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RimWorld => Mods => Unfinished => Topic started by: Razzoriel on October 30, 2016, 04:26:02 PM

Title: [1.0+] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: Razzoriel on October 30, 2016, 04:26:02 PM
Discord server: https://discord.gg/jSRfp5B

"The Rimworlds? Ah, always a fascinating subject to discuss. When we colonize these places, it is amazing how much of a difference technology makes. And the more advanced gear we give them, obviously, the more successful they are. But it's not a cake recipe. Several Rimworlds were given cutting edge equipment, the latest Glitterworld weaponry, supplies, blueprints... yet they fail to develop and become wastelands in a few years.

The most fascinating discovery we found was that several Rimworlds, in conditions sometimes calculated by our AIs as completely inhospitable, chances of development inferior to 1% in numerous calculations, thriving! With only ancient technology at their disposal! There was a Rimworld we found out that colonists were defending themselves against mechanoids with muskets!! Though we did found out that tribals were also capable of defending themselves from mechanoid raids by sheer numbers (and sometimes, a little hand from nearby colonies), we never thought that it would be possible for colonies to thrive in pre-industrial eras.

My suggestion to this board is to push more of these experiments. We need to quantify and analyze as much data as possible in these Rimworlds. Make tribals advance up to a certain point. Let them taste technology and advance only so far. I predict that in a near future we'll be able to profit from these lands.

-Flynn Trodar, Rimworld researcher


Outer Galaxies is a Rimworld mod which aims to provide to players the best out of every weaponry mod ever created, and a little more. It attempts to create a huge linearity boost to the current game, providing choices and upgrade paths for every single playthrough you get.

Traits
Dozens of new traits that create new choices for you when creating your colonists. Is Brawler too much of a stepback from ranged combat? Do you think you could use gradients in several traits? Or maybe you could use a more origin/history-centric trait for your character, since Beautiful traits in sex slaves do not cut it anymore as the single example.

Weapons
Navigate through human history as you gain several dozen new melee alternatives for your characters, ranging from halberds to katanas, machetes and sledgehammers. Firearms now go from old flintlocks to space-tech laser rifles and gauss weaponry from distant galaxies. Mount a wild west gatling gun to mow down tribals, or a civil-war cannon to blast enemies with a well-placed cannon shot. 

Medicine
Tired of having your colonists losing their fingers and toes? Baffled by how they managed to lose an arm due to a pistol shot or their legs cut off by a prison shiv? Outer Galaxies replace the lost limbs concept by 'mangling'. A mangled limb means it is damaged beyond use, and needs to be surgically reimplanted. Regaining full limb control takes time, as muscle, tendons and nerves need to internally heal. While reattaching an ear is a complex procedure, it is nothing when compared to fully reattaching an arm; permanently losing partial use of the limb is always a looming possibility, but spacer-tech regenerative implanted microchips filled with programmed medical nanobots can fully resolve this issue, with time.

Other mods
Outer Galaxies, as mentioned before, provides textures from several other mods in it, and adapts the item to a more vanilla-centric taste. You'll find, for instance, several weapons from Rimsenal, High Caliber, Project Fallout and Medieval Times. The mod itself does not want to be a mash-up; the items will be re-balanced to be as close to vanilla as possible; your sling won't be as powerful as an AK-47.

Research
Advance in tech levels in specific paths to unlock more recipes. Are you settled in a rimworld with few metals but abundant wood? Maybe you'll find that researching on bowyering might be more profitable than smithing. Are you willing to create a huge powergrid for your colony? Then pondering on researching into either high-initial-cost, low-upkeep renewable or low-initial-cost, high-upkeep non-renewable energy is a necessity.

Compatibility with CCL
Outer Galaxies is aimed to be fully compatible with CCL, taking full advantage of the Combat Realism mechanics. However, knowing that the updates of the game might affect how often the mod will be updated, it is going to take the Combat Realism-route only after the Vanilla-friendly version is released.

Release time
No official date confirmed. Stay tuned.
Title: Re: [A15-16] Outer Galaxies
Post by: Razzoriel on December 27, 2016, 05:50:21 PM
Weapons ready. Apparel/Buildings/Resources 30% ready. Thank you for all modders who allowed the use of their mods' textures for this huge project.
Title: Re: [A15-16] Outer Galaxies
Post by: Robloxsina66 on December 27, 2016, 07:39:46 PM
so its finish?-
Title: Re: [A15-16] Outer Galaxies
Post by: Razzoriel on December 29, 2016, 08:24:37 AM
When I begun making this mod, Rimworld was on update 15b. I've already converted it to work with 15d, now I'm making sure it is compatible with update 16, as well as making several graphical changes on textures. The change to how warm-up/cooldown works is not something I'm going to tackle, because it would take too long to rebalance everything, again. It's actually quite good in a sense that not everyone is on-board with the changes.

Several modders are still pending to give their permission on using their own textures, though. Others have asked not to, so I'm looking for some other alternative for the concept.

What I can tell is that all 200+ firearms and 30+ melee weapons are complete and ready to go. Textures, xml, sound effects, all 100% done. Now I'm compiling apparel, fixed weaponry, buildings and technologies. As long as other modders give permission for their works to be implemented, I'm adding it as content. Most of them were very cordial and allowed me to make full use of their textures and code.

There are several concepts other modders offered help with in assemblies, such as tanning and cheesemaking. If those are able to be finished by the time, it'll get added and slightly delay launch for a more complete first version.

If anything, I can get a video showcasing the firearms and their pros/cons. I get that not everyone likes huge weapon mods because it clutters things and makes them actually think about the differences in each firearm, but variety is the spice of life, and this is a very spicy mod.

Finally, making it Combat Realism compatible is going to take a while too. So I'm first releasing it as stand-alone, then next making it compatible with other huge mods such as CR itself and EPOE.
Title: Re: [A15-16] Outer Galaxies
Post by: Razzoriel on December 29, 2016, 08:39:58 AM
(deleted)
Title: Re: [A15-16] Outer Galaxies
Post by: Robloxsina66 on January 11, 2017, 02:47:20 PM
ok
Title: Re: [A16] Outer Galaxies
Post by: Razzoriel on January 15, 2017, 01:34:02 PM
Fixing several bugs before official release. 0.0.1 won't feature new technologies, buildings or resources, and instead will only increase the amount of weapons in vanilla from ~25 to ~200.
Title: Re: [A16] Outer Galaxies
Post by: Robloxsina66 on January 15, 2017, 05:40:08 PM
alright
Title: Re: [A16] Outer Galaxies
Post by: Razzoriel on February 04, 2017, 12:26:52 PM
All Outer Galaxies weapons are now created/ported from other mods and ready for a spin. Everyone who has PM'ed me and who still wants to take them for a ride in development mode can PM me to get a download link. Note that the list will increase as modding continues.

Next steps in the mod are the creation of technology trees, production buildings and resource management, all meant to be very vanilla-like, but at the same time increase the difficulty and general availability of things through diversification. If you don't know what all of that means, download the mod and check the new resources.

WARNING: Several bugs and error messages will pop up when the mod is loaded, but none prevents it from loading.
Title: Re: [A16] Outer Galaxies
Post by: AngleWyrm on February 25, 2017, 06:05:52 PM
Economics of Timelines
The primary resource of most mods is steel, assigned as the bulk of cost by developers for purchasing their stuff. Then there is a tier jump to end-game content where the price of things switches to Plasteel, another form of currency but the conversion mechanics between the two aren't clearly settled.

Money
For a pre-industrial timeline to function, there needs to be a replacement for the steel/Plasteel system. Rocks are an abundant resource, but might force players to only play mountain tiles if they become too reliant on them -- which is a problem with Steel/Plasteel in the current game.

Food might make a good basis for trade as a consumable commodity, because everyone has a (limited) need for it and can therefore accept it as payment.

Timeline
Develop a notion of measuring game time in colonist seasons; what will a colony look like after two seasons have passed? What will it look like after eight seasons? Working backwards from an approximate vision can help develop the costs and tech tree.
Title: Re: [A16] Outer Galaxies
Post by: Razzoriel on February 25, 2017, 09:39:33 PM
Currently, I'm working with three additional resources: Polymer, High-grade Steel (HGS) and Aluminum. Only one will be mineable, which is Aluminum, in the form of Bauxite as ore.

Plasteel, Uranium and other resources will be kept as they are. However, there'll be much more manufactured resources, such as (and not limited to) water, charcoal, alcohol and cordite.

Components will now be divided in six different types: Simple, Standard and Advanced. Also, there'll be the same divisions for Firearm Components. Bottom-line will be; if you want more modern constructions/weapons, you'll need higher-end components. Advanced components will only be craftable after substantial research.

Like Combat Realism, you'll need to craft ammunition for firearms, if you want to craft firearms, that is. Each firearm requires different amounts of ammunition "packs". For measurements, a pistol will need on average two ammunition packs, while assault rifles and submachine guns will often require five. Smelting firearms will return to you half (rounded down) the amount of ammunition it takes to craft it, so you can have ammunition stacks without having to research into and build a reloading industry.

Silver will still be the main money. I'm trying to make the mod as vanilla-friendly as possible, with (many) additional layers of complexity that will feel intuitive for veterans.

I'm aiming for one technology advancement per season here. So if you start a game with a Neolithic village, with zero research (a custom scenario that i'll add with the mod), by the end of the first season, you'll be at Ancient tech. Currently, I'm working with the following tech levels: Neolithic, Ancient, Medieval, Pre-Industrial, Industrial, Modern, Atomic, Digital and Spacer. At Spacer tech, you'll take roughly three seasons, on average, to research and do everything you have to do.

Most of the content, as said multiple times, is firearms and weapons. I'm also adding armor, buildings and functionalities. As said before, I don't own any of the textures in the mod, and it took a long time to get everything from other mods, as well as ask authorization from the original modders. I'm taking longer than expected to finish this due to the sheer volume of background technologies, buildings, resources and functionalities to justify players to be in each tech level.
Title: Re: [A16] Outer Galaxies
Post by: Razzoriel on April 20, 2017, 12:35:17 PM
I never thought that in a firearm-focused mod i'd have more headaches with adding water into cooking recipes than nearly all of the firearms, combined.

Got an artist to help me with the art. As he is finished, I'll open a Paypal donation link for those who want to cover up the costs. Obviously, this is entirely optional for those who play the mod. If the costs for the artwork are paid, I'll use the same amount, again, for more art.

Here's an example of one of his works: a CZ-75 pistol.




[attachment deleted by admin due to age]
Title: Re: [A17] Outer Galaxies
Post by: Razzoriel on June 14, 2017, 03:41:41 PM
Bumping the thread because significant advances were done.

Picture below is the metallurgy/geology of minerals, metals and the sort of Outer Galaxies. Namely, you can mine one of the ~60 ores which have different concentrations of metals in their composition. All ores are near-perfectly mimetized to produce exactly what it would when smelt (Example: Hematite is an ore of Iron,  chemical formula Fe2O3 (70% iron/30% oxygen. It has 35% iron in it, assuming half of the ore is burden).

Nuggets, bars, ingots and coins are part of the metallurgy in Outer Galaxies, and smelting them in different shapes allow you to get more or less out of them; for instance, minting coins produces 100% of the metal's value, but only several metals can be minted.

Metal alloys like rose gold, electrum, and pewter are also present, just like in cuproPanda's metallurgy mod.

[attachment deleted by admin due to age]
Title: Re: [A17] Outer Galaxies
Post by: aukave on August 21, 2017, 12:21:11 AM
Sounds neat, but I doubt it will be very compatible with other mods that touch any of these subjects? Thats a huge downturn for alot of people. When it is released, what if I only want to download the weapons of this mod? Will i be forced to download the (My least favourite part, while a cool idea this will definetly conflict with my current modlist) medical part? Sorry for my bad spelling, im just too lazy to correct it.
Title: Re: [A17] Outer Galaxies
Post by: Razzoriel on August 21, 2017, 11:04:48 AM
Quote from: aukave on August 21, 2017, 12:21:11 AM
Sounds neat, but I doubt it will be very compatible with other mods that touch any of these subjects? Thats a huge downturn for alot of people. When it is released, what if I only want to download the weapons of this mod? Will i be forced to download the (My least favourite part, while a cool idea this will definetly conflict with my current modlist) medical part? Sorry for my bad spelling, im just too lazy to correct it.
Modularity is going to happen once the mod is 100% stable. However, because it is a huge content batch, it is probably going to be "too tightly packed" for vanilla. This being said, I'm developing it with Combat Extended compatibility. There are several aspects of CE which I'm very against (cover systems/shotgun spread behaviour/aiming system), but it adds a lot of what it is in stash.

Also, for those wondering. No, the mod isn't on halt. Right now, I'm planning on adding time period factions. This is the mod's timeline, for those wondering:

5000 BC-2000 BC -> Neolithic
2000 BC-500 AD -> Ancient
500 AD-1400 AD -> Medieval
1400 AD-1600 AD -> Reinassance
1600-1800 -> Pre-Industrial
1800-1910 -> Industrial
1910-1940 -> Modern
1940-1990 -> Atomic
1990-2100 -> Digital
2100- ~  -> Spacer

So far, I've planned 330 technologies, most of them linked to weapon research, but also some related to farming, medicine or production of goods. Obviously, most research projects are very short, being very specific. Because the game will progress much slower, players will find that they will be forced to relocate. This is intentional; relocating bases after your technology becomes better will be a priority.

I'll try to enumerate every point of the mod so far, so that you can know what to expect.
Title: Re: [A17] Outer Galaxies
Post by: sirskips on August 24, 2017, 08:53:10 PM
keep up the good work the combination of so many awesome mods will mean i can have it all without the strain on my PC memory you are the SHIT!
Title: Re: [A17] Outer Galaxies
Post by: FosterKicks on August 25, 2017, 03:09:27 PM
I really like the story(?) at the beginning =)
Title: Re: [A17] Outer Galaxies
Post by: Razzoriel on August 26, 2017, 05:05:16 PM
Quote from: VauntedPixels on August 25, 2017, 03:09:27 PM
I really like the story(?) at the beginning =)
It's kind of a prelude to justify more technological levels in-between the vanilla game.
Title: Re: [A17] Outer Galaxies
Post by: Razzoriel on December 01, 2017, 02:40:58 PM
Biomes are ready, but will need ironing and tuning, since there are several instances of biomes speckling over. The formulas are not perfect, but are working well enough for release.

(https://i.imgur.com/bNv8ZgT.jpg)

New biomes are: Woodlands (Tropical, Temperate, Boreal), Flooded Rainforests, Meadows, Grasslands, Praires, Steppes, Heathlands, Savannas, Cerrados. This effectively doubles the amount of biomes you can land on.


Yes, this is still a mod under development. If anyone knows how to make world labels for biomes, let me know, I want to make those for the new ones.
Title: Re: [B18+] Outer Galaxies
Post by: Call me Arty on January 23, 2018, 04:00:00 PM
Commenting because this looks awesome and I wanna be there the moment it's released.
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on January 28, 2018, 01:54:28 PM
Bumping this up to bring some numbers so far.

Outer Galaxies, on its current state, adds:

- 18 throwing weapons, ranging from throwing sticks to bolas.
- 39 defense turrets, both manual and automatic, from ballistae to gatling laser turrets.
- 30 explosive and incendiary weapons, from greekfire to RPGs and grenade launchers.
- About 236 firearms, ranging from muskets and flintlocks to Vulcan miniguns.
- About 56 spacer-tech guns, from laser pistols to Titanfall's missile launchers (thanks, Rimfall)
- 43 different metals and alloys, ranging from copper to athenium.
- 13 different stone types, from breccia to diorite (thanks, Cupro)
- 190 real-life ores with their real metallic compositions (Example: no more mining steel; gotta mine Limonite, one of the many ores with iron in its composition smelt it into Iron, then proceed to temper it into Steel).
- 350 different research projects (this might be put on hold for sorting out how to properly tree and unlock things)
- 33 different cultivars for farming, ranging from lettuces to morning-glory flowers.
- 148 animals taken from multiple mods, ranging from (relatively) harmless mouses to dinosaurs taken from DinoRim.
- 12 additional biomes (see post above)
- 10 additional factions with different access to technology, from true tribals with little to no contact to technology to space pirates.
- 42 different drugs of varied origins and potency, ranging from lager beer and tea to Jack3d stimulants and Fallout's Hydra.
- 7 additional medicine items, ranging from poultices to nanomedicine.
- 20 additional implants (more to come)
- 25 additional diseases ranging in lethality (from a simple, annoying strep throat or stye to bronchitis and dengue)
- 150 additional armor pieces, ranging from sandals to different specialized power armors for different threats)
- 80 different melee weapons with distinct bonuses and attack patterns, ranging from stone hatchets and bone spears to torchswords and stun batons.
- 30 different resources, ranging from sugar, salt and charcoal to cordite, nitroglycerin and coolant gas.
- 400 additional backstories, some taken from Reibeau's Editable Backstories (from these 400, about 50 are tribal backstories)
- Several backstories removed, editted or nerfed ("snowflake" backstories)
- 50 additional buildings, from claypits and querns to uranium generators and chemistry labs.


I'm pretty hyped up for getting this to work. The entire planning is done, the systems are designed, its just a matter of coding and putting everything together for launch. Testing will be required, obviously. Those who replied here interested in the mod are sure to be PM'ed as soon as it is compiled for some test runs. Thank you to everyone for the patience.
Title: Re: [B18+] Outer Galaxies
Post by: Harry_Dicks on January 28, 2018, 09:31:02 PM
I'm down to help test!
Title: Re: [B18+] Outer Galaxies
Post by: Jackalvin on January 29, 2018, 03:34:37 PM

I'll gladly test it, however, I'm new to the whole forum thing and don't know how to install the mod. Any chance it will be on the workshop?
Title: Re: [B18+] Outer Galaxies
Post by: Harry_Dicks on January 29, 2018, 04:11:28 PM
Quote from: Jackalvin on January 29, 2018, 03:34:37 PM

I'll gladly test it, however, I'm new to the whole forum thing and don't know how to install the mod. Any chance it will be on the workshop?

I'm not the author but if I had to guess, with the way they are doing selection for testing, is that this might not be on the workshop at the start. I could be completely wrong though!
Title: Re: [B18+] Outer Galaxies
Post by: wwWraith on January 29, 2018, 05:21:28 PM
Quote from: Jackalvin on January 29, 2018, 03:34:37 PM

I'll gladly test it, however, I'm new to the whole forum thing and don't know how to install the mod. Any chance it will be on the workshop?

HELP: How to Install and Update All Types of Mods (https://ludeon.com/forums/index.php?topic=6223)
Title: Re: [B18+] Outer Galaxies
Post by: Jackalvin on January 29, 2018, 05:23:19 PM
Quote from: wwWraith on January 29, 2018, 05:21:28 PM
Quote from: Jackalvin on January 29, 2018, 03:34:37 PM

I'll gladly test it, however, I'm new to the whole forum thing and don't know how to install the mod. Any chance it will be on the workshop?
Thanks!

HELP: How to Install and Update All Types of Mods (https://ludeon.com/forums/index.php?topic=6223)
Title: Re: [B18+] Outer Galaxies
Post by: Harry_Dicks on January 29, 2018, 05:33:03 PM
The misquoted "thanks" after just admitting to not being too well versed with the forum is too cute ;)
Title: Re: [B18+] Outer Galaxies
Post by: Jackalvin on January 30, 2018, 01:18:41 PM
Sorry... I'm not new to Rimworld though and I'll be happy to test it and send you the debug logs Etc...
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on January 30, 2018, 01:41:08 PM
Quote from: Jackalvin on January 30, 2018, 01:18:41 PM
Sorry... I'm not new to Rimworld though and I'll be happy to test it and send you the debug logs Etc...
When it comes to testing, you'll simply have to play as you would Vanilla, and simply take notes of points out of the curves, (for example, a neolithic bow doing as much damage as a modern assault rifle).
Title: Re: [B18+] Outer Galaxies
Post by: Jackalvin on January 30, 2018, 06:05:51 PM
Sounds easy enough.
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on February 15, 2018, 12:41:11 PM
Outer Galaxies roadmap:




Unexpected things have been popping up. Nevertheless, the adult backstories are finished. I'll move to child backstories and try a "lite" version of Outer Galaxies for those interested in testing it. The "lite" version does not add items, recipes or anything of the sort; it simply adds/modifies vanilla backstories, thanks to Rainbeau's Backstories mod, and new traits. Every new change in the lite Outer Galaxies is supposed to be very vanilla-friendly; no OP backstories, no OP traits. So by testing it, you guys will be giving me a measure of how close im getting to balance.

It should be ready by next week. It won't be posted in the "Releases" forum because it is not supposed to be a mod, but simply a test. Obviously, anyone who wants to use it is free to do so.

After measuring this, I'll move to coding weapons, resources, recipes and workbenches.

Title: Re: [B18+] Outer Galaxies
Post by: Jackalvin on February 15, 2018, 01:06:09 PM
I can't wait!!!
Title: Re: [B18+] Outer Galaxies
Post by: Harry_Dicks on February 15, 2018, 01:37:25 PM
Could we get anymore info on the biomes you have planned, or are you just modifying current biomes? For weapons and apparel, are you using any new textures? Do you know how many diseases you've added; will they play along well with Rah's Bionics and Surgery Expansion, Extended Human Body Simulation, and Diseases Overhauled?

Also I could possibly help with some xml. Are you planning on doing all of this yourself, or are you accepting help? Do you use Discord?
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on February 15, 2018, 03:41:19 PM
Quote from: Harry_Dicks on February 15, 2018, 01:37:25 PM
Could we get anymore info on the biomes you have planned, or are you just modifying current biomes? For weapons and apparel, are you using any new textures? Do you know how many diseases you've added; will they play along well with Rah's Bionics and Surgery Expansion, Extended Human Body Simulation, and Diseases Overhauled?

Also I could possibly help with some xml. Are you planning on doing all of this yourself, or are you accepting help? Do you use Discord?
I've posted about the biomes in page 2. Im not modifying anything, simply adding to the existing roster of biomes.

Yes, I'm using new textures for all items. A huge roster of modders gave permission for use in Outer Galaxies, so if you run a modded Rimworld, some will be recognizable easily. I've possibly renamed and/or added descriptions or the artwork for a better synergy with everything else.

Outer Galaxies is supposed to be a stand-alone mod overhaul; it is not meant to be synergized with other mods, because of the sheer amount of content in it. I'll try to make specific changes to mods which don't add too much to the workload, but can't make promises.

I've added 25 new diseases. Half are low-severity illness which have very little effect in-game and serve as an immersion tool, the other half vary from potentially deadly bronchitis, shingles and dengue to very deadly chagas, cholera and tularemia.

Discord server on first post: https://discord.gg/jSRfp5B
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on February 21, 2018, 07:54:56 PM
Outer Galaxies roadmap:

Armor/clothing coding ready. Resource coding ready. Traits coding ready. Testing should begin after the groundwork of the XMLs are ready.
Title: Re: [B18+] Outer Galaxies
Post by: Call me Arty on February 21, 2018, 08:12:54 PM
 I'd just like to say, I wish the rest of the modders were this communicative. Even people as cool as Jecrell will be silent for weeks or months until we get "Yeah, new expansion done" or "Oh, by the way, we've now added something that completely alters how you handle the mod."
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on February 21, 2018, 10:30:21 PM
Quote from: Call me Arty on February 21, 2018, 08:12:54 PM
I'd just like to say, I wish the rest of the modders were this communicative. Even people as cool as Jecrell will be silent for weeks or months until we get "Yeah, new expansion done" or "Oh, by the way, we've now added something that completely alters how you handle the mod."
It's just a generic "yes, its alive, im working on it, please be patient" update most of time, but it shows to be efficient to tell people that it's happening.
Title: Re: [B18+] Outer Galaxies
Post by: Harry_Dicks on February 21, 2018, 10:34:06 PM
That's all I need to stay satisfactorily informed!
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on February 27, 2018, 08:40:02 AM
Outer Galaxies roadmap:

Weapons ready. Starting this week on resources, animals and biomes. Forgot to add two categories; buildings and research. Both are already planned out, and have their textures ripped created/lent from other mods. Research projects are a very sketchy part, and there is a reason why i left it as the last thing I'll finish. There are two alternatives for research right now:

- One-gun/weapon, one project (some exceptions). This ramps schizofrenic-levels of research trees, but every research is easy and accessible. Further down the tree, you'll face decisions if you focus and rush projects (research to much into rifles and heavy armor, you won't get other types of guns or lighter armor)
- Research projects are group-based.
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on March 03, 2018, 10:35:53 PM
Outer Galaxies roadmap:

Fabrics ready. Outer Galaxies will feature a special type of fabric called "aramids", which would be things like kevlar or twaron. No more making bulletproof vests out of metal. Polymer is going to be a crucial resource in Outer Galaxies if you want to make the more advanced stuff, and it will require oil (think 'raw chemfuel') or to be created.

I also had to make the new animals' wools, and rebalance the whole fabric mechanic of vanilla Rimworld that allows someone make a tuque out of muffalo wool and be able to venture out in temperatures below freezing naked. Obviously, it won't be solving the problem, but by nerfing insulation factors somehow and requiring actual clothing to be used to resist extreme cold weather it will reduce it somewhat and require colonies to actually have "summer" and "winter" sets of clothing (no more just putting up a duster and be done with).

On the research topic; i'll make the latter just to kick off the mod first, then slowly move to the more complicated first option.

Animals started in coding. Outer Galaxies adds 133 animals. So far, it's about 20% done, and its taking a long time to fit in the best drawsizes to correspond to reality, specially those from Megafauna, for example, that are extinct and need research to find out their correct sizes when they were alive.
Title: Re: [B18+] Outer Galaxies
Post by: Call me Arty on March 06, 2018, 01:27:06 AM
Quote from: Razzoriel on March 03, 2018, 10:35:53 PM
Outer Galaxies adds 133 animals.

Sounds like a lot of fun. Can we expect more things we have(/had) on earth, or are we going to see some things more in the Alpha Animals (https://ludeon.com/forums/index.php?topic=17087.0)/Cosmic Horrors niche?
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on March 06, 2018, 03:59:19 PM
Quote from: Call me Arty on March 06, 2018, 01:27:06 AM
Quote from: Razzoriel on March 03, 2018, 10:35:53 PM
Outer Galaxies adds 133 animals.

Sounds like a lot of fun. Can we expect more things we have(/had) on earth, or are we going to see some things more in the Alpha Animals (https://ludeon.com/forums/index.php?topic=17087.0)/Cosmic Horrors niche?
Im stealing using pawns from the following mods:

ZWAnimals
DinoRim
MegaFauna
ProjectDog
CKAnimals
RACP

Not every single animal from all mods is in there. I don't have the authorization from the Alpha Animals' modder, but if I do, I'd add a few, not all, in Outer Galaxies.

Focus is more on Earth animals, but DinoRim has 33 types of dinos, so you can count like 20% of the list purely dinos that are rare and restricted to one biome. Megafauna has 23, and they are also slated as rare spawns. The rest are Earth animals.

The ones I added myself from frankenspriting or messing around textures/colors/etc: Jackals, Coyotes, Daschunds, Malamutes, Dwarf Deers, Mouse Deers, Snapping Turtle, Giant Tortoise, Nutria, Terrapin, Turtle (different than tortoise), Giant Beaver, Mouse, Pygmy Hippo, Kodiak Bear.
Title: Re: [B18+] Outer Galaxies
Post by: Call me Arty on March 07, 2018, 01:10:16 PM
 Huh. Suffice to say, I'm impressed. I look forward to full release more and more.
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on March 10, 2018, 08:31:03 PM
Outer Galaxies roadmap:

Nothing new to report; halfway done through the dinos.
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on March 24, 2018, 07:54:19 AM
Outer Galaxies roadmap:

Animals done and tested. A few textures still need some work but its quite playable at this state.

I plan in the future to add more animal sounds, like dinos, but it'll have to make do for other priorities. Next step is coding the new biomes. Animals were the biggest workload second to guns, so im pretty happy it is now in a playable state.

The weirdest thing happened this week. I was browsing 20th Century Guns' arsenal, and figured out Outer Galaxies makes little use of 7.92x33mm caliber (only the StG 44 uses it). Well, 20th cent has a few guns of that caliber. Went there, added four guns with their textures (pending their authorization for use) and Forgotten Weapons did a video on the czech LMG I was adding (for those not aware, Forgotten Weapons is an YT channel featuring a guy that shows all sorts of unusual guns, sometimes shooting them).
Title: Re: [B18+] Outer Galaxies
Post by: Mitz on March 24, 2018, 08:28:40 AM
excited :3
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on March 29, 2018, 02:33:18 AM

Biomes almost done, requiring some testing. Going to code diseases next (should be easy), resources next (not as much), then buildings (gotta do some spriting in some artwork), then last but not least research.
Title: Re: [B18+] Outer Galaxies
Post by: KozmoD on April 03, 2018, 09:30:13 PM
Seems like a huge deal. Im interested :3
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on April 06, 2018, 09:20:06 PM
Biomes and animals fully operational. Patching now vanilla items and animals for new concepts such as incorporated meat types, Slashing/Piercing damage differentiation, and such. Will post pictures of the new biomes in a few, but in the meantime they will look pretty close to vanilla biomes.
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on April 09, 2018, 05:22:19 PM
I just realized that there's a huge amount of plants and trees (mainly farmable) that are supposed to come with the mod. I'll release some screenshots without them for now, but in the future they'll be added. For now, here are some actual screenshots for some biomes. I have not editted the start for the game yet, this is simply as a statement of how biomes would work, fauna-related. Further changes may occur.

https://imgur.com/a/oRyEk
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on April 15, 2018, 11:25:13 PM
Doing lots and lots of vanilla patching. No update on the roadmap; forgot to add that little thing, no idea how long its gonna take.
Title: Re: [B18+] Outer Galaxies
Post by: Tomasdav on April 16, 2018, 10:57:37 AM
This is looking awesome af
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on April 25, 2018, 08:41:20 AM

Halfway done through all Vanilla patching. Added a crapton of processing recipes; still not done. Added about 50 more items, including seeds, immature farm plants and resources.
Title: Re: [B18+] Outer Galaxies
Post by: KozmoD on April 25, 2018, 11:44:46 AM
Take your time :D
Title: Re: [B18+] Outer Galaxies
Post by: Tomasdav on April 25, 2018, 01:42:59 PM
This will be mod of the year, but Its cool saying something is 75% done but can you possibly add some information about how much it acctualy is?
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on April 25, 2018, 04:57:59 PM
Quote from: Tomasdav on April 25, 2018, 01:42:59 PM
This will be mod of the year, but Its cool saying something is 75% done but can you possibly add some information about how much it acctualy is?
It's a completely-made-up number based off on the work i've already done on something and the estimation on future work required to complete something. It does not take into account things i'm going back to add or fix (example: i was done on turrets; this amazing mod (https://ludeon.com/forums/index.php?topic=40913.0 (https://ludeon.com/forums/index.php?topic=40913.0)) adds amazing turrets. I have to go back and add them because they're so cool. So previous work I did has to be increased. So the previous 43 turrets now are increased to 48 because of this little mod that was released.

Also, on your "this will be mod of the year" quote. I'm making this to be the mod of all mods. An unofficial expansion, akin to what Pavonis Interactive did in XCom2 with Long War.
Title: Re: [B18+] Outer Galaxies
Post by: Tomasdav on April 26, 2018, 01:01:17 PM
Quote from: Razzoriel on April 25, 2018, 04:57:59 PM
Quote from: Tomasdav on April 25, 2018, 01:42:59 PM
This will be mod of the year, but Its cool saying something is 75% done but can you possibly add some information about how much it acctualy is?
It's a completely-made-up number based off on the work i've already done on something and the estimation on future work required to complete something. It does not take into account things i'm going back to add or fix (example: i was done on turrets; this amazing mod (https://ludeon.com/forums/index.php?topic=40913.0 (https://ludeon.com/forums/index.php?topic=40913.0)) adds amazing turrets. I have to go back and add them because they're so cool. So previous work I did has to be increased. So the previous 43 turrets now are increased to 48 because of this little mod that was released.

Also, on your "this will be mod of the year" quote. I'm making this to be the mod of all mods. An unofficial expansion, akin to what Pavonis Interactive did in XCom2 with Long War.
Sorry I didnĀ“t wanna sound like as*hole I was just curious how vast this mod/modpack would be I know its pretty huge but knowing more is just in my nature
Title: Re: [B18+] Outer Galaxies
Post by: Call me Arty on April 26, 2018, 03:23:52 PM
 Real quick, are there going to be different races of pawns? Y'know, like the Crystalloids, or Apini? I looked through every post here, and didn't see a hint of "xeno" or "race". I assume the concept wouldn't mix well with the more grounded feel you seem to be going for.
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on April 26, 2018, 06:48:37 PM
Quote from: Call me Arty on April 26, 2018, 03:23:52 PM
Real quick, are there going to be different races of pawns? Y'know, like the Crystalloids, or Apini? I looked through every post here, and didn't see a hint of "xeno" or "race". I assume the concept wouldn't mix well with the more grounded feel you seem to be going for.
There'll be zero support for more playable races, at least until there is a good stable version around. This does not mean I'm scratching off the concept forever; it's simply a question of priorities. There'll come a time where developing nano/spacer tech will be a priority, and when that time comes, I'll add in more races (probably) to expand upon this late-game scenario.
Title: Re: [B18+] Outer Galaxies
Post by: Call me Arty on April 27, 2018, 09:35:39 AM
Quote from: Razzoriel on April 26, 2018, 06:48:37 PM
There'll be zero support for more playable races, at least until there is a good stable version around. This does not mean I'm scratching off the concept forever; it's simply a question of priorities. There'll come a time where developing nano/spacer tech will be a priority, and when that time comes, I'll add in more races (probably) to expand upon this late-game scenario.

Thanks. Races have always been a priority of mine, but this looks cool and promising enough to ignore the races for a bit.
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on April 27, 2018, 02:56:45 PM

Added textures/buildings/items from several mods that weren't in previously (mods in source locations other than Ludeon Forums' Mods section). Out of my head, this means 8 more dog breeds, several more weapons and buildings such as furniture, power sources, etc. It's going to take a while to balance those breeds with the existing ones; i had planned breeds for their functions, such as indoor pets/chasers/brawlers.

Added support for mounted mechanoid weapons (Heavy Blaster/Charge Lance/Inferno Cannon). Mechs drop their weapons; it can't be wielded by pawns, but they can either salvage the weapon for Advanced Components or reprogram them to be used in tripods as a makeshift mounted turret. These turrets are inferior to others which pawns can build from scratch at the same tech level, but are minified, and thus can be transported around (fixed turrets are usually more powerful than minifiable ones).

Added support for mounted miniguns, thanks to the Defensive Machine Guns mod (https://ludeon.com/forums/index.php?topic=40913.0). When mounted, miniguns can fire longer bursts. Quality does not affect it, so it is wise to use Awful/Shoddy miniguns as mounted turrets, if quality is a concern (it usually isn't; miniguns have so much volume of fire lack of accuracy is meaningless).

Title: Re: [B18+] Outer Galaxies
Post by: Call me Arty on April 28, 2018, 10:21:38 PM
 Neat, more stuff minor things I expected in the game two updates ago. Pretty refreshing to see!
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on May 03, 2018, 06:57:07 AM

Nearly done with drugs. Had to go back with mounted mechanoid weapons for a while to make something that can be wielded by mechs but not by humanoid pawns. Solution is kinda unconventional but works.
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on May 09, 2018, 12:10:03 PM
Drugs ready, moving to disease testing.
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on May 12, 2018, 06:05:57 PM
Diseases ready for testing. Drugs ready for testing. Making final balances to move to research, which is probably going to take a couple weeks to be done. I need to get into the X-Y coordinate system the game uses for research placement, and try to find a good middle-ground between research tier complexity and number of projects to research.
Title: Re: [B18+] Outer Galaxies
Post by: Call me Arty on May 12, 2018, 07:18:50 PM
Quote from: Razzoriel on May 12, 2018, 06:05:57 PM
Diseases ready for testing. Drugs ready for testing. Making final balances to move to research, which is probably going to take a couple weeks to be done. I need to get into the X-Y coordinate system the game uses for research placement, and try to find a good middle-ground between research tier complexity and number of projects to research.

So, from the sounds of it, you're trying to reign back the slew of arbitrary 500-point research projects (Colored lights, Electric Cremation, Penoxycyline  Production) that tend to clutter the research window in the base game and some mods? If so I appreciate it.

Wouldn't it be more time efficient - if you are already using some content from other mods - to shoot notfood a message about using Research Pal (https://ludeon.com/forums/index.php?topic=33593.0)? I've done nothing but add mods since I got it, and it's still super clear and easy to read. Surely it'd help out, considering how much you seem to be adding.
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on May 12, 2018, 08:05:31 PM
Yes, after testing is complete (just to check everything is working as intended) i'll contact him, his mod is pretty good.

I'll try and make researching of certain fields requirement for the same field; so for instance, you won't be able to make ceiling lights by the Industrial Age if you didn't research Candles in the Ancient Age.
Title: Re: [B18+] Outer Galaxies
Post by: Call me Arty on May 12, 2018, 11:46:51 PM
Quote from: Razzoriel on May 12, 2018, 08:05:31 PM
I'll try and make researching of certain fields requirement for the same field; so for instance, you won't be able to make ceiling lights by the Industrial Age if you didn't research Candles in the Ancient Age.

Oh, so like, a Lighting Branch? I like the concept, but I feel like the example of ceiling lights (lightbulbs, I assume) could be parallel from candles to not require it as research. You'd need to know how to make engines before you could make a car, but it would be odd if you couldn't make trucks or motorbikes unless you knew how to make cars first, if you catch my drift. Yeah, the lightbulb ended-up replacing the gas lamp that replaced the candle, but filaments and glassworking don't have much to do with fuses and tallow.
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on May 12, 2018, 11:56:22 PM
Yes, that was the original idea, but I don't think it'll be easy to make so many conditionals to so many research fields. I'll try to make it as complex as possible while at the same time making the best sense as possible (so in the example, yes, you'll need to research glassworks+electricity+fuses to get ceiling lights, as well as waxworking). This will be more complex when it comes to manufacturing guns, because I have unique pathways for guns that will require some forethought about engineering parts, and im not sure people will agree on having many 300-pt projects per gun, instead of less 1k-pt projects for a group of guns that fill the same general role with minor quirks.
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on June 06, 2018, 11:35:59 AM

Lots of things done so far. Project still going, but the sheer amount of conversions and recipes needed for the metallurgy section of the mod is consuming a lot of time (which is perfectly normal for a project willing to add 45+ metals/alloys, balance and fully interact with all parts of the game).

Combat is being revised as it is from vanilla Long story short, larger blades will cleave more body parts, axes will behave like clubs but deal slashing damage, stabbing weapons will go through organs easier the longer and sturdier the weapon is (spears will go through easier than shivs, for example). Finally, hooked weapons will make enemies bleed more, two-handed weapons will not only deal more damage on average but cleave through/go through bodies easier than one-handed ones, and a final touch to the mix, pickaxes will be not very damaging and slow to swing, but with the potential to cleave through dealing huge amounts of damage to organs.

Research is still pending, but I've managed to make some shortcuts to the behemoth that it is; i'll first compile research projects into large batches, then unravel them in the future. The original plan of attempting to make one research project per two weapons on average will be revised into a one project for 7-8 weapons. This potentially reduces research projects by a factor of 60%.

Several building arts were added, balanced and already coded in, requiring only the recipes they'll perform. Smelters having a HUGE amount of recipes is intended; you have two choices of smelting per ore, and about 200+ different ores, that amounts to 400+ recipes. The upside is you won't need to know every single metal and alloy in the game; most metals are not required for upgrading your base. If you want to only research half of the required metals, this is perfectly fine.

Finally, I've added more 20 weapons to the roster, a mixture of guns, ranged weapons and melee ones.
Title: Re: [B18+] Outer Galaxies
Post by: Jackalvin on June 07, 2018, 09:02:58 AM
Can't Wait!
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on June 22, 2018, 08:34:10 AM
Quick update. I decided to simplify a lot of the current project for an earlier release. This includes research, which will look a little more bland but still make sense. If everything goes well, Ill adapt the mod to the 1.0 changes and release it a month or two after 1.0 officially hits the road. Most of the job will simply be adapting to the new code.
Title: Re: [1.0 Official] Outer Galaxies (now with 70's T-levels)
Post by: Ramsis on July 11, 2018, 11:40:43 AM
I wiped the commentary regarding a situation prior as well as the posts made between myself and Razz with Razz's blessings.

Thank you everyone.
Title: Re: [1.0 Official] Outer Galaxies (now with 70's T-levels)
Post by: Razzoriel on July 11, 2018, 01:02:39 PM
Quote from: Ramsis on July 11, 2018, 11:40:43 AM
I wiped the commentary regarding a situation prior as well as the posts made between myself and Razz with Razz's blessings.

Thank you everyone.
Everything solved, seemed like an internal issue being fixed by Ramsis.
Title: Re: [1.0 Official] Outer Galaxies (now with 70's T-levels)
Post by: Canute on July 11, 2018, 04:37:18 PM
It is good that people can communicate in good way rather then to throw things on the head.
And it isn't even close to year 5500.:-)
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on September 12, 2018, 05:05:40 PM
Quote from: Razzoriel on June 06, 2018, 11:35:59 AM
  • Biomes - 75% ready (needs testing)
  • Backstories - 70% ready (needs child backstories)
  • Weapons - 75% ready (needs testing)
  • Armor/Clothing - 85% ready (needs testing)
  • Traits- 85% ready (needs testing)
  • Resources (ores, food, etc) - 90% ready (needs finishing XML coding)
  • Diseases - 65% ready (needs testing)
  • Animals - 95% ready (needs final testing)
  • Buildings - 50% ready (needs XML coding)
  • Research - 50% ready (needs XML coding)
  • Recipes - 75% ready (still needs XML coding)
  • Vanilla patching- 70% ready


New stuff added. I'm glad to announce that thanks to the Rimworld community's artists Outer Galaxies will now feature eight new dog breeds, ranging from chiuahuas to wolfhounds. Additionally, I've consolidated several mods' trees and added several, meaning Outer Galaxies will feature not only dozens of metals to choose from, but also woods.

More specifically, I've delved into the wood database and use real-life physical data of about 35 tree species and added about 20 of my own to Rimworld. Now you'll be able to make yew bows, ebonywood maces and alder furniture, for example, each wood reflecting exactly what its real-life counterpart is for. Heavy wood species are more suitable for blunt weaponry; softer are better for fuel. Several elastic woods such as yew and applewood are better for bowyering, and lighter woods such as willow make excellent fast-hitting primitive weaponry. Every single tree is also distributed in realistic biomes, so you'll find ipe trees in tropical rainforests and yew in altitude-related biomes, for instance. Obviously, harder trees will take longer to be cut down and to be processed.

EDIT: I've received a couple PMs about Extended Woodworking and if OG subsumes it. Yes, it is exactly doing that, with a few quirks to the mod's changes. So anyone who runs it in their Rimworld games will know exactly what I'm talking about here.
Title: Re: [1.0 Official] Outer Galaxies (now with 70's T-levels)
Post by: rawrfisher on September 12, 2018, 05:48:49 PM
Got one working on the current stable?

I got time to spare so can test it for ya.  I dont do just 1 mod for testing tho lol
Title: Re: [1.0 Official] Outer Galaxies (now with 70's T-levels)
Post by: Call me Arty on September 12, 2018, 06:21:47 PM
Can't wait until Rimworld 2 is finished!
Title: Re: [1.0 Official] Outer Galaxies (now with 70's T-levels)
Post by: Razzoriel on September 12, 2018, 07:26:12 PM
Quote from: Call me Arty on September 12, 2018, 06:21:47 PM
Can't wait until Rimworld 2 is finished!
It was the plan all along to make it an unofficial expansion  ;D
Title: Re: [B19] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: rawrfisher on September 12, 2018, 07:33:00 PM
Got anything available for testing?  I will probly drive ya nuts with reports tho. 
Title: Re: [B19] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: Razzoriel on September 12, 2018, 07:40:25 PM
Quote from: rawrfisher on September 12, 2018, 07:33:00 PM
Got anything available for testing?  I will probly drive ya nuts with reports tho.
Not right now. Things being coded still. Will PM everyone with the mod files once its ready.
Title: Re: [B19] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: rawrfisher on September 12, 2018, 07:42:42 PM
Ok

I will be mostly handling compatability with large mod lists.
Dont be suprised if I find strange errors tho I been plagued by a few recently
Title: Re: [B19] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: zeodas on September 12, 2018, 09:42:15 PM
this sounds amazing! cant wait to play this mod! great work you are doing!
Title: Re: [B19] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: Call me Arty on September 13, 2018, 02:28:48 AM
 I'm trying not to burn-out on Rimworld, so I'd love to download it some time again to see how well Outer Galaxies works by itself (and the definite QOL mods).
Title: Re: [B18+] Outer Galaxies
Post by: Razzoriel on September 28, 2018, 09:59:24 PM
Quote from: Razzoriel on September 12, 2018, 05:05:40 PM
  • Biomes - 85% ready (needs testing)
  • Backstories - 70% ready (needs child backstories)
  • Weapons - 75% ready (needs testing)
  • Armor/Clothing - 85% ready (needs testing)
  • Traits- 85% ready (needs testing)
  • Resources (ores, food, etc) - 90% ready (needs finishing XML coding)
  • Diseases - 85% ready (needs testing)
  • Animals - 95% ready (needs final testing)
  • Buildings - 50% ready (needs XML coding)
  • Research - 50% ready (needs XML coding)
  • Recipes - 75% ready (still needs XML coding)
  • Vanilla patching- 85% ready

All trees are done, and the basis for new woodworking techniques is laid out. You now have to cut down the trees and either chop them into firewood for fuel or finely cut them into planks. If you want to use the wood for firearms or other assorted projects, you'll have to treat them first, which involves laying a product first then placing it in a drying rack.

Biomes are now coded to accept all new trees. Different species will grow in different biomes, in different amounts. I've also coded a framework to use something similar to what the mod Seeds Please! does; you have to harvest cultivars to acquire their seeds, and use such seeds when planting them. All biomes have some sort of edible food that can be planted and farmed, but first need to be worked to acquire seeds. The same framework exists for trees; you have to use the tree seeds to plant more. Trees work differently from cultivars in that you first need to place a tree seed with a pot, wait for it to grow into a sapling in a drying rack (for sunlight) then plant the saplings.

Do you own dogs? Do you like dogs? Do you wish your dog could be in Rimworld? Well, I have good news for you: Outer Galaxies will feature more 33 dog breeds, ranging from the Pinscher to the Great Dane. Is your dog not in the list? I'll open a donation fund for YOUR dog to be in. If the breed of your dog is not in the Outer Galaxies expansion, for a simple donation I'll put it in and hire an artist to do it.

All prosthetics are done, and multiple implants have been devised to make your soldier the ultimate android. Or maybe you want an implant that substitutes the forearm's bone with a short-range laser blaster. Or a liver that can provide life-saving heart pumping activity for your precious pawn.

There is enough new material for new pictures. I'll post them soon.
Title: Re: [B19] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: zmadz on September 29, 2018, 12:19:46 PM
woaah so many content can't wait to see how this looks like and more doggos aaaay dogs are best !
Title: Re: [B19] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: Canute on September 29, 2018, 12:30:04 PM
Human's fly so far in the outer galaxy, and what they find on a new planet ?
A new tribe of Yorkshire, looks like some other human explorer was here before and forget some of them.
Title: Re: [B19] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: Razzoriel on September 29, 2018, 02:12:14 PM
Quote from: Canute on September 29, 2018, 12:30:04 PM
Human's fly so far in the outer galaxy, and what they find on a new planet ?
A new tribe of Yorkshire, looks like some other human explorer was here before and forget some of them.
That's the whole idea, to mix ideas and concepts from previous colonizations that had different variations of technology. What vanilla Rimworld does is simply make neolithic, industrial and spacer-tech. I'll splice it up and make it possible for the classic variations of "what if armored crusaders went to war against space marines?".
Title: Re: [B19] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: Razzoriel on October 31, 2018, 01:50:51 PM
No changes to the current mod's progress since thanks to mister XeoNovaDan, Outer Galaxies will feature ammunition and reload systems! Colonists won't have to carry ammo, but each individual weapon has an ammo count that needs to be reloaded after each shot. Reloading is affected by the colonist's Shooting skill. Huge guns like miniguns tend to have longer reload times than pistols, for example.

Finished the new leather system; players will harvest animal hides, which when fresh, cannot be used in crafts. To make a leather industry, the player needs to make drying racks to let the hides dry and be ready for crafting. Dried hides can only be used in outer layer apparel, such as dusters or coats. To make shirts, players need to tan the hides into leathers. Apparel made from hides are more insulating than leather, but not as protective against physical harm.
Title: Re: [B19] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: SansMasterBudaa :3 on February 25, 2019, 10:16:08 PM
But CE dont have those options???
I mean, i dont know if it will compatible with CE
Title: Re: [B19] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: Razzoriel on May 14, 2019, 04:02:20 PM
Quote from: SansMasterBudaa :3 on February 25, 2019, 10:16:08 PM
But CE dont have those options???
I mean, i dont know if it will compatible with CE
A patch for CE will be made after the mod release is (somewhat) stable.
Title: Re: [B19] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: Razzoriel on May 22, 2019, 01:11:50 PM
Half of the spacer and nano-age weapons are finished. With the other half done, Outer Galaxies will have a ready unreleased version for weapon testing. If you have the patience and the guts to test 500+ weapons in a Rimworld mod, you can download this unfinished version and send me all bugs you'll find.
Title: Re: [1.0+] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: Hjkma on May 22, 2019, 02:53:14 PM
Hi, I can't find a link to a githab project anywhere, neither in the main post nor in the comments. Does it exist or is there another place where I can download the mod?
Title: Re: [1.0+] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: Razzoriel on May 22, 2019, 02:59:29 PM
Quote from: Hjkma on May 22, 2019, 02:53:14 PM
Hi, I can't find a link to a githab project anywhere, neither in the main post nor in the comments. Does it exist or is there another place where I can download the mod?
Mod download is under request-only for the moment. Last version is not updated, and the new one will be available when this is done.
Title: Re: [1.0+] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: Trunken on June 05, 2019, 11:18:38 AM
Pretty hyped now, since i saw your stuff in #RimWorld.

Great ideas and cool concept. Hope to see it soon :-)
Title: Re: [1.0+] Outer Galaxies (AKA Rimworld 2.0; now with 70's T-levels)
Post by: Razzoriel on June 12, 2019, 02:07:14 PM
Happy to announce Outer Galaxies will feature roughly 50 weapons from Planetside 2. Probably also going to feature mounted turrets of the vehicles of the game as well. Tried to balance out as much as possible the branches of weapons from the three factions and the neutral Nanite Systems one. Lore already incorporated in the game.