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RimWorld => Releases => Mods => Outdated => Topic started by: demeggy on July 17, 2017, 06:39:45 PM

Title: [A17] Space Worms 0.1 (Beta)
Post by: demeggy on July 17, 2017, 06:39:45 PM
(http://i.imgur.com/32ICae9.png)

Rimworld Build: 0.17.1557
Mod Version: Beta v0.1

Mod Author: Demeggy

(http://i.imgur.com/tSjXGIB.png) (https://www.dropbox.com/s/1bocqmsi5tqt24v/Space%20Worms%200.1.rar?dl=0)

Features:

- A new parasitic creature called the Space Worm
- A new Level 4 technology (Xenobiology) to research
- A new surgical procedure to extract Space Worm larvae from infected Hosts


Future plans:

- Harvestable Wormskin with incredibly rare narcotic qualities
- New types of Space Worm, including a Queen and Nest Builders
- New incidents to introduce Space Worms into your Colony


How does the mod work?

- An escape pod with an infected survivor crashlands. With a chance of it gestating inside Refugee Pod survivors, it only takes one infected human to wipe a Colony out entirely if not dealt with quickly...
- If your colony has researched the Level 4 technology of Xenobiology, they'll be able to automatically see the Parasitic Infection on the survivors health records, and surgically extract the larvae from the patient with the right medical skills and supplies...
If not, the infected host will birth 1 to 3 Space Worms violently within 24 hours, dying in the process, with the new breed on the hunt for new hosts...

Tips:

- A host is impregnated the second a Space Worm successfully incises a human (the Space Worm will die during impregnation). The human will have approximately 24 hours in-game to be diagnosed and operated on before the larvae breeches, killing the Host in the process.
- Any one Space Worm, can impregnate a Host with up to 3 larvae. Only one operation is required to remove the parasite
- Hosts in Stasis can withhold the gestation process, so if you don't have the tech researched - put 'em on ice!
- Space Worms are fast, but weak. When born, their instant bloodlust will drive them to impregnate the nearest human host - so be prepared with quarantine wards and rapid weapons!

Known Bugs/Incompatibilities:

- Gestation period is approximately between 12 and 24 hours

Special Thanks to erdelf over at the Community Discord for sage C# advice on a rather steep learning curve, and all the others who've helped me with my many questions from time to time

License:

I don't allow anyone to use any of the content without my permission at this time
Title: Re: Space Worms 0.1 (Beta) (A17)
Post by: demeggy on July 17, 2017, 06:42:40 PM
Hey folks,

Quick follow up post to my initial launch thread. This is my first public mod release, so please be gentle :)

Inspiration for this is mainly from Alien, but I wanted to try and take a more original angle with it than just work from established material. There's probably a lot to do with it still, hence the beta, but I'm just happy that I've been able to get it up and running for you all to play and enjoy.

Personal tip; make yourselves a quarantine ward... I've had a few test builds go awry 'cos of it ;)

Always on the lookout for feedback!

D
Title: Re: Space Worms 0.1 (Beta) (A17)
Post by: kaptain_kavern on July 17, 2017, 06:52:19 PM
Thanks for your work. I have to try that :-D
Title: Re: Space Worms 0.1 (Beta) (A17)
Post by: demeggy on July 17, 2017, 06:56:34 PM
Quote from: kaptain_kavern on July 17, 2017, 06:52:19 PM
Thanks for your work. I have to try that :-D

Cheers Kap :) Enjoy!
Title: Re: Space Worms 0.1 (Beta) (A17)
Post by: Sebastian Cigar on July 17, 2017, 07:16:45 PM
Looks very promising, I definitely want that in my game
I love this kind of mods that add complications, here you can either try to counter them and enjoy the show or use it to your own advantage.
Title: Re: Space Worms 0.1 (Beta) (A17)
Post by: demeggy on July 17, 2017, 07:51:56 PM
Quote from: Sebastian Cigar on July 17, 2017, 07:16:45 PM
Looks very promising, I definitely want that in my game
I love this kind of mods that add complications, here you can either try to counter them and enjoy the show or use it to your own advantage.

Cheers! That's the intention I guess. The next build will be focusing on harvesting the Worms for a rather valuable narcotic... I'm envisaging players setting up their own breeding camps and sacrificing prisoners to the parasites just to get their hands on the left overs *wicked laughter*
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: Yautja on July 17, 2017, 09:54:10 PM
Damn boy, thanks for it, have been following and post on your original thread since the begining, cant wait to test it as soon as I can <3
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: Mufflamingo on July 18, 2017, 01:27:34 AM
Can we harvest the larvae and inject it to prisoners.

Or make a bomb out of the larvae and throw it on those annoying siegers.
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: demeggy on July 18, 2017, 04:19:12 AM
Quote from: Mufflamingo on July 18, 2017, 01:27:34 AM
Can we harvest the larvae and inject it to prisoners.

Or make a bomb out of the larvae and throw it on those annoying siegers.

I like the injection idea... *adds to list*
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: Mhacxk on July 18, 2017, 04:44:38 AM
nice i will try this
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: Sebastian Cigar on July 18, 2017, 04:09:44 PM
You can still tell who's infected by the major boost to blood pumping the victims appear to have. Is it possible to make the infestation completely hidden?
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: diegoaless13 on July 18, 2017, 05:24:00 PM
Just thinking about sending some drop pods with a few infested prisoners right in the center of a friendly faction's base and watch the space worms wipe them out :D
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: demeggy on July 18, 2017, 06:39:13 PM
Quote from: Sebastian Cigar on July 18, 2017, 04:09:44 PM
You can still tell who's infected by the major boost to blood pumping the victims appear to have. Is it possible to make the infestation completely hidden?

Aaah, I was trying to give some subtle clues for those that hadn't unlocked the tech tree. There'll be a way to mask buffs... Ill look into it
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: ChaosChronicler on July 18, 2017, 06:59:25 PM
Quote from: demeggy on July 18, 2017, 06:39:13 PM
Quote from: Sebastian Cigar on July 18, 2017, 04:09:44 PM
You can still tell who's infected by the major boost to blood pumping the victims appear to have. Is it possible to make the infestation completely hidden?

Aaah, I was trying to give some subtle clues for those that hadn't unlocked the tech tree. There'll be a way to mask buffs... Ill look into it
I don't know, kind of like looking for clues like that. Maybe have them eat more than normal, just a little.
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: Sebastian Cigar on July 18, 2017, 09:18:43 PM
Yeah, maybe you could either make the hosts eat a lot. Like, really a lot, almost as much as alphabeavers. Or you could change the breakout mechanics, make the larvae completely rip host's abdomen apart, dealing severe damage to their stomach, liver and torso BUT not outright killing them in the process, leaving them merely an hour or two away from death
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: ChaosChronicler on July 18, 2017, 09:50:25 PM
Anyone else pairing this with the USMC Xenomorph mod? About to start a game with both to see if they play nice with each other.
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: Dragoon on July 19, 2017, 10:23:44 AM
Gonna try this out again. Nice to see you are out of the alpha stages!
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: Exoray on July 19, 2017, 04:02:55 PM
Quote from: ChaosChronicler on July 18, 2017, 09:50:25 PM
Anyone else pairing this with the USMC Xenomorph mod? About to start a game with both to see if they play nice with each other.

Yep, I'm doing a play through now. Never know when or how you could face Annihilation by Space Worms Or Xeno's.

Its Great!  :-[
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: demeggy on July 20, 2017, 01:49:44 PM
Cheers all. Im on vacation at the moment - but have some plans to get in on my return.
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: InfinityKage on July 20, 2017, 04:48:55 PM
Quote from: diegoaless13 on July 18, 2017, 05:24:00 PM
Just thinking about sending some drop pods with a few infested prisoners right in the center of a friendly faction's base and watch the space worms wipe them out :D

How would you go about doing something similar to this, because I'd like to see it. Is there a way to view an A.I. run colony and then spawn in a worm?
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: demeggy on July 22, 2017, 03:58:58 PM
Quote from: InfinityKage on July 20, 2017, 04:48:55 PM
Quote from: diegoaless13 on July 18, 2017, 05:24:00 PM
Just thinking about sending some drop pods with a few infested prisoners right in the center of a friendly faction's base and watch the space worms wipe them out :D

How would you go about doing something similar to this, because I'd like to see it. Is there a way to view an A.I. run colony and then spawn in a worm?

Hmm, that'd be a tricky feat. Easier to do with generated maps.
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: HowAboutScience on July 22, 2017, 04:22:45 PM
Quote from: ChaosChronicler on July 18, 2017, 09:50:25 PM
Anyone else pairing this with the USMC Xenomorph mod? About to start a game with both to see if they play nice with each other.

From what I can tell in the Xenomorph defs the chestburster def is commented out, so I don't think the mod currently allows the aliens to spread to new hosts. I could be wrong, theres no information in the post for the mod about it. If anything the Xenomorph mod author needs to look into this mod to get them chestbursters... bursting as soon as possible.
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: ChaosChronicler on July 22, 2017, 05:10:48 PM
Quote from: HowAboutScience on July 22, 2017, 04:22:45 PM
Quote from: ChaosChronicler on July 18, 2017, 09:50:25 PM
Anyone else pairing this with the USMC Xenomorph mod? About to start a game with both to see if they play nice with each other.

From what I can tell in the Xenomorph defs the chestburster def is commented out, so I don't think the mod currently allows the aliens to spread to new hosts. I could be wrong, theres no information in the post for the mod about it. If anything the Xenomorph mod author needs to look into this mod to get them chestbursters... bursting as soon as possible.
Oh I know. I just wanted the full experiance ;)
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: Dusty1Actual on July 25, 2017, 11:57:33 AM
Quote from: demeggy on July 20, 2017, 01:49:44 PM
Cheers all. Im on vacation at the moment - but have some plans to get in on my return.
conditioner

This Mod is absolutely incredible! I tried it out on my colony using the developer menu and i must say, its everything i love about space horrors. haha. Would there any chance we could get the source? just to have a look see on how you've accomplished this? maybe tweek it even just to play around with it for personal use? that would really make my existence!
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: SpaceDorf on July 25, 2017, 02:09:23 PM
Any known incompabilities so far ?

I will try it out too and let you know if it blows up :)
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: Exoray on July 25, 2017, 02:37:27 PM
Quote from: SpaceDorf on July 25, 2017, 02:09:23 PM
Any known incompabilities so far ?

I play with 20 - 40 mods and it works like a charm
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: SpaceDorf on July 25, 2017, 02:41:46 PM
Quote from: Exoray on July 25, 2017, 02:37:27 PM
Quote from: SpaceDorf on July 25, 2017, 02:09:23 PM
Any known incompabilities so far ?

I play with 20 - 40 mods and it works like a charm

I put a 2 before those numbers ... then we are talking

@demeggy .. I found the first thing that annoyed me .. put a folder in your zip file .. extracting ten mods and seeing about, defs, textures in between not knowing which one it is .. not funny.
Gold Star for everything else, Naming Versioning and Idea :)
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: demeggy on July 28, 2017, 05:45:29 AM
Cheers all. Ill be working on it some more this weekend, ironing out some quirks and throwing a few new ideas in.

Quote from: SpaceDorf on July 25, 2017, 02:41:46 PM
Quote from: Exoray on July 25, 2017, 02:37:27 PM
Quote from: SpaceDorf on July 25, 2017, 02:09:23 PM
Any known incompabilities so far ?

I play with 20 - 40 mods and it works like a charm

I put a 2 before those numbers ... then we are talking

@demeggy .. I found the first thing that annoyed me .. put a folder in your zip file .. extracting ten mods and seeing about, defs, textures in between not knowing which one it is .. not funny.
Gold Star for everything else, Naming Versioning and Idea :)

Cheers :) not sure what you mean on the folder though!
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: SpaceDorf on July 28, 2017, 06:31:14 AM
Easy to explain.

You zip the folders of your mod in a file ( about, defs .. ) instead of the Modfolder itself ( [A17]SpaceWorms 0.1)
like it is common now.

When extracting multiple mods at once it looks like that

[A17]Mod1
About
A17Mod2
Mod3 1.1.2
Defs
Mod4
Mod5
Mod6
Textures ..


I know I could extract to folder .. but then I have double folders with every other mod .. which is another kind of annoyance :)

And I am sorry if I sounded dickish somewhere .. English is only my second language
Title: Re: [A17] Space Worms 0.1 (Beta)
Post by: Yautja on March 09, 2018, 09:43:52 PM
Hey demeggy, just to know, will you update it anytime for B18 or when V1.0 releases?

Its just because you released the mod right when there was going the update to B18, so I had a small time to play with it ):

And it was one of the best mods I used, really amazing and I miss it... And I miss that you dont work on it anymore, I was so anxious waiting for newer versions, really happy when I saw a new thing, but meh, thanks for making us having the chance to use this awesome mod!! :D