(https://github.com/MDarque/Cyberpunk/blob/master/About/preview.png?raw=true)
The Cyberpunk mod will add elements of the Cyberpunk 2020 RPG game (http://cyberpunk.wikia.com/wiki/Cyberpunk_2020) to RimWorld.
Phase I
Weapons, Armor and Apparel
- Pistols completed
- Shotguns completed
- Submachine Guns completed
- Assault Rifles completed
- Heavy Weapons added
- Melee Weapons added
- Many new armors, helmets and apparel added, many with new graphics.
- Random gun damage code
- Gun reliability and jamming code added
- Most Cybernetic implants added
Phase II
Corps as factions - Started. Will be in separate mod.
Cyberpunk Roles as backstories - Started. Will be in separate mod.
(http://i.imgur.com/GAbh0vy.png)
Github Repository (https://github.com/MDarque/Cyberpunk)
I am open to suggestions and if anyone wants to join in, let me know.
Also, if you are interested in helping with graphics (armor and apparel), I would appreciate the help.
= POWERED BY =
Harmony 1.0.9.0 (https://ludeon.com/forums/index.php?topic=29517.0). Detouring Library.
Quote from: Darque on September 23, 2016, 12:44:50 PM
The Cyberpunk mod will add elements of the Cyberpunk 2020 RPG game (http://cyberpunk.wikia.com/wiki/Cyberpunk_2020) to RimWorld.
Phase I
Weapons and Armor
Phase II
Corps as factions
Cyberpunk Roles as backstories
Phase III
Cybernetic implants
Phase IV
TBD
Github Repository (https://github.com/MDarque/Cyberpunk)
I am open to suggestions and if anyone wants to join in, let me know.
I only know xml but i could help you with making the corps, weapons idk.
Im just bored so i can help you make some things if you want. (Dont ask me to draw someting i suck at that :P )
All help is appreciated :)
I have a list of the major corps here (https://github.com/MDarque/Cyberpunk/issues/4).
For some of the militaristic corps such as Arasaka and Militech, do you know if we can restrict their weapons to a certain set?
Quote from: Darque on September 23, 2016, 02:09:49 PM
All help is appreciated :)
I have a list of the major corps here (https://github.com/MDarque/Cyberpunk/issues/4).
For some of the militaristic corps such as Arasaka and Militech, do you know if we can restrict their weapons to a certain set?
Yes you can should be in the pawn defs somewhere if im right :/
Progress continues. The new pistols and shotguns completed as well as some of the other guns. Here are all the guns created so far:
(https://lh3.googleusercontent.com/Bfh9tp0OBIfPpObRjgjURRF5a50iYem7rqJc-xD03F0qSo_9OnlMtUesCrT4s6sqlyjHZ97XFQcfTKMIHnczOH4OjPMo87MB8Euh5CRC_NRg37NdUsmhOwZbtnnTvNKFZPenKy4UFdzEdFgR3anRsPCfbyXW-e0uvteclKrOeurg8nJCIeOrWPwcUhVSj2ErqHeL3r14NjJueJkZIGoZkNO7LyMAhhrfW5YuAsdyAY3iwyBPFbpwnv1PbGrzpiXInHb1gcaTBzZhJZv3cMt5cNn5KcZmhHnjDEENElkUBkD2szqjCUbajJ0DjxyCxA8opnE8QU-byFLBaUupw9qouif7eijLm-2Yg7YeckUqXbL3B1LsflloZyzLGRyfbc1czDamw3NhcduCZU2qhdqXfhd__gaLj5Vn4yXe9aGke-2u_LveiO8J8VfbrSgvd24UNgz6kTRe-FTFdH26WrGMGaL_mbAMuuwu6LO62SxmcYr7OqFvTJpjtnzgt509tegGlGPIrot7CHSIqy6fbKRJhdKcybkm5Wjtcc-sN4voaXlGkUg1_G_MX9kbv1tIZHlqNEGV3A3rf56l6iz2FOP-P5YGRhOhn2y73OpevnAQhi0o-YNZKg=w1102-h593-no)
I completed 9mm SMGs today. Progress has slowed down a bit because of life, but it continues. Next I will be working on the 10mm SMGs.
One thing I would like to add to the mod is the concept of gun reliability. Some of the guns will be manufactured better to start with, while others are cheap junk. This means that a less reliable gun would jam more often. I would like to represent that ingame by the gun not firing, and the pawn must cool down and aim the gun again before he can fire. As a secondary effect of the gun jam, the gun would receive a little bit of damage every time it jams.
Another question to ponder for this system: if a gun is less reliable, should it also start with fewer hit points and/or deteriorate faster?
All of the SMGs are now completed. My next task will be to work on assault and sniper rifles.
Progress continues. 21 various new assault rifles have not been added to the mod. Next I move on to sniper rifles.
Love anything Cyberpunk; watching this with beady eyes!
Quote from: demeggy on October 20, 2016, 12:45:46 PM
Love anything Cyberpunk; watching this with beady eyes!
Lol same here can't wait to do some shadow runs in rimworld lol
Quote from: Wolf619 on October 20, 2016, 07:20:58 PM
Quote from: demeggy on October 20, 2016, 12:45:46 PM
Love anything Cyberpunk; watching this with beady eyes!
Lol same here can't wait to do some shadow runs in rimworld lol
Feel free to download what is in the GitHub and give it a try.
Also, if there is anything specific you would like to see in this mod, let me know and I'll do my best to accommodate.
Quote from: Darque on October 21, 2016, 01:31:19 AM
Quote from: Wolf619 on October 20, 2016, 07:20:58 PM
Quote from: demeggy on October 20, 2016, 12:45:46 PM
Love anything Cyberpunk; watching this with beady eyes!
Lol same here can't wait to do some shadow runs in rimworld lol
Feel free to download what is in the GitHub and give it a try.
Also, if there is anything specific you would like to see in this mod, let me know and I'll do my best to accommodate.
Sunglasses and Trench coats so I can make my guys look like syndicate lol
orks? maybe? for a rival faction??
I'll have to think about it
Quote from: Wolf619 on October 21, 2016, 09:05:43 AM
Sunglasses and Trench coats so I can make my guys look like syndicate lol
orks? maybe? for a rival faction??
I'll have to think about it
I can add sunglasses and trench coats to my list. I don't think that should be difficult.
But Orks? Are you getting Cyberpunk confused with Shadowrun or another scifi setting?
To picture the Cyberpunk (https://en.wikipedia.org/wiki/Cyberpunk_2020) setting, think more in the lines of Johnny Mnemonic or Ghost in the Shell.
Totally agree with Trenchcoats and Sunglasses. Maybe some badass new cyborg bodyparts?
I will totally be adding new cybernetic implants/bodypants. It's one of the reasons to do cyberpunk :D
BTW here is my current todo list for implants:
Name | Desc |
Speedware | move faster |
Subdermal Armmor | AR .18 armor |
Adrenal Booster | faster reflexes |
Grafted Muscle | lift more, more melee damage |
Skin Weave | AR .12 armor |
Enhanced Antibodies | +1 healing |
Toxin Binders | +4 drug resistance |
Nanosurgeons | x2 healing |
Scratchers | 3 melee dmg |
Rippers | 9 melee dmg |
Wolvers | 18 melee dmg |
Big Knucks | 14 melee dmg |
Slice N Dice | 12 melee dmg |
Image Enhancement | +2 vision |
Targeting scope | +1 ranged to hit |
Amplified hearing | +1 hearing |
Tool hand | construction bonus |
Buzz hand | plant cut bonus |
Drill hand | mining bonus |
Faceplate | AR .25 head |
Torso plate | AR .25 torso |
Cowl plate | AR .25 head |
Quote
But Orks? Are you getting Cyberpunk confused with Shadowrun or another scifi setting?
Yeah I was thinking shadow run. lol Maybe a custom animal pawn with drone skins so you can have a pet flying drone?
vibroblades?
There will be monokatanas, powerswords and chainknives...
Cyberpunk also had custom cybernetically and genetically enhanced animals. I haven't planned on working the mod in that direction just yet. Maybe I will plan that after I get all of the human cybernetic implants completed.
Quote from: Darque on October 23, 2016, 12:18:57 AM
There will be monokatanas, powerswords and chainknives...
Cyberpunk also had custom cybernetically and genetically enhanced animals. I haven't planned on working the mod in that direction just yet. Maybe I will plan that after I get all of the human cybernetic implants completed.
That's a good idea, probably wouldn't be THAT hard to implement either if it's a branch off human implants.
hmm.. trying to think of ideas.. they already have joy wires.
I was thinking you might be able to do a holographic image of yourself for a distraction
(item drops player sprite where you are and the item draws enemy attacks while you escape)
I can't imagine it being too crazy to make something like that?
But then again I don't really know about that one.
i want to say decks and hacking but i don't see any way to implement that into rimworld (at least current stage)
hmm..
Took me awhile this time...but sniper rifles are now done (20 of them added).
I also nerfed ranges a bit so that there is a very large difference between using a pistols and shotguns vs SMG vs rifle. Should make combat interesting.
Next I plan on tackling clothing, armor and helmets before moving on to melee and heavy weapons.
the guns are good but they are overpowered
Most pistols do more damage, but their distance is nerfed to 5.
Shotguns do a little more damage, but their distance is nerfed to 5.
Rifles and SMGs do more damage per hit, but none of them are set to more than a 3 round burst.
Most sniper rifles also do less damage.
I also plan on implementing gun jamming later in the project, as well as other gun quality nerfing (ie break down faster).
What changes do you think should be done to make things less overpowered?
It has been awhile, but I have been slowly working. Added many armors to the mod, but still have to create graphics for them.
Also added some c# mod code so that damage with the new weapons is a random amount, instead of fixed. That should satisfy people stating that the new guns do too much damage.
Like the look of the weapons so far. I need to look up the source material to see some of the other stuff you mentioned. This was made by the same company as Mekton right?
Quote from: ChaosChronicler on November 25, 2016, 10:32:17 PM
Like the look of the weapons so far.
Thanks.
Quote from: ChaosChronicler on November 25, 2016, 10:32:17 PMI need to look up the source material to see some of the other stuff you mentioned. This was made by the same company as Mekton right?
Yes, Cyberpunk 2020 was made by R. Talsorian Games, the same company as Mekton.
I also used alot of online reference material from http://datafortress2020.com/ and http://cyberpunk.asia/
Had some more coding success tonight: I have added the weapon reliability and jam chance to the stat screen:
(http://i.imgur.com/beVg3zW.jpg)
Made an update to the repository with my latest version, including support for Alpha 16.
Many new apparel items, some cybernetic implants, and the gun reliability/jamming code has been added.
mine says a15 still
Quote from: Robloxsina66 on December 21, 2016, 11:39:57 AM
mine says a15 still
Sorry, I had moved my local repository and had synced it to the old one. Should be resolved now.
its alright I will test this
it works
I just tried it again and found hat the GitHub software had added some lines to my xml. I have resolved that new issue and synced it back to Gihub correctly. Looks to load correctly now.
works perfectly
you planning on putting this to combat realism?
No. I don't want to create any dependencies to other mods. If there is a specific feature that is in combat realism that you feel should be in this mod, let me know, and I'll see if I can add it in.
ok
and love the guns to I like them
Great looking mod! :) I'm new here, but just looking through the modding community for this game has me very excited. I'll be keeping an eye on this project :)
Does the gun reliability feature affect guns from other mods?
If so, please make a version of this mod that doesn't include gun reliability. I need only the items and backstories, that new feature seems unnecessary
Quote from: SergeshD123 on December 29, 2016, 09:49:54 AM
Does the gun reliability feature affect guns from other mods?
If so, please make a version of this mod that doesn't include gun reliability. I need only the items and backstories, that new feature seems unnecessary
Reliability feature will not affect guns from other mods. For a gun to utilize my reliability function, the xml would need to reference the custom property that I created.
Okay, then, but will it still affect vanilla guns?
Quote from: SergeshD123 on December 29, 2016, 08:22:29 PM
Okay, then, but will it still affect vanilla guns?
I have overwritten the vanilla guns to utilize the weapon reliability code. If you don't want it to, then simply delete \Cyberpunk\Defs\ThingDefs\Weapons_Guns.xml
Thanks, man. Really nice mod, hope it is finished soon.
By the way, what is your favorite Cyberpunk work? Mine are Shadowrun, Deus Ex and Ghost in the shell
Quote from: SergeshD123 on December 30, 2016, 12:02:01 AM
By the way, what is your favorite Cyberpunk work? Mine are Shadowrun, Deus Ex and Ghost in the shell
The Cyberpunk 2020 RPG, Johnny Mnemonic (movie and short story), other works by Gibson, Bubble Gum Crisis, Ghost in the Shell SAC and Deus Ex.
You had me at Cyberpunk, and you especially had me at R. Talsorian's Cyberpunk 2020! I'm eager to see how this mod will grow; is it possible , in terms of modding Rimworld, to add a cyber-psychosis mechanic whenever pawns get chrome'd out? :D
Although I'm new to the Rimworld modding scene, I do have about three years of pixel-art experience modding other games. If you still would like help with the graphical aspect, I'd be more than happy to lend a hand; although I'm still away from usual computer for the holiday, I can PM you some examples of sprite-clothing as a "resumé" shortly after the New Year. :)
You had me at Cyberpunk, and you
especially had me at R. Talsorian's Cyberpunk 2020! I'm eager to see how this mod will grow; is it possible , in terms of modding Rimworld, to add a cyber-psychosis mechanic whenever pawns get chrome'd out? :D
[/quote]
I believe cyber-psychosis is possible. It can be something to add to the mod after all of the current features are implemented.
Quote from: DasaKamov on December 30, 2016, 05:22:30 PM
Although I'm new to the Rimworld modding scene, I do have about three years of pixel-art experience modding other games. If you still would like help with the graphical aspect, I'd be more than happy to lend a hand; although I'm still away from usual computer for the holiday, I can PM you some examples of sprite-clothing as a "resumé" shortly after the New Year. :)
I welcome the help. I don't even need a resume. Go ahead and pick an apparel item that I haven't created artwork for (most of them) and see what you can do with it.
Its been a couple of weeks, and I have added many new cybernetic implants, as well as tweaking some of the previous changes. Feel free to get the latest version from GitHub.
Looking forward to this being completed/progressed! Two questions:
1. Percentage wise, how close is the mod to your end? Of course, people are going to want more but what about for you?
2. What programs are you using and anyone that's helping can answer with their programs too? I've been hoping to hop into the community of modding but I don't really know where to start.
Quote from: TerrorThomasCao on January 31, 2017, 09:48:17 PM
Looking forward to this being completed/progressed! Two questions:
1. Percentage wise, how close is the mod to your end? Of course, people are going to want more but what about for you?
2. What programs are you using and anyone that's helping can answer with their programs too? I've been hoping to hop into the community of modding but I don't really know where to start.
1. For phase 1, I feel I am about 75% done with the xml/code work, but only about 10% done with apparel and helmet graphics. I also still need to add melee and heavy weapons. Once phase 1 is completed, I will do a general mod release.
2. I use Github as my code repository, and Microsoft Visual Studio 2015 Community Edition for me xml and code editing. For graphics, I use Corel Paintshop Pro X9.
Hmm, thanks for that. Many people just tell me what to do not how and that's very helpful, so thanks for being so specific. I'll check those out and if I ever get marginally good, I'll be sure to return the favor and help you. :D
Well, a big help right now would be for you to try it out and report any bugs that are found so that I can squash them.
Yeah, just opened the game with your mod loaded, I'll report anything suspicious!
I had an idea this week that I'm thinking of implementing, but I want to see if there is interest in it first:
Currently for all my kevlar items, it uses plasteel in addition to fabric or leather. I am thinking of replacing plasteel with a new kevlar resource, which would be produced in the refinery from chemfuel (2 chemfuel -> 1 kevlar).
Do you all think this is a good idea? Or should I throw this idea out?
I like the idea, and it would make my colony wayyy stronger cause I have tons of chemfuel, but I think adding maybe a steel with 3 chemfuel would make 2 kevlar could work, because right now chemfuel is way too easy to get with a hay farm.
As I thought about it more, I decided to go ahead and implement. It will be available next time I update Github.
The final solution is thus:
the pawn needs crafting lvl 10
10 Chemfuel -> 5 kevlar fibers at refinery
10 kevlar fibers -> 1 kevlar at machining table
Then for example on a kevlar vest, you will need 20 kevlar + 50 other fabrics/leather
Cool guns and tech!
Is there any chance of you splitting the code into different smaller packages on release? I'd like to mess around with the implants specifically.
Quote from: TerrorThomasCao on February 13, 2017, 12:55:39 AM
Is there any chance of you splitting the code into different smaller packages on release? I'd like to mess around with the implants specifically.
I had thought about doing that. So what you want is the implants without the equipment?
Yeah, that'll be cool. My game is quite overrun with weapons by now so it'll be cool if I could have the implants alone, but no problem if it causes problems. Just do what you feel like doing to release it.
A new update has been uploaded to the Cyberpunk Github.
In this update:
- new graphical assets for apparel
- new melee weapons
- kevlar has been added as a material that can be manufactured in the refinery to be used to make armor
- Minor tweaks and bug fixes
Next, I will continue to work on more graphical assets for apparel, as well as finishing graphics for the new melee weapons. Possibly, I will also work on new heavy weapons.
Let me know what you guys think. :)
Another new updated has been updaed to the Cyberpunk Github.
In this update:
- Heavy Weapons added
- Harmony library updated
- New rifle - Militech Ninja added
- Started new graphics for Eji Cloak
- New graphics for powersword
- Other minor tweaks and changes
I'm now looking to put some finishing touches to this phase of the mod as well as watching for and fixing bugs. Please let me know if you see anything that seems wrong or off.
The next update for the mod will be the first full release. Hopefully I should be at that point in the next week or two!
How difficult would it be for you to make a version of this without reliability?
This looks pretty cool. Did you design these items yourself?
Quote from: Dragoon on April 03, 2017, 07:02:26 PM
How difficult would it be for you to make a version of this without reliability?
It's not too difficult, just would take a few minutes. I would just have to make some mass xml changes to all the guns. Does the reliability feature cause you problems?
Quote from: The-Eroks on April 03, 2017, 08:09:49 PM
This looks pretty cool. Did you design these items yourself?
Thanks. The design work all comes from the Cyberpunk 2020 RPG using resources I found in the web, such as datafortress2020.com and cyberpunk.asia; as well as the original RPG source books.
Quote from: Darque on April 04, 2017, 02:52:06 AM
It's not too difficult, just would take a few minutes. I would just have to make some mass xml changes to all the guns. Does the reliability feature cause you problems?
Well, I prefer vanilla, and like when weapons are added in without affecting other guns. Also when I disabled your mod it kind of broke my game. I had to reinstall and remove all mods before adding them back in.
Quote from: Dragoon on April 05, 2017, 09:06:56 AMWell, I prefer vanilla, and like when weapons are added in without affecting other guns. Also when I disabled your mod it kind of broke my game. I had to reinstall and remove all mods before adding them back in.
This mod adds so many new weapons, apparel items and implants, that I think that it was probably one of those items left in the save game file that kept your save game from running without the mod.
Quote from: Darque on April 05, 2017, 03:13:39 PM
This mod adds so many new weapons, apparel items and implants, that I think that it was probably one of those items left in the save game file that kept your save game from running without the mod.
No, you misunderstand or maybe I did not properly explain. It crashed my entire game. I could not start it up again all I was getting was a black screen. I would prefer a version without it, primarily for vanilla.
After some deep thought, when I make a full release, I'll optionally have an xml-only version available as well.
I have also decided that once RW Alpha17 is released, this mod will leave WIP status and I will release v1.0 for A17.
Until then, I am continuing to work on some new apparel graphics. Specifically, I am currently working on a corp suit coat as well as a shirt & tie. I have also created new graphics for the light kevlar coat.
Other apparel items I plan on working on: Armored Jackets, Sternmeyer Cold Weather Combat Outfit, and if I can get around to it, the Militech EMA-1 "Softshell"
you should make Gas mask and radioactive Stuff incase Toxic fallout comes in land
Quote from: Robloxsina66 on April 11, 2017, 12:37:57 PM
you should make Gas mask and radioactive Stuff incase Toxic fallout comes in land
Good idea. I will add that to my ToDo list to see if I can figure out the best way to accomplish this.
alright
Quote from: Darque on April 11, 2017, 01:16:12 PM
Quote from: Robloxsina66 on April 11, 2017, 12:37:57 PM
you should make Gas mask and radioactive Stuff incase Toxic fallout comes in land
Good idea. I will add that to my ToDo list to see if I can figure out the best way to accomplish this.
You could look at this mod for how to do it.
http://steamcommunity.com/sharedfiles/filedetails/?id=731878767&searchtext=suit
Thanks for the hint...Already had used same technique. I was thinking of setting it to -50% for the helmet and -50% for the rest of the suit.
Just finished my first satisfactory iteration of the Espoma Environmental Suit. Thoughts?
(http://i.imgur.com/64Sj9xR.png)
It looks good.
I have updated the mod repository to support the unstable A17 release.
There are also some new armors and apparel items, as well as some updated graphics.
As always, if you feel something in the mod is unbalanced, or if you find a bug, please let me know.