).

Since the spreadsheet is protected by Daemon, you're probably best off posting your ideas using Google Docs' comments system or using this
topic.
Title: Re: [WIP] [A11] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: Bunkier on July 25, 2015, 05:11:22 AM
I can test it. It looks nice
Title: Re: [WIP] [A11] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: DaemonDeathAngel on July 25, 2015, 05:37:17 PM
Right now there isn't much to test just yet. Still working on ideas some, and random mediocre coding.
Title: Re: [WIP] [A11] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: Bunkier on July 26, 2015, 06:52:41 AM
Ok  :( Write to me if u want to invite me to testing
Title: Re: [WIP] [A11] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: Segrog on July 29, 2015, 12:32:19 AM
Good luck with the mod, nice work so far.
Title: Re: [WIP] [A11] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: The13thRonin on July 31, 2015, 09:43:38 AM
This looks awesome. Hopefully this project gets finished.
Title: Re: [WIP] [A11] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: DaemonDeathAngel on August 03, 2015, 09:14:22 AM
I plan to finish it, right now though I'm a little busy with life, my girlfriend believes she is pregnant so no time for games lol
Title: Re: [WIP] [A11] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: apljee on August 19, 2015, 01:39:34 PM
If this is still active:

-- If you're still willing to go through the process of updating A9 code to A11, I'll gladly donate all of my Project EONS files. Even if it is just textures you'd be using, feel free to use them.
Title: Re: [WIP] [A11] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: DaemonDeathAngel on August 23, 2015, 12:51:05 PM
I am still working on this, have to get internet back for my PC first, been a rough few weeks and have been completely broke. Hopefully within the next week I will have internet back.
Title: Re: [WIP] [A12] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: DaemonDeathAngel on September 16, 2015, 10:58:40 PM
Good news, internet will be back on Friday :D
Title: Re: [WIP] [A12] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: milon on September 19, 2015, 11:12:48 AM
You should talk with skullywag if you haven't - he's been working on a mod like this and you both may benefit from each other.
Title: Re: [WIP] [A12] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: DaemonDeathAngel on September 19, 2015, 12:06:17 PM
Been contacted by them already. Planning on working with them.
Title: Re: [WIP] [A12] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: milon on October 09, 2015, 01:10:42 PM
Is this still being worked on?
Title: Re: [WIP] [A12] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: DaemonDeathAngel on October 14, 2015, 01:05:58 PM
Here and there not really done much but ideas and the basics of moving/hiding things. Been extremely busy with work.
Title: Re: [WIP] [A12] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: TheReboot on October 15, 2015, 11:44:33 AM
If you're still looking, I'd be more than happy to help with ideas. Or anything else you might need.
Title: Re: [WIP] [A12] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: DaemonDeathAngel on March 18, 2016, 01:20:08 AM
Debating on whether or not to revive this project...
Title: Re: [WIP] [A12] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: Wivex on March 18, 2016, 02:01:57 PM
Hi, consider your efforts. It takes much more time to do things right than it seems at first  ;).
Title: Re: [WIP] [A12] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: DaemonDeathAngel on March 22, 2016, 01:57:18 AM
Very much so, but I have quite a lot of things going on in life at the moment, so last thing I need taking time is a massive project.
Title: Re: [WIP] [A12] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: DaemonDeathAngel on March 27, 2016, 06:59:53 PM
Discussing and slightly working on this on my stream right now at http://www.twitch.tv/daemondeathangel (http://www.twitch.tv/daemondeathangel). Feel free to drop in and throw some ideas!
Title: Re: [WIP] [A12] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: DaemonDeathAngel on December 21, 2016, 02:28:14 AM
I have been slightly working on this while on vacation, I am trying to catch up on the new changed within A16.
Title: Re: [WIP] [A12] Rimworld Revamped - Complete Rework - Multiple Research Tiers
Post by: DaemonDeathAngel on December 21, 2016, 05:27:37 PM
Just a small update of what the categories per Era may look like. This may be temporary, but for now, this is an easy way for me to separate items while working. If you have any other ideas on how to organize them, feel free to let me know.

(http://i.imgur.com/IXHD8B9.png)

Currently working on removing some of the unneeded Architect tabs, as many of the structures/buildings within them will fall within an era, and will be moved to that eras tab.
Title: Thread Overhaul | New Dev!
Post by: DaemonDeathAngel on December 21, 2016, 11:06:00 PM

RimWorld Revamped
The Transcendence





Announcement




Announcements are as follows;

  • Reworked Forum Thread - Nearly 4 Hours of Work
  • New Dev Member! - donoya (https://ludeon.com/forums/index.php?action=profile;u=42832)
Please welcome donoya (https://ludeon.com/forums/index.php?action=profile;u=42832) to the development team! They will primarily be working on the C# Coding for the Mod!
It is awesome to have you aboard! May we make great advancements together in the future!
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: donoya on December 22, 2016, 10:34:12 PM
Hey everyone. Me and the original author on this mod have been exchanging ideas and I've already begun work on the mechanism to circumvent the core research. Once this mod has received it's first release, anyone who wants can make an add-on as long as their research def names start with 'RWR_TT_' (it's case sensitive.)
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: DaemonDeathAngel on December 22, 2016, 10:38:34 PM
Just bear in mind that it will require you to have atleast the first Era installed, or else your would not be able to use your addon.
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: DaemonDeathAngel on December 23, 2016, 01:15:43 PM
RimWorld Revamped
The Transcendence





Announcement




Announcements are as follows;

  • GitHub Repository Added - All Files Stored Here
  • Research Clearing Underway - Hiding Core Research
  • Categorizing Buildings/Structures - Architect Sense by Fluffy
Please feel free to click the link in the first post, and go watch the GitHub for possible testing versions,
as well as to give ideas in the creation process. You will be credited for your ideas, if they become part
of the Mod =D
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: DaemonDeathAngel on December 24, 2016, 08:42:16 PM
RimWorld Revamped
The Transcendence





Announcement




Announcements are as follows;

  • Neolithic Era Research Tree - Release!

(http://i.imgur.com/DiXmWA8.png)

Please feel free to click the link in the first post, and go watch the GitHub for possible testing versions,
as well as to give ideas in the creation process. You will be credited for your ideas, if they become part
of the Mod =D
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: DaemonDeathAngel on December 25, 2016, 05:26:55 PM
RimWorld Revamped
The Transcendence





Announcement




Neolithic Research Tree
(https://raw.githubusercontent.com/Midnighters/RW_Revamped_Transcendence/master/Dev%20Images/Dev%20Images/ResearchSmall.png) (https://raw.githubusercontent.com/Midnighters/RW_Revamped_Transcendence/master/Dev%20Images/Research.png)
Click for Larger Image

The Research tree for the Neolithic Era has been completed,
and organized. The entailed hiding all base game research, and positioning all research within
the tree so it would not overlap anything else, or attempt to put research items off screen.

Work will soon begin on adding in items and structures, in hopes that within the next few
coming weeks, the first Era of the Mod can be released for testing.

Please feel free to click the link in the first post, and go watch the GitHub for possible testing versions,
as well as to give ideas in the creation process. You will be credited for your ideas, if they become part
of the Mod =D
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: Adalah217 on December 27, 2016, 10:23:33 PM
Just wanted to throw in some words of encouragement! Your plans are ambitious, but you're really making progress lately! Looking forward to the continued updates on this mod!
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: Hydromancerx on December 28, 2016, 04:04:27 AM
You call that a tech tree? This is a tech tree ...

Caveman 2 Cosmos Tech Tree (https://docs.google.com/spreadsheets/d/1R6tcg_zKRsQPQSzBUi8KDXvqbxvU0VYjV3-Ki9N7LHY/pub?hl=en_US&hl=en_US&gid=1#)
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: Adalah217 on December 28, 2016, 10:14:50 AM
Quote from: Hydromancerx on December 28, 2016, 04:04:27 AM
You call that a tech tree? This is a tech tree ...

Caveman 2 Cosmos Tech Tree (https://docs.google.com/spreadsheets/d/1R6tcg_zKRsQPQSzBUi8KDXvqbxvU0VYjV3-Ki9N7LHY/pub?hl=en_US&hl=en_US&gid=1#)

That mod was absolutely ridiculous but I loved it back in the day. Never played it into the modern age. Just loved taming animals and making them a part of my religion. Oh and killing neanderthals. That was fun.
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: DaemonDeathAngel on December 28, 2016, 10:58:30 AM
Quote from: Hydromancerx on December 28, 2016, 04:04:27 AM
You call that a tech tree? This is a tech tree ...

Caveman 2 Cosmos Tech Tree (https://docs.google.com/spreadsheets/d/1R6tcg_zKRsQPQSzBUi8KDXvqbxvU0VYjV3-Ki9N7LHY/pub?hl=en_US&hl=en_US&gid=1#)

Well, the thing is, Most of the eras are no where near being finished with research. There is only so much that can be done in the early eras, and even at that, currently there are already over 180 research items.

Even once we get all reasearch for eras that are already finished, it will be expanded upon.

Our main concern right now are customized systems for the UI and pawn behaviour.

You also have to keep in mind, while that tech tree is giant. I have every bit of information, thus far, that will be added to the mod, all in one spreadsheet. Over 27 difference spreadsheets with 500x15 plus lines, over 200,000 lines of information... every single line in that spreadsheet will be added to the game, plus much more.

Right now, my progress is rather slow, as I am working from a laptop on very slow celular data wifi, as I am on vacation in Florida.

I am used to working on my desk top computer with three seperate screen, which makes organization and window switching a much easier task. Once I am back from vacation, I will be streaming production nightly.
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: Hydromancerx on January 01, 2017, 11:59:03 PM
Quote from: Adalah217 on December 28, 2016, 10:14:50 AM
Quote from: Hydromancerx on December 28, 2016, 04:04:27 AM
You call that a tech tree? This is a tech tree ...

Caveman 2 Cosmos Tech Tree (https://docs.google.com/spreadsheets/d/1R6tcg_zKRsQPQSzBUi8KDXvqbxvU0VYjV3-Ki9N7LHY/pub?hl=en_US&hl=en_US&gid=1#)

That mod was absolutely ridiculous but I loved it back in the day. Never played it into the modern age. Just loved taming animals and making them a part of my religion. Oh and killing neanderthals. That was fun.

Thanks! I don't mod it anymore. But I still play a long going play by email game with some of the other creators of the mod. They keep asking me to come back and mod it. But I am a bit rusty now.
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: Hydromancerx on January 02, 2017, 12:20:16 AM
Quote from: DaemonDeathAngel on December 28, 2016, 10:58:30 AM
Quote from: Hydromancerx on December 28, 2016, 04:04:27 AM
You call that a tech tree? This is a tech tree ...

Caveman 2 Cosmos Tech Tree (https://docs.google.com/spreadsheets/d/1R6tcg_zKRsQPQSzBUi8KDXvqbxvU0VYjV3-Ki9N7LHY/pub?hl=en_US&hl=en_US&gid=1#)

Well, the thing is, Most of the eras are no where near being finished with research. There is only so much that can be done in the early eras, and even at that, currently there are already over 180 research items.

Even once we get all reasearch for eras that are already finished, it will be expanded upon.

Our main concern right now are customized systems for the UI and pawn behaviour.

You also have to keep in mind, while that tech tree is giant. I have every bit of information, thus far, that will be added to the mod, all in one spreadsheet. Over 27 difference spreadsheets with 500x15 plus lines, over 200,000 lines of information... every single line in that spreadsheet will be added to the game, plus much more.

Right now, my progress is rather slow, as I am working from a laptop on very slow celular data wifi, as I am on vacation in Florida.

I am used to working on my desk top computer with three seperate screen, which makes organization and window switching a much easier task. Once I am back from vacation, I will be streaming production nightly.

In my own personal games I like to play using self limiting rules. I start out with a tribe of 5 and start them with no clothes or other items. The first eras are ...

0. Australopithecus
1. Homo Habilsis
2. Homo Erectus
3. Homo Sapien / Prehistoric
4. Stone Age
5. Copper Age
6. Bronze Age
7. Iron Age

And so on.

In the Aurtrolopthicus age i only allow for the use of stockpiles and harvesting plants. To advance I wait until you have to name your Tribe. Once named I move onto the next era, Homo Habilis. I can eat meat, make wood clubs, chop trees and kill animals. I advance out of this when I discover Fire. There are a few ways to do this but it has to have the player put out a fire. So this can be from Thunderstorms, Dry Thunderstorms, Molotov Raiders or even Boomalope. Once you get fire you can advance to the Homo Erectus stage, where you can make a fire pit, torches, make tribal clothing, cooked meat and boots, log walls and wooden spears. Hatchets too if you have that mod.

I have not decided the requirement for the translation to Homo Sapien yet. Still working on this new task based system. Before I used hard disasters but I like the goal method better. In prehistoric it allows for graves, trade, animal hoods, figurines, burning corpses in a bonfire, pilla, and simple mining. Also wooden walls and plank floors. Note that all items you obtain through raids or people joining you that are not in your era just save to sell to the traders.

Getting to the Stone Age requires you Tame a Wolf. Once you get a breeding pair you can swap out the wolf pups for a husky pup. Also it unlocks the Rimiska stuff, Tribal Floors, Pottery, Baskets, Fishing Dock, Harpoons, Tents, Pemican, Smoked Meat and Short Bows.

Not sure what to require for the copper age but this is where the game changes. You can grow crops now, research techs now, make mud brick walls, make copper items, domesticate animals like the Ibex, Boars, Auroch, etc. Also use cisterns, irrigation, bridges, mill stone, oven, etc.

As you can see all these would be hard to force on a player to do but make a hell of a fun way to personally play on your own. Which is why i like mods that add content but not force you to play different. So I hope in your mod you might want to take that into consideration.
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: vgex on January 02, 2017, 11:05:56 PM
I wish you the best with this mod, the work so far is amazing from what I'm reading I intend to try it out for myself.
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: Hydromancerx on January 04, 2017, 10:07:43 PM
How are things going with this mod?
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: Scotias on January 05, 2017, 05:35:55 AM
Looks interesting for sure  :)
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: Adalah217 on January 05, 2017, 06:57:01 AM
@DaemonDeathAngel, I saw you make a post about disabling particular ThingDefs with research over in the mod help forum. Did you make any headway with it? I'm trying to do the same thing. If, say, I wanted to disable a particular weapon from appearing in the game, I thought I could just use a researchPrerequisite with research that can never be done. But, it appears ThingDefs don't take researchPrerequisite.

Thanks!
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: Pepelnica1488 on March 06, 2017, 06:35:42 AM
SOME UPDATES?
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: DaemonDeathAngel on March 06, 2017, 11:10:52 PM
Honestly, needing some massive help with this project, if I am being honest.
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: Raccoon on March 07, 2017, 01:45:43 AM
I can only offer XML Stuff. Sorry
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: DaemonDeathAngel on March 07, 2017, 08:25:00 PM
Quote from: Raccoon on March 07, 2017, 01:45:43 AM
I can only offer XML Stuff. Sorry

Well, actually, XML would be helpful, considering how many items this adds.
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: Pepelnica1488 on April 08, 2017, 04:56:30 PM
any progress?
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: Hydromancerx on June 05, 2017, 02:58:59 AM
Yes any progress?
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: DaemonDeathAngel on June 06, 2017, 07:00:52 PM
Not recently, I have been working on adding to my released mod, and working on a cybernetics mod.
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: DaemonDeathAngel on June 24, 2017, 06:23:19 PM
Woork is being continued on this :) got a couple other people going to help :D
Title: Re: [A16] RimWorld Revamped - The Transcendence | Complete Overhaul Mod
Post by: Mantiarco on January 27, 2018, 07:37:12 AM
Hello, i'm wondering if you still plan to work on this mod