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RimWorld => Releases => Mods => Outdated => Topic started by: Bendigeidfran on April 20, 2016, 03:17:15 PM

Title: [A17] Rimstation13 (v0.94) Bringing SS13 to Rimworld
Post by: Bendigeidfran on April 20, 2016, 03:17:15 PM
Rimstation 13

Rimstation 13 is a mod intended to replicate as best as possible the functionality and atmosphere of Spacestation 13 in Rimworld.

Due to the time between releases of the mod I have created a new thread, find the up-to-date version here:
https://ludeon.com/forums/index.php?topic=36827.0
(https://ludeon.com/forums/index.php?topic=36827.0)

What is Spacestation 13?

Spacestation 13 is a game in which the player takes the role of a crewman on a futuristic Plasma Research Station run by a corporation known as NanoTrasen. There are usually between 20 and 60 crewmembers onboard and each is controlled by a player with their own jobs to fulfill and responsibilities to the station, these vary from Security Officers to maintain order and Atmospherics Engineers to keep the fully simulated atmosphere inside the station from leaking out into space or catching fire and killing everyone. There are also Botanists to grow food and Chefs to cook it, Engineers to build and repair, Scientists to Science and Doctors to heal the myriad viruses and wounds that can be sustained as part of the complex health, body and chemistry systems. Throw in the fact that an unhealthy number of the crew are either incompetent or have been given various kinds of malicious tasks to complete and I'm sure you can all see the potential for catastrophic meltdown which can be easily equated to Rimworld's own sick brand of awesome.

Mod Content:
Floors: Around 40 including a Space floor.

Structural: Normal and Reinforced Walls as well as a functional Reinforced Window and 16 doors.

Furniture: Stool, Steel Chair, Comfy Armchair, modular Steel and Wooden Tables(Thanks Itchyflea), 17 Beds, 24 Lockers, 10 Crates, assorted
Vendors and Slot/Arcade machines, Welding Tank, Water Tank, Circuit Imprinter, Heavy Lathe.

Lighting: Tube and Bulb lights, rotatable to fit against walls.

Power: SMES Unit, Red Power Cable, Portable Generator and Power Sink, Singularity Generator.

Medical: Sleeper Pod, Crematorium, Morgue and Surgical Table.

Machinery/Consoles: Communications Console, Hydroponics Tray, Grinder, Autolathe, Microwave, Meat Spikes.

Food/Plants: 6 Station Snacks + growable Ambrosia Vulgaris and wheat, wheat refineable into Flour which can be made into bread and sliced bread.

Atmos/Temperature: Big and Small Scrubbers and Siphons, Space Heater, floor Vents/Scrubbers.

Sounds: Melee hit and miss sounds, Laser gun firing sounds, sounds for hitting buildings etc.

Thoughts/Moodlets: Stoned mood effect for Ambrosia Vulgaris.

Weaponry: Toolbox, Shard Spear, Red + Blue Laser sword, Fire Axe, Laser Pistol, Laser Rifle, Captain's Laser Pistol, Mateba, C20R SMG, Double Barrel Shotgun, Pump Shotgun, Combat Shotgun, Automated Laser Turret and Bear Trap.

Animals: Space Carp, Lisa and Ian the Corgis.

Clothing: Most common clothing has been added.

Bodies: Vanilla body types have been overwritten with SS13 bodies to allow for SS13 clothing.

Storage: Vast range of crates and lockers.

Other Misc stuff I forgot.

(http://puu.sh/oBTxf/c3f4e1fff3.jpg)

If you have any thoughts, questions, requests or opinions please by all means leave a reply on this thread and I'll answer asap.

Currently Finished for Next Update:
Expansion of chemistry system, more parts for shuttle(ship).


Changelog:
0.1: Added Floors
0.11: Fixed Issue with Floors being too dark
0.2: Added Normal and Reinforced Station Walls
0.3: Added Reinforced Windows
0.4: Added Wooden Tables, Metal Stools and Metal Chairs
0.5: Added Sound Effects and Lights
0.55: Added SMES, Item Descriptions/balancing, cleaned up some sprites.
0.6: Added Crematorium, Morgue, Clown Suit, Comfy Chair and Wooden Floor.
0.65: Added Sleeper Pod, Comms Console, Surgical Table and Space Heater.
0.7: Fixed bug with Surgical Table, Sounds should now work too. Also added Toolbox as a Melee Weapon and a Space floor tile for bonus effect.
0.75: Fixed Issue with Clown Suit on Hulk bodies, added Hydroponics Tables, small and big air Siphons(They function as coolers without vents) and growable Ambrosia Vulgaris along with a custom "stoned" modifier to go with it.
0.8: Added 17 Beds, 16 Doors, 6 Foods, working red cables, and integrated Itchyflea's Modular Tables mod to replace old tables with new dynamic tables(Existing old tables will be converted to stools and should be deleted.).
0.9: Added Vendors, Slot Machine, Arcade Machine, Portable Generator, Power Sink, Automated Turret, Bear Trap, Scrubber, Big Scrubber, Floor Vent + Scrubber, Shard Spear, Red + Blue Laser Sword, Fire Axe, Laser Pistol, Laser Rifle, Captain's Laser Pistol, Mateba, C20R SMG, Double Barrel Shotgun, Pump Shotgun, Combat Shotgun, some other stuff I may have forgotten, misc fixes and balance tweaks.
0.92: Added Space Carp, Corgis, Meat Spike, Microwave, Autolathe, Wheat, Bread, Sliced Bread, Grinder, Tweaked Wall and Door flammability and health.
0.93: Minor Update: Added categories to lower the number of objects in existing categories, fixed various bugs (wheat now grows in hydroponics for example) and also fixed compatibility issue with the Vegetable Gardens mod caused by both mods using the same def name for wheat, also something else I forgot.
0.94: The beginnings of a chemistry system, basic version of singularity generator (very simple, expect large revisions later on), SS13 bodies, hair and clothing have been added to replace vanilla. Object sizes have been standardised. Beginnings of a circuitry system.


(https://i.imgur.com/OA0STZz.jpg)
Download
Google Drive (I don't have Dropbox): https://goo.gl/nLTK56

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Known Issues:
Slight desync between bodies, hair and clothing, there are so many variations that it would take forever to test, if you notice a severe desync please let me know which item of clothing and which body type are conflicting.

Numerous minor issues with crafting, some things may not be achievable yet with the current set of tools available. Please be patient and I will address these over time.

License:

As I don't own the Art/Sound effects contained within (They're all freely available as part of the open source SS13 server package) I obviously can't stop anyone from using them so go nuts. I doubt it'd fit within a modpack but if this would work for yours please feel free, just let me know about it as I'd love to know where it was being used.
Title: Re: [A13] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: igz33 on April 20, 2016, 05:20:34 PM
I got the reinforcement bench from another mods, I cannot figure a way to use it, there no bills bar task when I click on it or else. How does it work?
Title: Re: [A13] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: Bendigeidfran on April 20, 2016, 06:33:21 PM
Reinforcement bench? I'm not sure what you mean my friend. You may be thinking of a different mod.
Title: Re: [A13] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: Artyom15 on April 20, 2016, 06:40:56 PM
Don't know if this screenshot will work, but shortly after building an SMES unit I get a garbled description and then... http://images.akamai.steamusercontent.com/ugc/499147520046940769/2460E6EBBCEE002634297025E2B4C145B22DBB97/
Title: Re: [A13] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: Bendigeidfran on April 20, 2016, 06:44:17 PM
Oh wow, I've not had that myself. I'll have a look at that, thanks.
Title: Re: [A13] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: Artyom15 on April 20, 2016, 06:50:16 PM
Realized I should probably SHOW you said garbled description as well. Here is is shortly before I connected it up to power to recreate the colour bug - which worked perfectly, so the first screenshot happens when I hook an SMES up to power.

http://images.akamai.steamusercontent.com/ugc/499147520046990421/477FFF376828E5573EBDBF5649BC538E939CCD3B/
Title: Re: [A13] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: Jaxxa on April 20, 2016, 07:04:13 PM
Quote from: igz33 on April 20, 2016, 05:20:34 PM
I got the reinforcement bench from another mods, I cannot figure a way to use it, there no bills bar task when I click on it or else. How does it work?

I have something like to that in one of my mods. If it is my mod you are having trouble with ask in that thread.
Title: Re: [A12] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: darkrage000 on April 20, 2016, 10:10:29 PM
bit confused.... you listed this in the A13 mod list but it says it doesnt work on A13 in the OP...
Title: Re: [A12] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: Bendigeidfran on April 20, 2016, 10:15:42 PM
Yes, my bad. Thanks for reminding me, I'll remove my post and re-post it later. Essentially I tested it and it worked but apparently I didn't test it well enough as it's still not A13 compatible.
Title: Re: [A12] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: James009 on April 21, 2016, 03:40:11 AM
This looks fantastic :D
Title: Re: [A12] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: Bendigeidfran on April 21, 2016, 10:44:25 AM
Thanks very much, I hope to have it updated soon.
Title: Re: [A12] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: Mathenaut on April 21, 2016, 06:54:02 PM
This could potentially be amazing.
Title: Re: [A13] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: Bendigeidfran on April 22, 2016, 12:57:39 AM
Well by all means find out for yourself, let me know what you think and what I should add. Updated to A13. (Properly this time).
Title: Re: [A13] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: Pewpew on April 22, 2016, 08:56:15 AM
We need Officer Beepsky in some form, maybe redo Tribals to greyshirts with toolboxes.
Title: Re: [A13] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: mo0504 on April 22, 2016, 09:03:03 AM
Quote from: Bendigeidfran on April 22, 2016, 12:57:39 AM
Well by all means find out for yourself, let me know what you think and what I should add. Updated to A13. (Properly this time).

I want the auto doors from SS13 :) Just for the walls you've made.

[attachment deleted by admin - too old]
Title: Re: [A13] Rimstation13 (v0.6) Bringing SS13 to Rimworld
Post by: Bendigeidfran on April 22, 2016, 09:45:33 AM
Great ideas guys. As for the doors, I looked into adding those first and they would look awful due to the way doors are coded in Rimworld, they're coded to be one sprite split exactly down the middle and just pushed apart when opened.
Also just to let everyone know, I'm about to put up an update that adds a bunch of extra stuff.
Title: Re: [A13] Rimstation13 (v0.7) Bringing SS13 to Rimworld
Post by: Bendigeidfran on April 22, 2016, 07:41:23 PM
Updated to 0.7 adding Space tiles, fixing a couple of issues with the sounds not working and the Surgical Table being the wrong way around (lol) and most importantly added the Toolbox as a mighty melee weapon of maximum robustion.
Title: Re: [A13] Rimstation13 (v0.75) Bringing SS13 to Rimworld
Post by: Bendigeidfran on April 23, 2016, 06:13:21 PM
Updated to 0.75, fixing an issue with the Clown Suit on "Hulk" body shape(I left out the H in Hulk, my bad), I also added 1x1 Hydroponics Tables, Small and Large Air Siphons which function as Coolers but without the heat producing end, and also growable Ambrosia Vulgaris or "Space Weed" with the appropriate custom "stoned" modifier. I would very much appreciate feedback, particularly on any bugs or balance issues as well as any ideas for future additions. Have fun!
Title: Re: [A13] Rimstation13 (v0.8) Bringing SS13 to Rimworld
Post by: Bendigeidfran on April 25, 2016, 05:54:08 PM
Updated to 0.8 adding a tonne of doors, beds, foods and cables as well as integrating Itchyflea's Modular Tables mod.
Title: Re: [A13] Rimstation13 (v0.8) Bringing SS13 to Rimworld
Post by: Bendigeidfran on April 30, 2016, 04:47:28 AM
Updated to 0.9 adding Vendors, Slot Machine, Arcade Machine, Portable Generator, Power Sink, Automated Turret, Bear Trap, Scrubber, Big Scrubber, Floor Vent + Scrubber, Shard Spear, Red + Blue Laser Sword, Fire Axe, Laser Pistol, Laser Rifle, Captain's Laser Pistol, Mateba, C20R SMG, Double Barrel Shotgun, Pump Shotgun, Combat Shotgun, some other stuff I may have forgotten, misc fixes and balance tweaks. Clown Shootouts with lightsaber wielding Tribesmen is now possible, have fun!
Title: Re: [A13] Rimstation13 (v0.9) Bringing SS13 to Rimworld
Post by: rockybukkake on April 30, 2016, 10:12:40 AM
Excellent work, SS13 is a gem in the rough, absolutely appreciate you updating this project continually and it's really satisfying to finally have SS13 in Rimworld. I'd like to request maybe adding some of the mining monsters or other fun creatures heh.
Title: Re: [A13] Rimstation13 (v0.9) Bringing SS13 to Rimworld
Post by: rockybukkake on April 30, 2016, 10:36:22 AM
Also curious if it's possible to make the beds a tad bit larger?

I'd kill to have someone who could redesign some SS13 uniforms and outfits for Rimworld.
Title: Re: [A13] Rimstation13 (v0.9) Bringing SS13 to Rimworld
Post by: rockybukkake on April 30, 2016, 11:31:45 AM
More ideas:

•Critters both harmful and passive: Space Carp, monkeys, mice, Ian the dog, etc.
•Robots: Cleanbot, Medibot, Mr.Beepsy or even cyborgs etc.
•This one would probably require a lot of scripting but hell: Blob.
Title: Re: [A13] Rimstation13 (v0.9) Bringing SS13 to Rimworld
Post by: Bendigeidfran on April 30, 2016, 07:03:17 PM
Brilliant suggestions, thanks for the kind words. I will look into adding some of the creatures, I don't imagine it'll be too tough. As for the redesigned outfits, I could do it myself but I've largely been trying to maintain the same aesthetic. If you'd like redesigned stuff then that's fine by me. I could make beds longer also, I'll do that for next version. As for critters, Space Carp etc, I was already in the process of adding those so it's good y'all like the idea. Bots I have no idea how to add. Mr Beepsky could have the same AI as a Dog which would be easy but Cleanbots and Medibots would require a bit more work. I'll have to look into it. I could add Blob as a form of plant like grass which spreads across the station but not sure if I could make it hurt. Could add Blob monsters as an additional entity?  Let me know what you guys think of these ideas and I'll have an update out in a few days depending on how difficult this stuff turns out to be.
Title: Re: [A13] Rimstation13 (v0.9) Bringing SS13 to Rimworld
Post by: Bendigeidfran on April 30, 2016, 10:13:32 PM
Added an example of the sort of map you can make, this one is Boxstation from the /tg/ branch. If you want the save file let me know. I intend to furnish it.
Title: Re: [A13] Rimstation13 (v0.9) Bringing SS13 to Rimworld
Post by: rockybukkake on May 02, 2016, 11:46:43 AM
No problem heh, and hell yeah I'll take a copy my dude.
Title: Re: [A13] Rimstation13 (v0.9) Bringing SS13 to Rimworld
Post by: caekdaemon on May 03, 2016, 02:51:40 AM
This is probably going to be a pretty strange request, but is there a chance we could get the different loaves of bread as items for this mod? It's pretty strange being a space colony without bread, and SS13 has a few different recipes for bread and some pretty neat sprites, so we might as well make use of them :D I guess you could probably set up the wheat production chain from the game here, going from wheat > flour > bread, a cheap and easily producible food item, but one that doesn't have much of an effect on morale or cash value. A step up from nutrient paste, but below simple meals.

And it's nice to see this mod here! :) I first played SS13 back in...2004 or so, long before the game went open source, back when Exadv still played and when the game looked a hell of a lot different than it does now, so seeing this here is like going for a walk down memory lane. Ah, the nostalgia! :D
Title: Re: [A13] Rimstation13 (v0.9) Bringing SS13 to Rimworld
Post by: Bendigeidfran on May 03, 2016, 03:49:33 AM
That sounds easy enough to do, you're right, we might as well make use of them. I've actually put the sprite for flour in the mod already it's just not used yet. I'll add a few recipes in with the next release. I haven't played SS13 quite so long but I've played it for a good few years, maybe 2009, 2010? It's hard to remember at this point. It's come a long way, I hope someone comes along and makes a proper successor at some point. Until then I hope to make this mod into an overhaul eventually, replacing the Core jobs and such, with the aim to make it a sort of singleplayer SS13. If you've any other requests just let me know, it'd be nice to have the opinion of someone who's played the game for so long.
Title: Re: [A13] Rimstation13 (v0.9) Bringing SS13 to Rimworld
Post by: rockybukkake on May 16, 2016, 03:57:34 PM
Quote from: Bendigeidfran on April 30, 2016, 10:13:32 PM
Added an example of the sort of map you can make, this one is Boxstation from the /tg/ branch. If you want the save file let me know. I intend to furnish it.


I'll take a copy
Title: Re: [A13] Rimstation13 (v0.9) Bringing SS13 to Rimworld
Post by: TheNewTeddy on May 18, 2016, 04:23:02 AM
Is this goonstation or one of the others?
Title: Re: [A13] Rimstation13 (v0.9) Bringing SS13 to Rimworld
Post by: Bendigeidfran on May 18, 2016, 08:39:08 AM
This is /tg/, it's my favourite.
Title: Re: [A13] Rimstation13 (v0.9) Bringing SS13 to Rimworld
Post by: NemesisN on May 18, 2016, 09:19:24 PM
there is not much difference between doors except texture....all 250 hit points and 100% flammability....there should be a difference between security door and glass door....also walls are 100% flammable like they are made out of wood....I find it better to use default walls then this mod walls

could you upload this map you showed on your screenshot....it looks amazing
Title: Re: [A13] Rimstation13 (v0.9) Bringing SS13 to Rimworld
Post by: Bendigeidfran on May 19, 2016, 02:22:38 AM
You are right, the stats do need to be changed around but I've been focused on adding in the new stuff instead. I'll see about changing the stats for the next version. I'll upload the map as soon as I'm done furnishing it.
Title: Re: [A13] Rimstation13 (v0.9) Bringing SS13 to Rimworld
Post by: NemesisN on May 19, 2016, 07:58:06 AM
Quote from: Bendigeidfran on May 19, 2016, 02:22:38 AM
You are right, the stats do need to be changed around but I've been focused on adding in the new stuff instead. I'll see about changing the stats for the next version. I'll upload the map as soon as I'm done furnishing it.

maybe its better if you upload it without furnishing so we can do it by ourself
Title: Re: [A13] Rimstation13 (v0.92) Bringing SS13 to Rimworld
Post by: Bendigeidfran on May 20, 2016, 06:11:40 PM
0.92: Added Space Carp, Corgis, Meat Spike, Microwave, Autolathe, Wheat, Bread, Sliced Bread, Grinder, Tweaked Wall and Door flammability and health, other stuff I forgot. If you've any requests, now is the ideal time.
Title: Re: [A13] Rimstation13 (v0.92) Bringing SS13 to Rimworld
Post by: MechanoidHater on May 21, 2016, 03:56:20 AM
Quote from: Bendigeidfran on May 20, 2016, 06:11:40 PM
0.92: Added Space Carp, Corgis, Meat Spike, Microwave, Autolathe, Wheat, Bread, Sliced Bread, Grinder, Tweaked Wall and Door flammability and health, other stuff I forgot. If you've any requests, now is the ideal time.

Well then I have a request. There is so much beds in Furniture tab they obscure the entire screen.
Title: Re: [A13] Rimstation13 (v0.92) Bringing SS13 to Rimworld
Post by: Bendigeidfran on May 21, 2016, 08:01:38 AM
That's how the Rimworld interface works I'm afraid, you can't add subsections to the Furniture etc Tabs. If you have any ideas as to how to fix this issue do let me know, but I don't want to remove the variations of beds etc as that's kinda the point of the mod, to add SS13 themed variants. I do see your point though, folks with smaller monitors would have issues with i I just don't know how to fix them.
Title: Re: [A13] Rimstation13 (v0.92) Bringing SS13 to Rimworld
Post by: MechanoidHater on May 21, 2016, 11:21:40 AM
Quote from: Bendigeidfran on May 21, 2016, 08:01:38 AM
That's how the Rimworld interface works I'm afraid, you can't add subsections to the Furniture etc Tabs. If you have any ideas as to how to fix this issue do let me know, but I don't want to remove the variations of beds etc as that's kinda the point of the mod, to add SS13 themed variants. I do see your point though, folks with smaller monitors would have issues with i I just don't know how to fix them.
There is a way to fix that. Make the furniture items show in a whole new, separate tab called "SS13 Furniture" for example. But dont ask me how to do this because I dont know. Try asking the person behind this mod:
https://ludeon.com/forums/index.php?topic=10644.0
or this mod:
https://ludeon.com/forums/index.php?topic=11056.0
because those mods have their items in new tabs.
Title: Re: [A13] Rimstation13 (v0.92) Bringing SS13 to Rimworld
Post by: Bendigeidfran on May 21, 2016, 01:10:30 PM
I know you can add whole new tabs, but I'd been trying to avoid adding too many extra categories. If it's an issue for people then I'll do that for next time.
Title: Re: [A13] Rimstation13 (v0.92) Bringing SS13 to Rimworld
Post by: rockybukkake on May 21, 2016, 11:32:11 PM
upload map pls
Title: Re: [A13] Rimstation13 (v0.92) Bringing SS13 to Rimworld
Post by: Sinitell on May 23, 2016, 07:56:32 AM
Hi, I love this mod. :D The new update includes wheat, so am I right to assume it will now conflict with the Vegetable Garden mod ( https://ludeon.com/forums/index.php?topic=12934.0 ) which also has a wheat crop? If so, would it be too much to ask for a version that does not contain the wheat (and recipes that use it), or is somehow compatible? Thanks for your time.  :)
Title: Re: [A13] Rimstation13 (v0.92) Bringing SS13 to Rimworld
Post by: Bendigeidfran on May 24, 2016, 06:28:35 PM
I've taken a look and it appears only slight changes need to be made in order to make the two mods compatible, I'll have it updated tonight or tomorrow at the latest as I'm a bit busy right this second. Thanks for letting me know though, I'd hate to make people have to jump through hoops to use the mod.
Title: Re: [A13] Rimstation13 (v0.92) Bringing SS13 to Rimworld
Post by: rockybukkake on May 28, 2016, 06:51:56 PM
upload map pls
Title: Re: [A13] Rimstation13 (v0.92) Bringing SS13 to Rimworld
Post by: Sinitell on May 28, 2016, 08:09:38 PM
Quote from: Bendigeidfran on May 24, 2016, 06:28:35 PM
I've taken a look and it appears only slight changes need to be made in order to make the two mods compatible, I'll have it updated tonight or tomorrow at the latest as I'm a bit busy right this second. Thanks for letting me know though, I'd hate to make people have to jump through hoops to use the mod.

Thanks for looking into this! I appreciate it.  :D
Title: Re: [A13] Rimstation13 (v0.93) Bringing SS13 to Rimworld
Post by: Bendigeidfran on June 02, 2016, 11:20:23 AM
V0.93 adds a number of fixes to some objects for example you can now grow wheat in hydroponics(oops), it also adds categories to try to limit the number of objects in one category to avoid it filling up smaller monitors, finally it makes the mod compatible with the Vegetable Gardens mod. This incompatibility was caused by both mods using the same defname for wheat crops(mine is now called space wheat instead of wheat plant). As always please report any issues OR imbalances, I realise there are likely a large number of imbalanced features in the game but I don't have time to test them outside of God Mode so that would be a big help. Regarding the map I've been working on, I'll be uploading it alongside the next version which adds the beginnings of a chemistry system as well as an alternative (powerful) energy source ;) which is required to power such a large number of lights and vents etc.
Title: Re: [A13] Rimstation13 (v0.93) Bringing SS13 to Rimworld
Post by: Bendigeidfran on June 03, 2016, 10:02:34 PM
I have added a poll asking for opinions on which direction the mod should take, find it on the original post or here: http://www.strawpoll.me/10391264
If you care about the mods compatibility please do vote. If you have any requests, questions or opinions please post them here.
Title: Re: [A13] Rimstation13 (v0.93)<Future of the mod Poll> Bringing SS13 to Rimworld
Post by: rockybukkake on June 04, 2016, 12:08:54 AM
Make lifeweb content.
Title: Re: [A13] Rimstation13 (v0.93)<Future of the mod Poll> Bringing SS13 to Rimworld
Post by: caekdaemon on June 04, 2016, 01:36:04 AM
So far, it's unanimously in favor of a full overhaul :D I'd love a singleplayer version of SS13!

You'll just have to make sure to send more Syndicate whenever the station gets attacked :p
Title: Re: [A13] Rimstation13 (v0.93)<Future of the mod Poll> Bringing SS13 to Rimworld
Post by: Bendigeidfran on June 04, 2016, 02:12:07 AM
I'm glad everyone seems to like the idea of a full overhaul, it'll be nice to be able to really get stuck into some cool stuff, as for Lifeweb that's a bit beyond the scope of what I know. I never really played it so I can't really add stuff from it properly. Looking forward to working on the mod more in a few hours.
Title: Re: [A13] Rimstation13 (v0.93)<Future of the mod Poll> Bringing SS13 to Rimworld
Post by: rockybukkake on June 04, 2016, 08:16:07 PM
That was mostly a joke unless you can murder randy and take his assets.
Title: Re: [A13] Rimstation13 (v0.93) Bringing SS13 to Rimworld
Post by: wayward vagabond on June 12, 2016, 12:37:20 AM
so how dose this mod work? is it multiplayer mod? and if so do i need extra mods to join a server? i'm confused
Title: Re: [A13] Rimstation13 (v0.93) Bringing SS13 to Rimworld
Post by: rockybukkake on June 12, 2016, 04:07:59 PM
How's progress? Real hyped for the body update.
Title: Re: [A13] Rimstation13 (v0.93) Bringing SS13 to Rimworld
Post by: Bendigeidfran on June 18, 2016, 01:02:54 PM
Just to let everyone know, the only reason there's not been an update for so long is I've had to move house and jobs etc so I've not had much spare time. I'll release what I've got so far in the next couple days and see where we are. In answer to that question, no this isn't multiplayer, Rimworld is a singleplayer game and it would take someone far smarter than I to make it multiplayer. The eventual goal of this mod is to allow the player to control the entire crew themselves, thus Singleplayer SS13. Sorry for making you all wait, progress will pick up soon.
Title: Re: [A13] Rimstation13 (v0.93) Bringing SS13 to Rimworld
Post by: poketama on September 29, 2016, 06:51:22 PM
Hi there I was looking at doing the same mod and someone linked me to you.

I was looking into image filtering to change the pixels into the original smooth style of Rimworld.

First of all I used this:  code.google.com/p/2dimagefilter
This is an old project although there are some forks on google I believe.

Here on this blog is a further examination of newer filtering processes. Although the old ones namely xBR work quite well.
https://filthypants.blogspot.com.au/

And then using this videos technique, you can quickly add a thick border around it to match Rimworld's style. Potentially you could do this with a whole spritesheet at once, or automate it through scripting.
https://www.youtube.com/watch?v=mMf5Wc7r1HQ


Now for suggestions I'd like to have added as pets the pug, cat, bird, spacebee (from goon) and MONKEY (with diaper). Enemy factions would include clowns, wizards and cluwnes, (someone has already made a magic mod you could integrate), Nuke ops who attempt to plant a bomb and leave, syndicates and changelings who initially appear as friendlies.

I would also like to see xenomorphs (I'm sure there's another mod you could integrate that already has them), slimes, borgs, the monsters you find while mining, killer tomatoes and mechs.

I may be able to help you with some of this stuff as I have started learning Rimworld modding. Also please release to Steam workshop on A15!!

Here is my Steam profile, please shoot me a message. :)
https://steamcommunity.com/id/smileyjoe