RimVerse
DescriptionRimVerse aims to let RimWorld have a more defined mid- to endgame goal, apart from expanding your base and improving on what you have already made. Build a spaceship, launch your colonists into space, and resume your initial journey! Become an intergalactic trader, explore the glitterworlds and discover the secrets of the universe!
Mod FeaturesThe mod will be released in several stages, with new features being added each stage.
Stage 1 (Current)
- Build a spaceship, similarly to vanilla, but with a proper livable interior
- Fill your ship's hold with chemfuel, install a control panel, fill your ship up with colonists and launch off into space
- Keep your ship in space and avoid costly landings with short-range droppods
- Keep your colonists alive with hydroponics, using your ship's onboard chemfueled generator
- Sell your colony's excellent merchandise for a pretty penny as an orbital trader
- Surprise your enemies and drop your colonists into faction bases, FROM SPACE
Stage 2
- Return to civilized life and visit the glitterworlds, where you can find highly skilled colonists/crew members
- Improve your ships fuel, generator and life support system efficiency by researching
- Defend yourself from space pirates with several upgrades
- Cross paths with other ships, trade with them, or enter and raid their ship
- Dock at spaceports across the universe and see what stories may unfold there
Stage 3TBD
How?So, the core functionality of a persistent, seperate spaceship environment will be provided by the caravan ambush map introduced in A16, except it won't expire after 24h. You will design a spaceship on the ground, not connected to any other building, and when activated through the control panel, it wil disappear from the colony's map and be placed into a seperate ambush map, which will be "space". The spaceship will be visible on the world map on the tile that it is currently above. The spaceship's size in squares will determine the idle and engine fuel consumption, while the electricity usage will determine the generator's fuel consumption. The more lifeforms, be it animals, colonists or prisoners are on board, the more power the life support system will require. In order to save space on the ship, ceiling lights will be present. More details will follow.
ImagesMy very original and beautiful ship example (without droppod launcher):
AuthorJust me for now.
DownloadsNone yet.
> RimWorld meets FTL
Quote from: Thirite on January 03, 2017, 03:09:41 PM
> RimWorld meets FTL
YES!!!
Also please add the whole oxygen stuff from the Mars mod.
OH. MY. GOD.
This has been literally for months in my mind! "What if we could actually be in space?" "I'd like to make actual spaceships."
You, Sir, if you manage to finish this project; notify me ASAP!
Thanks for all the support, everyone! Yes Hydro, I do plan on adding the oxygen stuff from the Mars mod to add a level of challenge to space travel. I'm currently investigating whether it would be interesting to have certain resources unique to some planets, but I think it would be frustrating to start over from scratch several times with the same crew. It might be cool to have certain planets with mechanoid ruins or very rare tech, but this would certainly be a stage 3 thing. I'll keep you guys updated!
This is one of my dreams in rimworld, always wanted to live on a glitterworld...
I hope this isn't too complex for the game and you will do it! :)
Why do we need chemfuel to produce electricity ? the vanilla ship reactor produces power out of nothing. or maybe this won't be balanced.
I love the idea anyway.
Only if we can build mortars and bombard the enemy from orbit. MUHAHAHAHAHHAHAHAHA!!
Get hype
If you abandon this mod, I may well track you down and make you into a cowboy hat.
This is amazing.
Although, I'm skeptical about the part where you want to visit other worlds, as it's either going to shatter canon or be unplayable, since it's years of travel between stars in the existing fictional universe.
Just so everyone is aware, a mod of this scale will likely take an absurd amount of work. If you can get a working "living in space" prototype, it would be an excellent proof of concept to parade in front of Tynan. I imagine something like this was never in his plans, but the more I think of it the more I love the idea.
Yeah even if it was like an orbiting space station it would be super cool!!
Thank you guys for all your enthusiasm! I'm not coding just yet, i'll start once i've figured everything out in my head to prevent major roadblocks along the way. Let me know if you have any suggestions because I'd love to give spaceships as many uses as possible, to really make them add something substantial to the rimworld expenience.
Quote from: Wishmaster on January 05, 2017, 10:57:41 AM
Why do we need chemfuel to produce electricity ? the vanilla ship reactor produces power out of nothing. or maybe this won't be balanced.
I feel like a spaceship is going to be a very significant thing, it will carry a bunch of colonists and can make you loads of money. The only thing you really need to keep in mind when running a spaceship is that you have enough chemfuel reserves, so that you can keep your life support system online and move around in space. Fail and your ship will be stranded in space, with your colonists going insane because of food shortages and oxygen deprivation. I feel like using a ship reactor to magically facilitate all your electricity needs is just a bit too easy, as running a spaceship should be a very lucrative, but complex and risky task. Also don't forget to bring components, because your life support system just might break down!
Quote from: DariusWolfe on January 05, 2017, 01:20:16 PM
Although, I'm skeptical about the part where you want to visit other worlds, as it's either going to shatter canon or be unplayable, since it's years of travel between stars in the existing fictional universe.
That is very true. In order to make this mod work, the speed of spacetravel or the distance between stars will need to be altered to make this all viable within a rimworld storyline. It might be cool to make it take some real significant time though, like an ingame season to get from your homeplanet to a glitterworld, since all sorts of things could happen on the way there and you'll need to manage your colony while the ship is en route. Realistic orbital mechanics are not a feature of this mod i'm afraid, haha.
Quote from: Thirite on January 05, 2017, 02:42:05 PM
Just so everyone is aware, a mod of this scale will likely take an absurd amount of work. If you can get a working "living in space" prototype, it would be an excellent proof of concept to parade in front of Tynan.
Yep, that's the idea! The plan is to start with a permanent, caravan ambush kind of instanced area in which the spaceship "colony" will live and all the space events will occur, while still running the homeworld colony alongside it.
Quote from: Hydromancerx on January 05, 2017, 06:09:04 PM
Yeah even if it was like an orbiting space station it would be super cool!!
Eventually i'd like to add docking with spaceports where you can wander around and meet other spacefarers, pirates and merchants, who can give you information about the universe and potentially interesting planets.
Oh! I have some suggestions. Maybe when you build the ship, you would need to survive while inside it (controlling colonists like in a normal colony, but while travelling on space, duh) you could stop at some...space stations? or trade with another ship to buy food and fuel etc. Also, the travel could last maybe 1 season? depending on the planet you want to land on. And then you could arrive to a normal rimworld or even a glitterworld, maybe in the glittlerworld the game could turn into some sort of the sims thing...dunno, but i think it wouldnt work...Maybe you could spend your silver in a house, buy food make colonists happy etc, like in a city
If possible, for the space travel aspect of the mod, you could try to do a Caravan style map of the galaxy, with the ship as the icon to move between the different biomes (sectors) of the map having similar base icons for where planets are located.
can we get an update on the status of the mod/how it's working out so far?
This is the #1 thing I've always wanted in rimworld, the ability to fly across the planet, or to new ones...
Firefly anyone?
This looks hype as fuck. Is one of the end goals to have any ship to ship combat? Like even pirates airlocking with your ship? And what about people looking for passage? Like say you're at world X, and you find a person who wants to go to world Y? Both of those sound like things I would LOVE to see in this mod.
for ship reactor, it's a nulclear reactor right? maybe chemfuel is needed as spplementary or backup.
add something like ship capacity and make reactor weight a lot so there is limit for reactor and ship size and cargo. with limited reactor then chemfuel will be used as supplement because reactor cant cover it all. beside how many chemfuel need to fuel the ship anyway it wont make it with chemfuel.
for storage there must be a structure like drop pod which can loaded with a lot of items, or else it will be a mess, or something like in hardcore_sk a container that can hold some items
Actually there is no problem with reactor producing power out of "nothing".
(BTW Tynan's reactors are seemingly supposed to rather consume Uranium in a long play)
If you need to add fuel consumption, you can do it in realistical way by making _engines_ require fuel and electricity. Maybe even not conventional fuel but xenon or sth like that.
You can also make reactor run on Uranium but drain extremely slow (decade). It will be an important thing to consider for long spacetravel.
About space travel time: You can try doing two scales of travel. First is local system.
With future tech it is realistical to travel between planets in about season per voyage or even less. Maybe there will be a small starting glitterworld nearby.
Second is interstellar space. To start interstellar travel you will need to abandon anything behind you and put your pawns into cryptosleep caskets.
This will bring you to another star system withtin tens of years.
En route time will be skipped until some danger appears that requires going out of cryptosleep. Or you can set an alarm clock if you want to do some scheduled maintenance like refuelling reactor with Uranium.
You can generate a small galaxy (like hundred of stars not too far from each other) and your pawns will have different origins and wishes where to go.
You can place advanced glitterworlds near center.
So your lategame will consist of economical struggle to get fuel for engines, trading, fighting, landing for field repairs and trying to bring your colonists where they want to be (yeah space taxi). Game ends when all of your pawns are either killed, abandoned, sold or are in place they wanted to go to. These counts (killed, abandoned, sold and happy-ended) are your engame score.
You can implement some orbital mechanics stuff relatively easy without really calculating and drawing orbits.
First of all make your engines not require fuel otherwise than for "maneuvers".
"Maneuvers" can be calculated in a simplified form of your choice.
Even dumb system will be great.
Example of dumb system (a bit Astroneer-like):
1. You need fixed X fuel for suborbital jumps,
2. Y>>X fuel for orbit
3. Z<<Y fuel to deorbit
4. G~<Y fuel to go to interplanetary trajectory
5. D~G fuel to set on orbit on other planet coming from interplanetary space.
6. S>>>anything for interstellar travel.
7. Same S to set yourself on normal interplanetary trajectory to any planet when going out of intersellar voyage.
It is kind of realistic even if KSP-guys will say that flying this way is inefficient as hell.
Ai core will do maneuvers automatically and provide a cost breakdown before launching sequence. So player won't need to think about it too much.
That's it.
If you fail to deliver fuel to engines when it is needed you're stranded in space. Maybe AI core will request to secure fuel first but still... Pirates and such. Emergency scenarios will be two. Again no real calculations.
Stranded interplanetary: to break this you will need one Interplanetary charge of fuel and one Interplanetary->Orbit charge of fuel. Maybe pirates will bring you or some help arrives.
Stranded interstellar: Pretty much RIP. It will require interstellar charge of fuel + interstellar->interplanetary+interplanetary->orbit. Or help. Expensive help.
Some other ideas for future:
1. EVAs and airlocks for decompression scenario (ready-made in MarsX mod).
2. Roids to mine. You can do it Space Engineers-style when you install a ship drill on the front end, or even downwards and thats it. You may even not draw any roids, just text pops out and materials pop out near drill. Fuel-wise roids are like planets but their "orbit" is same as landing.
Or you can make roid a minimap so you use ground-penetrating scanner, EVAs and usual drills. If so moons will be the same, just larger maps and ability to travel around.
Or you can draw "asteroid" texture for background (like "space") and just sit in your ship and operate a drill that spits out resources till roid depletes.
To give moons an advantage roids can be one-random-resource.
3. Space stations. If interplanetary (star orbiting) - same as simple text roids. Trade screen. If on orbit - you can access them while on orbit. Fuel charge may be omitted for simplicity.
Mayby traveling to other rimworlds would be nice
Travelling to glitterworlds ... crashing on another rimworld.
I've been thinking about this. If you can make the space playfield the same size as the original playfield you may be able to have mineable asteroids and so forth "in space" Also hostile and friendly ships. Ok, here's another thought. Play game/build ship/launch ship/ ship becomes small/mobile on regular sized playfield called space with asteroids, planets and other threats. when you click on space ship it takes you to the third / ambush screen which is your ships interior.
Quote from: Apex on January 27, 2017, 12:51:52 PM
I've been thinking about this. If you can make the space playfield the same size as the original playfield you may be able to have mineable asteroids and so forth "in space"
If you mean a map with mountains-"asteroids" and rocks-"space dust", and with terrain as "space" it is a neat thing i think. A bit Particle Fleet-like vibe and functional as well.
I think it can be realistical to have such a setup, but not in regular space (it would be too strange and arcady) but in two special cases:
a) When you "land" at an asteroid (so you actually travel to it). If an asteroid is represented as a big mountain in black "space" you can dig into it and even live there. Vanilla animations are so abstract that weightlessness really does not change anything graphically so it should be ok.
b) When you visit rings of gas giants. In this case you will have many "dust" rocks and trash and small "mountains" representing small roids of the ring.
It can be beautifully done I believe.
AMAZING IDEA!
AND IT CAN EXPAND EVEN MORE!
Please don't abandon this project, it will make the game twice as good.
I adore the idea of space travel / survival in space. if you need any assistance with artwork I'd be more than happy to help.
So you're burning chemfuel with what oxygen? Besides from nuclear reactors, have you heard of solar panels (*ISS and basically 99% of all satelites *cough)?
You might use Chemfuel to launch drop pods, but not for life support.
Man,i cant wait to try it out !
Im hyped.Mate,please dont abandon this project.
How about github?
Two weeks passed.
Heyo guys, quick update. Am currently really busy in with college stuffs and haven't had a lot of time to work on the mod in the last few weeks. Will try to keep you guys updated on the progress.
edit: Houkime has pretty much implemented all the initial features I wished to have for this mod, so I see no point in continuing the progress of RimVerse. I hope to collaborate with Houkime to get some of my ideas that aren't on paper yet worked into his mod. Sorry for letting anyone down, but be sure to check out Houkime's mod!
Gedos, your plan is much broader than my mod.
And my mod really implements only very initial features.
It's a crapload left to do.
People, really, to implement this before a18 we need at least five people or so)
Help is appreciated.
Here is the current very-very buggy code for suborbital jumps with a bit updated architecture and initial animation. Mainly for reference and testing purposes,not really for playing.
More stable version without eyecandies is on my thread.
https://ludeon.com/forums/index.php?topic=30082.0
Gedos, gather your team, write a detailed technical plan like I did for my mod and get to work finally.
I will focus on animation, debugging and travelling around the planet for now. This will take a long while to get it working properly.
And you with your team basically will need to do all other stuff necessary for your particular mod (because i will not implement it)... Which is... a lot.
Example TODO list:
1. Adapt gas and EVA stuff from MarsX.
2. Make a proper empty space map with vacuum and special sun settings (like neverending sun or with eclipses). You will need transparent terrain and static space background which does not move or zoom when camera goes around for this.
4. Make a special Asteroid Map Generator which will generate one mountain at the center - an asteroid, and the rest will be transparent space.
5. Make a moonlike terrain, lighting and map generation.
6. Generate a small moonlike planet. Again, use MARSX as a reference.
7. Use my TravellingSpaceship Worldobject or sth like that to cruise between planet, moon and roids. Try to care about memory and do mind that a whole planet can be generated from seed.
Modify WorldMap so you can switch between colonies on different planets. Well.. at least you can try.
8. Do a simple galaxy generator without glitterwiorlds, just rimworlds (positions and seeds) and moons (again positions and seeds).
You can try to start from 10x10 uniform stargrid.
Do a simplistic GUI for galaxy which can be accessed from ship core.
9. Do interstellar travel with abandoning all behind and offloading planets from memory.
10. Try to implement glitterworlds and additional stuff to make things interesting:
For that you will need (example):
1. Make a concept of what can be traded with glitterworlds and make glitterworlds that cannot be really landed on but can be negotiated with.
2. Make a framework for peaceful landing at other bases (don't know, maybe I will do it sometime), trading and stuff.
3. Make a city generation (HARD!) with a landing pad and citizens.
4. Make and add cities for Not-so-Rimworlds.
5. Make glitterworld cities
6. Make mechanoid hives,
7. Make landable robotic trade stations, pirates...
etc etc etc....
Don't even try to make it alone.
Take notice that for space and asteroids and how to do them there were suggestions on your thread.
For fuel I will recommend Xenon (engines' working body) and Uranium (energy).
Xenon can be extracted from planets' atmospheres with special equipment, but it is a long process and you will need to land for this. You will also need a gas network and storage like in MARSX.
Uranium is as usual and you can also purchase it from space stations, mine from roids and obtain at cities and glitterworlds.
[attachment deleted by admin due to age]
I would be willing to assist, but am useless at graphics and only mildly experienced in python. I have virtually no experience with C#
Experience with c# does not really matter.
I didn't have any when I started GridTOL.
Rimworld is not written in a complicated way.
Just classes and methods (sometimes interfaces), nothing too special.
Ok, let's just make a list of what it is mostly about:
1. Classes (most of Rimworld classes are quite straightforward and intuitive),
2. Checking and casting to types with "is" and "as".
Example:
if (thing is Pawn) (thing as Pawn).drafter.drafted=true,
3. Derived classes (ShipComputerCore: Building),
4. Methods,
5. Variables with "Get" and "Set" methods.
6. "Private"/"internal"/"public" modifiers,
7. Method overrides (when class uses an altered version of parent's method),
8. Lists and foreach loops,
9. Reading and searching in source c# code obtained with decompiler (readable, no ASM code reading needed (thankfully))
10. Unity when it comes to graphics
...
and that's mostly it.
Maybe looks a bit scary but really nothing too special.
One day of watching tutorials, looking into source code and messing around and all should be fine enough.
Here's the link to the RimWorld wiki modding tutorials:
http://rimworldwiki.com/wiki/Modding_Tutorials
C# modding section contains links to IDEs and decompiler (better use a version from Zhentar) and instructions on how to start.
Thanks!
I understood most of that I think.
Will fiddle around with the defs a bit. If I wanted to make a mod that added animals that healed any wound almost instantly but had low limb health and did not grow limbs back, how would I go about implementing that? An instantly healing attack dog that breeds quickly and dies in three seasons sounds cool.
Quote from: johiah on March 05, 2017, 05:05:28 PM
Thanks!
I understood most of that I think.
Will fiddle around with the defs a bit. If I wanted to make a mod that added animals that healed any wound almost instantly but had low limb health and did not grow limbs back, how would I go about implementing that? An instantly healing attack dog that breeds quickly and dies in three seasons sounds cool.
You should ask this question on the Mods/Help subforum so that entire community can share ideas on that.
Haven't messed with this stuff personally yet and by the looks of it it's not easy enough to give you a hint just by glancing into code.
If asking doesn't work then if you really want it you will need to grind through the code to understand how wounds and animals work.
And inspect somewhat related mods if any. Probably better to inspect mods first.
Then you will probably need to derive a special class from Pawn and give it your special behaviour or sth like that.
wow i love the idea of space travel
if you need help with anything , i would be happy to help :)
knowledge in design, c # and modeling


Although all I can do is XML, please, PLEASE feel free to drop me a PM if you need that kind of help. I'll be more than happy to help! I can also help with testing, spell-checking or outright writing descriptions ;) and other small things that might better be done by someone else so you don't have to worry about it and can concentrate on the important stuff.
Sorry, but I won't be able to support RimVerse for an unknown amount of time.
Police forces in Russia are currently trying to illegally jail and suppress all political opposition and not-loyal population.
So it will be kind of hard for me to continue here for some time ranging from a month to years if i have bad luck.
See you.
Haven't checked back in here for a bit. I hope everything turns out okay for you, and you make it through as well as you possibly can. Hopefully we'll hear back from you soon that the troubles have passed, and that you're safe and still free.
Is this still being developed?
Well. Ok. Time for some update.
Good news is that I'm alive and not in jail... for now at least.
Now I'm sort of a legitimate active member of opposition forces and we're deliberately trying to non-violently fight back oppressive regiment which gets more and more oppressive every day. That last part is bad news which means that if we're not active enough we will soon be back to Soviet Union.
We're now consolidating around Anti-Corruption Foundation and mr. Navalny because they have evergrowing population support and do actively fight back.
I don't know if I have enough time for gaming-related software development right now TBH.
That's a kind of life-or-death adventure we're all forced to participate in if we want at least some future.
I heavily encourage any development though. Do not hesitate, sources are all open.
I wish you the best !
And thank you for the reminder, that not everyone lives in peace on our little planet.
Quote from: Houkime on January 25, 2017, 09:41:28 AM
It is kind of realistic even if KSP-guys will say that flying this way is inefficient as hell.
Am KSP-guy, can confirm. But actually I agree that this would be a good solution for this, simplifying the complexity of orbital mechanics.