Hi folks,
Demeggy here. I thought it was time to announce the development of a small conversion mod I'm working on that brings the Star Wars Universe to Rimworld.
I've seen a few other mods that have had a crack at this, and whilst they're all stonkingly good, I feel like bringing some of my own to the table.
So, with that in mind... let me introduce you to....
(http://i.imgur.com/MiMtTUZ.jpg)
Mod Status:
Framework (Def/Language): 95%
Art: 45%
Sound: 25%
Currently Implemented:
Natural Resources (inc. buildables): Dunestone, Moonstone, Korribanite, Shinestone, Spice Ore, Compacted Durasteel, Compacted Permacrete, Kyber Crystal
Plants:
Bactillia, Tuber, Rootleaf, Alderaanian Blossomflower, Force Blossom, Ithorian Rose, Marcan Herbs, Muja Fruit
Weapons:
DL-22 Blaster, DL-44 Heavy Blaster, E-11 Blaster Rifle, EE-3 Carbine Rifle, E-5 Sniper Rifle, Vibroblade, Lightsaber, Thermal Detonators
Traits:
Force Sensitive
Apparel:
Stormtrooper Helmet, Stormtrooper Armour, Scout Trooper Helmet, Scout Trooper Armour, Rebel Soldier Helmet, Rebel Soldier Combat Vest, Rebel Scout Helmet, Rebel Scout Duster, Mandalorian Helmet, Mandalorian Armour, Ubese Raider Helmet, Ubese Raider Cloak, Corellian Blood-Stripe Pants, Smugglers Vest, Tusken Cloak, Tusken Mask
Fauna (inc. Droids):
Super-Battledroid, Battledroid, Astromech Droid, Protocol Droid, Falumpaset, Ewok, Ice Cat, Shaak, Hoover, Gnort, Peko-Peko, Reekcat, Endorian Chicken, Ghhhk, Vine Snake, Gundark, Nerf, Kaadu, Eopie, Reek, Tauntaun, Mynock, Sungwa, Ikopi, Tooka, Gurrek, Jerba, Ysalamari, Akk Dog, Anooba, Rancor, Kowakian Monkey Lizard, Bantha, Varactyl, Nexu, Worrt, Wampa, Momong, Womprat, Vjun Fox, Dewback, Snowmouse, Gorg, Boar-Wolf, Sleen, Nuna, Vornskr, Orray, Mooka, Rathtar
Objects:
Holonet Terminal, Bacta Tank, 2-1B Medical Droid, Dejarik Board, Sabaac Table, Carbonite Freezer, Moisture Vaporator
Items (inc. Various Hides/Furs/Wools/Eggs):
Blue Milk, Jedi Holocron, Sith Holocron, Moisture Pack
Drugs:
Jawa Juice, Ryll Spice, Sansanna Spice, Glitterstim Spice, Bacta Patches, Medpac
Research Projects:
Spice Refining, Hyperdrive Construction, Carbonite Freezing, Moisture Farming
Factions (inc. Randomised NameBanks):
Rebel Alliance, Galactic Empire, Tusken Raiders, Hutt Cartel
Full list to be provided closer to releaseSpecial thanks to Berengar for donating their Rimtrooper assets, which have gone towards saving me creating weapon and Imperial/Rebel armour assets!---
Rimworld obviously fits the SW bill incredibly well. The Outer-Rim worlds of the SW Universe are unexplored, dangerous territory. Set during the era of the Galactic Civil War, the emphasis won't be on players to take up arms against the Empire. It won't be for players to play a major part in the lore of the SW Universe. It will simply be for you to build your story of a small colony, struggling to survive.
Most of Rimworld caters for what's needed already, which makes it a great platform for me to one-man develop this.
Initial plans are to bring some of the flora and fauna into the gameworld, with creatures as Wampas, Banthas and Ronto's already in.
I've also included a Force Sensitive Trait for colonists (a rare chance indeed), with some great buffs that will allow them to become the Protectors of your colony.
We've also got an Imperial Outpost faction, complete with Grand Moff, Officers and Stormtrooper battalions, not to mention Rebel Alliance and Tusken Raider factions that are being worked on right now.
We're also looking at custom minerals such as Kyber Crystals, Durasteel and Permacrete.
Additionally, weapons from the saga such as the DL44 and Imperial Blaster Rifle will be making an appearance, along with trainable Astromech and Protocol droid 'Pets'.
I'm focusing on the actual functionality over looks and sounds to begin with (best place to start in my humble opinion), but I intend on keeping the smooth, basic appeal of Rimworlds aesthetics for all graphics (no realistic crops here).
I'll try to keep this post updated, I'm terrible for communicating development - but if you're interested in what I'm doing, get posting below and let me know I've got some support behind me!
May the Force (of modding and self-motivation) be with you,
Demeggy
Progress Update... so far so good. Initially, this was a bolt-on mod, adding content to the game. However as I've gone further into testing the build, realized some of the core assets (fauna for example) somewhat ruin the illusion of the SW Universe, and I've therefore opted to convert most of the standard content to the lore.
With that in mind, I'm pleased to confirm all fauna in the game has been replaced with 'similar' opted creatures from the Star Wars Universe. I've been mindful not to throw any old twoddle in, so expect to see Tauntaun's only in snowy biomes, Banthas grazing in dusty and grassy plains, and Rancor's and Rathta's making rare, but interesting appearances.
Weapons and Apparel wise, I've added, rather than replaced, existing gear and outfits - as I feel most of the Apparel in there is suitable enough already.
We've got 3 main factions in at current (Rebels, Imperials, Tusken Raiders) with a 4th (Hutt Clans) in development. Apparel and weapons are unique to each, so expect to see plenty of familiar gear from the lore of the films.
I've also added Droids as 'pet' pawns. Droids can't mate for obvious reasons, and don't roam wildly, but if bought from a Trader at your Colony's Spaceport/Landing Pad (another change made to the Orbital Beacon/Trading system) - can serve as trusty companions from a series of astromechs and protocol units to add to your collection.
We've also got changes to the materials you'll be coming across, flora and some research tree changes.
Now the interesting bit....
I'm giving myself 1 month from today to get this all in. With a lot of confidence, I reckon we're going to be seeing some visual action within the next fortnight, as I'm currently focusing on getting the framework in over the visuals and sounds at first.
Next update should hopefully be confirming the frameworks completed and that I've started, or will be starting the visuals!
Keep the Force
Demeggy
Great!
If you need helps or feedbacks, we are here ;)
Cheers bud, had some great PM's so far! Grand community vibe going on.
Update...
A metric Tonne of content is now in. Plants, drugs and fauna have been completely renamed (with some being slightly reworked). All natural resources have been converted to Star Wars form (some with creative license...), and we've got 4 Factions with unique name generators (Rebel Bases that range from Alpha to Rogue and Hutt Clans going by one of twenty-ish Hutt names as an example).
I'm almost at the stage where I'm getting ready to start working on the assets, which I had my first dabble with last night on one of the Droid 'pets' you can purchase from a landed trading starship; the Protocol Droid (as seen in the below screen grab alongside a pile of rotting Rancor Meat).
(http://imageshack.com/a/img923/8599/1LA7Rw.png)
I'll be knocking up a list of all the changes on the original post over the next week, so keep tuned to see what sort of content has gone in and what changes have been made. I've got a few more things to do with the framework, one of which is Spice Mining, which replaces Gold with Spice and allows you to refine it into one of the more potent Spice drug forms of Glitterstim, Ryll or Sansarra.
Demeggy
Haha nice to see your progressing super fast ;P
Can't wait to see some Jedi/Sith yielding wielding dual light saber, going berserk high on Ryll ^^
Quote from: kaptain_kavern on October 22, 2016, 10:56:47 AM
Haha nice to see your progressing super fast ;P
Can't wait to see some Jedi/Sith yielding dual light saber, going berserk high on Ryll ^^
Cheers Kap :) A few tiny issues I need to resolve at the moment before I'll be comfortable progressing with the artwork, but nothing unresolvable!
Update #2...
(http://i.imgur.com/lsacUwC.png)
So far, so good. I'm almost ready to start the artwork fulltime - just a few issues relating to the Language file folders that I still need to crack and a bit of indepth work that needs doing on the Droid bodies (resolved the faction related issues).
I'm also at the point of alpha testing the conversion changes, and so far so good.
I've had a few travellers setup a small colony on an extreme Desert biome, crafting small buildings out of Dunestone and Korribanite and growing patches of Rootleaf where possible. A raid fired up eventually (Randy Random ftw!), and it was the mercs of Dirja the Hutt, a nearby Hutt Cartel Faction leader. Taking them out was tense, as both my ranged colonists had only an E11 and DL22 equipped, whereas the Mercs were wielding Bowcasters and Thermal Detonators.
There's also Spice Ore not far from where we're setting up, so I may be inclined to setup a Spice Mine and get Spice Refining researched as quickly as possible... Good chance I can start getting it traded for a lot of credits...
Update...
Progress tends to dip during the week as my rather hectic day-job leaves me brainless and mindnumbingly tired most evenings... however...
I've recently tackled one problem that I was having. This being a conversion mod, I need to alter some of the dialogue that pops up during incidents ingame. As a result, the only way I've really discovered of doing this is to create a custom language pack that sits within the mod, and the player must toggle onto.
Now once the language is selected ingame, that's fine and dandy - but - and here's the big but - would yourselves as players find that a hassle to handle?
At this time, I can't really think of an alternative solution - so if anyone has one, please drop me a reply!
That being said, it's quite satisfying to see a 'Starship has landed' box popup, informing me a 'YT-1300 Freighter has landed nearby, and is trading in Bulk Goods' :)
(http://i.imgur.com/HNBgRwi.png)
Graphics wise, I'm making some slow progress with some of the wildlife (see above). There's just something I'm not feeling about the two examples provided (Wampa and Bantha). Maybe I'm being too picky. I've got another 50-odd creatures to get doodling. Thoughts?
Edit: Thrown in below is a cheeky 'cantina' mockup ingame for 'tease' (note: Carbonite Freezer, and Dejarik/Holochess table furnishings)
(http://i.imgur.com/eKvvzHt.png)
Demeggy
I'd be glad to help with some artwork, but I'm more interested in adding clone wars era gear and that type of stuff. If you don't want that happening, I'd still be glad to help, as I'm a huge fan of the Star Wars Saga. My steam name is ChromeMax. Keep up the good work!
Quote from: ChromeMax on October 28, 2016, 10:37:38 AM
I'd be glad to help with some artwork, but I'm more interested in adding clone wars era gear and that type of stuff. If you don't want that happening, I'd still be glad to help, as I'm a huge fan of the Star Wars Saga. My steam name is ChromeMax. Keep up the good work!
Thanks! I'm making some good progress with the graphics, let me take a look at the list and hit you up on Steam :)
Despite being almost catatonic after the week from hell at work... I've spent some downtime this evening working on some of the Fauna textures, and can confirm we now have Nerf, Boar-Wolves and Tauntaun's (as pictured below in that order) in-game. Alas, you can't sleep in a dead Tauntaun for warmth, but you can't have everything.
(http://i.imgur.com/0yT2Rg5.png) (http://i.imgur.com/H3eptb8.png) (http://i.imgur.com/ZdQIpUB.png)
Demeggy
Quick update, made a fair bit of progress on the artwork today. Quite a few of the Galactic Fauna's ingame, working wonderfully.
Approximately halfway through the creature assets.
Edit: removed the animal screengrab for now....
Huge amount of progress made this weekend, with most of the artwork now in. Weapons are completed with graphics and sound, just over half the fauna are ingame and tweaked to function as expected. Another couple of week's and we should be good to go for a release!
One possible avenue I'm yet to go down are races... at this time, I'm focusing on the conversion aspect, but I'm desperate to try and get some of the Galactic Races ingame (Twi'kek, Wookie, Sullustan, Ithorian etc).
If anyone out there has any ideas, then please propose them below!
nice idea. always looking forward to some other settings to play in.=)
For the races, you might want to take a look at the orassans race mod. its adds tails, which are visible independent from the apparel your pawns wear as far as i have noticed. so would probaly be cool thing to have something like that for some races the star wars universe has.
keep up the work ;)
Cheers, will do! The intention at the moment will be to get this initial content finished off, then probably move onto .dll's and something seperate as I've got C# knowledge I could start using on the scene :)
I'm probably about 2 thirds the way through the fauna assets now. I knock a couple out each evening, so I'll most likely get some images upload this eve, and will aim to get an early test build available for download over the weekend.
Oooo looks good already! Can't wait to try it! I'm curious are you adding the clone era into this as well?
Exactly! I would love to have Clone troopers at my disposal ready to fight the raiders. Could you make a cloning chamber?
Eh, I don't think we should get a cloning chamber/vat unless they have an extreamly short lifespan and or are hard to make. I honestly was hoping for just the Armour and equipment from the clone era
Cheers, no Clone wars era content right now! Im focusing specifically on the Galactic Civil War era here, so Ill let someone else take on that chalice!
I was considering trying to develop Moisture Vaporators that turn sand into soil or allow growing of crops in a nearby radius, but Im not building custom .dlls into this just yet.
Ah, tis a shame. however storm troopers were always my second favorite XD
Quote from: demeggy on November 03, 2016, 09:25:46 AM
Cheers, no Clone wars era content right now! Im focusing specifically on the Galactic Civil War era here, so Ill let someone else take on that chalice!
I was considering trying to develop Moisture Vaporators that turn sand into soil or allow growing of crops in a nearby radius, but Im not building custom .dlls into this just yet.
Can I submit some helmet designs sprites and designs for the clones to you so that you can input them? I'd really like to have clone troopers in the mod. I can do most of the work as long as you put it in the mod.
Ill have to see how much time I have spare once the main list of features is completed, so let me come back to you on that.
So this evening I've been trying valiantly to think of a viable use for the Moisture Vaporators. It would make sense for them to 'grow' water that could be used as a foodsource, but that would take some .dll coding... so any other suggestions would be hugely appreciated!
Update: Solution Found!
In addition to Hydroponic farming, I've come up with a Moisture farming research topic and production object that allows you to 'grow' Fungi and Water.
Aiming to throw up a test build of this by the end of the weekend so y'all can get your mits on it and give me some initial feedback.
I've still got a chunk of the artwork to finish, and I need to iron out some kinks - but pretty much most of the def work and .xml editing is completed (save for changes/fixes).
See my outstanding bugs list below:
- finish fauna textures
- retexture foods
- fix tusken raider outfits (fat/thin/hulk/female)
- def rebel outfit textures
- create/def mandalorian armour textures
- replace orbital trade beacon (Landing Pad rev.)
- add droids sounds
- flooring needs renaming to converted namesakes
- create moisture vaparator texture/add shadow in def
- (Bug) droids cant be healed (and bleed)
- (Bug) droids cant be trained
- (Bug) droid body parts need fixing
Demeggy
I did experiment with a theory in adding alien races... (Race 'masks' acting as hairpieces - Wookiees, Twi'leks, Rodians etc)
There's a vague, vague possibility I'll include it so those willing to sacrifice headgear can use the Prepare Carefully mod to select the types of aliens they want in, but as a standard feature, it's highly impractical. Headgear tends to hide away hair you see, so as soon as your colonist Wookiee dons a cowboy hat, his hairy face becomes... fleshy. Now that's what I call a bad case of alopecia!
Just a quick thought, sorry if it not helping ;)
Have you considered using Humanoid Alien Races (https://ludeon.com/forums/index.php?topic=24469.0)?
It is a framework with some custom C# classes made for simplifying the add of custom Humanoid Races.
That what we are using in the WH40K mod, where we have several humanoid alien races (some screenshots (https://ludeon.com/forums/index.php?topic=25040.msg256977#msg256977)).
Always happy to read throughout your progression logs ;)
Cheers
Genius - thanks Kap! I'll be definitely using this if possible - having looked at it, looks relatively straight forward to get ingame.
No progress since the weekend unfortunately, suffering with a bit of a cold - so it's work and bedrest for the most part. I do intend on finishing off the fauna graphics by the end of the week mind, so watch this space...
Very little done throughout the week unfortunately, but intending on wrapping this up in its initial form over the next week.
I've got a few things left to do and bugs to fix (I seem to be struggling getting Bodies and BodyPart defs work correctly for the Droids), so I'll throw an update out in the next 48 hours.
Hello. Can I ask you something? In wich platform you created/drew/painted the creatures (Like Tauntaun for example) from this mod? :P
Quote from: Pink Omega on November 11, 2016, 05:14:52 PM
Hello. Can I ask you something? In wich platform you created/drew/painted the creatures (Like Tauntaun for example) from this mod? :P
Avid paint.net user :) I most hacked the hell out of the existing assets as a base template though!
Quote from: demeggy on November 11, 2016, 05:49:15 PM
Quote from: Pink Omega on November 11, 2016, 05:14:52 PM
Hello. Can I ask you something? In wich platform you created/drew/painted the creatures (Like Tauntaun for example) from this mod? :P
Avid paint.net user :) I most hacked the hell out of the existing assets as a base template though!
Can you tell me some tricks? Like the paintbrush size to continue a vanilla animal outline etc..I will sure be glad! Sorry for bothering you anyway ^^
Quote from: Pink Omega on November 11, 2016, 06:41:18 PM
Quote from: demeggy on November 11, 2016, 05:49:15 PM
Quote from: Pink Omega on November 11, 2016, 05:14:52 PM
Hello. Can I ask you something? In wich platform you created/drew/painted the creatures (Like Tauntaun for example) from this mod? :P
Avid paint.net user :) I most hacked the hell out of the existing assets as a base template though!
Can you tell me some tricks? Like the paintbrush size to continue a vanilla animal outline etc..I will sure be glad! Sorry for bothering you anyway ^^
It's no bother! It differs per asset, but new layers and erasers are your friend :)
For example...
The below Tauntaun is a hatchet job of the Alpaca and Thrumbo Horn assets with some slight tweaks and line jobs..
(http://i.imgur.com/zbqipRb.png)
Quote from: Pink Omega on November 11, 2016, 06:41:18 PM
Can you tell me some tricks? Like the paintbrush size to continue a vanilla animal outline etc..I will sure be glad! Sorry for bothering you anyway ^^
Speaking for myself, I use Photoshop with a tablet but the program matters less than your ability to use it. Demeggy is
probably definitely better at paint.net than I am at Photoshop. Beyond that it just takes some experimentation and lots of time. Nothing is going to make your drawing go faster or look better other than practice. Online tutorials on your program of choice will be as helpful as anything on the forums, but for RimWorld assets I do recommend using a harder brush edge. Normally I use a default asset as a base for my own work and trace over it. Sometimes I'll keep doing new iterations and end up spending an hour or two just to find an outline I'm happy with. Layers are your friend; sometimes I'll take elements from one iteration and combine it with another, which is
much more difficult without using layers.
It's a creative process. It mostly takes time and practice.
Far from dead - horrendous working week. Looking to crack on with this over the weekend, and have a few days off coming up so should be in a position to start hammering out some of the content!
Is there any Galactic Civil War era content fans would like to see?
I want to see Darth vader suit
Cant wait for this to be released, being a massive star wars fan incorporating this into such a great game it just a dream, pics look amazing so far :D :D
Quote from: wafflep90 on November 28, 2016, 07:59:30 AM
Cant wait for this to be released, being a massive star wars fan incorporating this into such a great game it just a dream, pics look amazing so far :D :D
Thanks :) This has merely stalled whilst I sort some IRL work out, but keep tabs!
I might need to start leaning on any artsy types in the community. Currently, I'm looking for some assistance with some of the remaining outfits - so if anyone out there loves Star Wars, and wants to lend a hand with a few outfit .png's, ping me a line if you please!
Just wanted to pop in and give my support - progress you've made looks/sounds very promising! Excited to see this in the steam workshop :)
Quote from: Anxarcule on December 11, 2016, 08:23:51 AM
Just wanted to pop in and give my support - progress you've made looks/sounds very promising! Excited to see this in the steam workshop :)
Cheers bud. Suffered a bereavement recently so I dropped off the scene for a few weeks, and with A16 surfacing - looks like I have the opportunity to rework some of the content and work on some new features. I'll be looking at driving this with a little more vigor in the next month, so keep an eye on the thread.
A16 Update: Looks like with the recent update, I'll need to make a small metric tonne of changes to some of the currently implemented content... specifically around Factions. With it now being the Festive Season, I'll hold back until Jan to pick things up again, but I do intend on seeing this through - especially in light of the insanely awesome Rogue One :)
Happy Holidays and a more prosperous 2017 to you all
Demeggy
Happy New Year all.
Last week, I spoke with Elando, who's collaborating with me on his update of the RimWars core mod. In essence, we'll be working together on bringing the A15 content into A16, and potentially looking at future ideas to make this a truly immersive mod.
Demeggy
Quote from: demeggy on January 01, 2017, 08:46:59 AM
Happy New Year all.
Last week, I spoke with Elando, who's collaborating with me on his update of the RimWars core mod. In essence, we'll be working together on bringing the A15 content into A16, and potentially looking at future ideas to make this a truly immersive mod.
Demeggy
Nice - so I should look at his thread for updates now? Or what does this mean exactly?
Looking forward to a starwars mod of this amazing game! Yours is looking very promising!
Could you possibly do one thing? just one. it doesn't have to be in at launch, but aligning yourself with either the empire or rebellion? like there are the two factions on the planet, and an event comes up for you to choose. not asking for it to be in at the beginning, just thought it would be cool
I am so excited for a playable build to be released. I am hoping that this project has a full release and more content will be seen soon.
Will the Lightsaber have color options?
Hey there, interested in a partner for the textures? :)
This would be amazing! An actual decent star wars mod.... PLEASE!
Hi all,
Sorry for the delays - life, life, life!
Most of the existing texture work's done for now thanks - it's just a case of porting A15 over to A16 (which with Elando's faction stuff already setup shouldn't be too much a pain).
Hi,
Amazing job, thanks for this new mod, and congratz for this work !
Thanks - time for a kick up the bum!
I'm going to try and merge Elando's work with mine today and see where I get up to! It's a slow burner, so hopefully I'll have something to show ASAP.
Hi ! Any news or update ?
Quote from: NyZRoTh on March 05, 2017, 10:34:23 AM
Hi ! Any news or update ?
None I'm afraid! I have a mountain of assets but I'm currently sinking my efforts into learning assembly building. I'll be donating these assets to Elando I think at this rate so he can continue where this has left off.
Hello there my good man, Jecrell here of the Call of Cthulhu series.
We (Xen, myself, and Ailan) have put in some serious hard work into developing some real feeling lightsabers and force powers.
Currently we've got lightsabers that can:
activate and deactivate,
use more sound effects than normal,
be slotted with different colored crystals that affect the color of the blade as well as damage types,
deflect bullets (with animation).
We've also got working force powers for force healing, force drain, lightning, etc. We're going to iterate these mods out in chunks, similar to the Cthulhu mods.
Would you consider lending your assets to our project?
Here's a video preview I did a month ago, much has changed since then.
https://www.youtube.com/watch?v=irLS0U9OSbE
And our Discord, if you want to chat.
https://discord.gg/wZtTBJ2
I hope someone actually makes a Star Wars mod! Been waiting forever! That saber looks and sounds great!
Please, don't close this projet :(
Do you need help with anything?
I'm a programmer and I know some stuffs with design / modeling
and i really love star wars
I would be happy to help :)
are you still developing this, if so we would all love an update :D
https://youtu.be/gdKQleiCQvs
Someone else already doing a real star wars mod.
Quote from: RimworldOx on April 28, 2017, 02:28:11 AM
https://youtu.be/gdKQleiCQvs
Someone else already doing a real star wars mod.
That's our mod.
https://ludeon.com/forums/index.php?topic=31647.0
Cant wait for the release! Its gonna be amazing, thanks so much for your hard work! :D
i think author abandon his mod
Quote from: demeggy on October 16, 2016, 06:05:55 AM
Hi folks,
Demeggy here. I thought it was time to announce the development of a small conversion mod I'm working on that brings the Star Wars Universe to Rimworld.
I've seen a few other mods that have had a crack at this, and whilst they're all stonkingly good, I feel like bringing some of my own to the table.
So, with that in mind... let me introduce you to....
(http://i.imgur.com/MiMtTUZ.jpg)
Mod Status:
Framework (Def/Language): 95%
Art: 45%
Sound: 25%
Currently Implemented:
Natural Resources (inc. buildables):
Dunestone, Moonstone, Korribanite, Shinestone, Spice Ore, Compacted Durasteel, Compacted Permacrete, Kyber Crystal
Plants:
Bactillia, Tuber, Rootleaf, Alderaanian Blossomflower, Force Blossom, Ithorian Rose, Marcan Herbs, Muja Fruit
Weapons:
DL-22 Blaster, DL-44 Heavy Blaster, E-11 Blaster Rifle, EE-3 Carbine Rifle, E-5 Sniper Rifle, Vibroblade, Lightsaber, Thermal Detonators
Traits:
Force Sensitive
Apparel:
Stormtrooper Helmet, Stormtrooper Armour, Scout Trooper Helmet, Scout Trooper Armour, Rebel Soldier Helmet, Rebel Soldier Combat Vest, Rebel Scout Helmet, Rebel Scout Duster, Mandalorian Helmet, Mandalorian Armour, Ubese Raider Helmet, Ubese Raider Cloak, Corellian Blood-Stripe Pants, Smugglers Vest, Tusken Cloak, Tusken Mask
Fauna (inc. Droids):
Super-Battledroid, Battledroid, Astromech Droid, Protocol Droid, Falumpaset, Ewok, Ice Cat, Shaak, Hoover, Gnort, Peko-Peko, Reekcat, Endorian Chicken, Ghhhk, Vine Snake, Gundark, Nerf, Kaadu, Eopie, Reek, Tauntaun, Mynock, Sungwa, Ikopi, Tooka, Gurrek, Jerba, Ysalamari, Akk Dog, Anooba, Rancor, Kowakian Monkey Lizard, Bantha, Varactyl, Nexu, Worrt, Wampa, Momong, Womprat, Vjun Fox, Dewback, Snowmouse, Gorg, Boar-Wolf, Sleen, Nuna, Vornskr, Orray, Mooka, Rathtar
Objects:
Holonet Terminal, Bacta Tank, 2-1B Medical Droid, Dejarik Board, Sabaac Table, Carbonite Freezer, Moisture Vaporator
Items (inc. Various Hides/Furs/Wools/Eggs):
Blue Milk, Jedi Holocron, Sith Holocron, Moisture Pack
Drugs:
Jawa Juice, Ryll Spice, Sansanna Spice, Glitterstim Spice, Bacta Patches, Medpac
Research Projects:
Spice Refining, Hyperdrive Construction, Carbonite Freezing, Moisture Farming
Factions (inc. Randomised NameBanks):
Rebel Alliance, Galactic Empire, Tusken Raiders, Hutt Cartel
Full list to be provided closer to release
Special thanks to Berengar for donating their Rimtrooper assets, which have gone towards saving me creating weapon and Imperial/Rebel armour assets!
---
Rimworld obviously fits the SW bill incredibly well. The Outer-Rim worlds of the SW Universe are unexplored, dangerous territory. Set during the era of the Galactic Civil War, the emphasis won't be on players to take up arms against the Empire. It won't be for players to play a major part in the lore of the SW Universe. It will simply be for you to build your story of a small colony, struggling to survive.
Most of Rimworld caters for what's needed already, which makes it a great platform for me to one-man develop this.
Initial plans are to bring some of the flora and fauna into the gameworld, with creatures as Wampas, Banthas and Ronto's already in.
I've also included a Force Sensitive Trait for colonists (a rare chance indeed), with some great buffs that will allow them to become the Protectors of your colony.
We've also got an Imperial Outpost faction, complete with Grand Moff, Officers and Stormtrooper battalions, not to mention Rebel Alliance and Tusken Raider factions that are being worked on right now.
We're also looking at custom minerals such as Kyber Crystals, Durasteel and Permacrete.
Additionally, weapons from the saga such as the DL44 and Imperial Blaster Rifle will be making an appearance, along with trainable Astromech and Protocol droid 'Pets'.
I'm focusing on the actual functionality over looks and sounds to begin with (best place to start in my humble opinion), but I intend on keeping the smooth, basic appeal of Rimworlds aesthetics for all graphics (no realistic crops here).
I'll try to keep this post updated, I'm terrible for communicating development - but if you're interested in what I'm doing, get posting below and let me know I've got some support behind me!
May the Force (of modding and self-motivation) be with you,
Demeggy
Hello, how do I download the mod for steam?