Ludeon Forums

RimWorld => Mods => Unfinished => Topic started by: Albion on June 09, 2019, 11:19:08 AM

Title: [1.0] Go Explore!
Post by: Albion on June 09, 2019, 11:19:08 AM
(https://i.imgur.com/A139Tsm.png)
Go Explore!

After finishing my Sparkling Worlds (https://ludeon.com/forums/index.php?topic=35373.0) mod, I decided to create a mod focused on events and exploration.

Content

Lost City
An ancient city got somehow destroyed.
You can travel there and loot resources and items but beware the danger!

There are currently 3 different "Lost Cities":
All 3 city versions are fully implemented

Ambrosia addicted animals
There is a large ambrosia sprout nearby!
However some animals seem to be hooked on the fruits and will defend them from intruders.
The event is fully implemented

Ship core startup
You detect a neraby energy signature of a ship core that is powering up!
Go investigate. Maybe you can take over the ship or scrap it down for parts.
You'll have to kill the former owners though...
This event is fully implemented

New settlement
A faction expanded and created a settlement in your general area. It works like every other normal settlement.
The event is rather rare so your area doesn't get littered with settlements.
This event is fully implemented

Research request
A non-hostile factions is stuck with a problem and is requesting your best researcher to help them out.
If you send a good researcher you will end up with a boost to your relationship and some research points to a random unfinished research.
This event is fully implemented

Prison camp
A non-hostile factions asks you for help to free some of their prisoners from a camp near you colony.
You have to defeat the hostile defenders and help the prisoners flee. As a reward you get a relationship bonus and some items.
Mehni helped by creating the custom code for the prisoners.
Finishing up development. Will be released with the final release.


Release Date
I plan to officially release the mod next Wednesday (24.07.)
It will be uploaded on both NexusMods and Steam.

You can get in contact with me on Discord (https://discord.gg/WemEqvn) (Albion#0905) to give feedback or just have a chat.
I love to get feedback and will respond to everyone.

You can download the latest stable version from this link (https://gitlab.com/Albion/LetsGoExplore/tree/master).
It should be bug free but the events might still need some tweaking in regards to balance.

Credit goes to ChickenPlucker for providing me with the awesome preview!
Additional credit goes to Halno for providing the Storage box texture and to Mehni for helping with the custom duties and lord for the prisoners in the prison camp.

Here is a sample from the bombarded city event site:
(https://i.imgur.com/h0fsWK1.png)
Title: Re: [1.0] Lets Go Explore!
Post by: Sonsalt on June 09, 2019, 03:32:04 PM
This sounds amazing, wondering how it will affect FPS, but I love the idea to expand on global events and create unique POIs over the global map to visit.

This really expands the lore. Well done !!!
Title: Re: [1.0] Lets Go Explore!
Post by: Albion on June 10, 2019, 09:40:05 AM
FPS is actually not affected at all.
The bombardment creates some camera shake but appart from that there is no larger impact than with any other event map.

If you like world events, go check out my Sparkling Worlds mod. You can just use the Events stand-alone Addon if you don't like the other features.
I also recommend More Faction Interaction.
Both mods provide quite a few interesting events that spice up the routine.
Title: Re: [1.0] Lets Go Explore!
Post by: Sonsalt on June 10, 2019, 02:57:11 PM
Oh I know and use this great mod already.

Really well done :)
Title: Re: [1.0] Lets Go Explore!
Post by: Dinkel on June 17, 2019, 07:54:31 PM
This looks great! Btw I loved your trading fair event from sparkling worlds. I wonder if I could suggest an event similar to that, trading but inside a city? It could pop up out of nowhere as a trading hub permanently setup by a few allied factions and they would have their own buildings and shops there.

Or a existing faction could spawn a new site near by (sort of like how bandits expand their outposts) which can be entered and traded with. They would be better then going straight to the NPC settlement because you'd be able to enter the instance with your pawns and also they could have more trader variety and always have food sellers (some factions don't sell very much food making it harder to stock up feed along the way while on a trading expedition.

Also you could add a daily charge of silvers for staying there and using their beds and facilities or an initial tax charge for entering.

Though this is just an suggestion and I love all the other events you have so far.
Title: Re: [1.0] Lets Go Explore!
Post by: Dinkel on June 18, 2019, 02:38:40 AM
Something closer to what you already have though is event specific for other mods. Such as Dungeons for Rimworld lf Magic. Just dungeon diving in general I guess. Pretty muchimw your infested city but maybe with arcane bandits or elementals.

I'm not a programmer but if tribal factions even those added by mods have a unique tag, abandoned city taken over by cannibles might be possible too.

Other then that, there's also radiation from Rimatomic and Zombies.
Title: Re: [1.0] Lets Go Explore!
Post by: Albion on June 18, 2019, 05:37:23 PM
Thank you for your ideas Dinkel.

The expanding outposts idea is interesting but probably better suited for the More Faction Interaction mod by Mehni.
With this mod I want to focus more on events where you got to go out and explore some kind of event location.
I'll keep it in mind though and maybe implement it.

Mod-specific events are an interesting idea but I want to focus on vanilla compatible events.
Not everyone uses these mods and I only got a limited amount of time I can/want to dedicate to modding, so I want to create events every player can use and enjoy.

By the way: I'm in the final stretches of the Ambrosia animals event. I'll probably finish it up in the next few days.
Title: Re: [1.0] Lets Go Explore!
Post by: Canute on June 19, 2019, 03:02:47 AM
Event Idea:
Opposite event as when a player build/activate the reactor core.
You get the energy signature that some other survivior are ready to start their spaceship.
You will encounter 2-6 mortars, serveral turrets and the important one a ready spaceship.

If you win the fight you can decide to claim the map as colony or salvage it.
Title: Re: [1.0] Lets Go Explore!
Post by: Albion on June 19, 2019, 11:29:05 AM
I love that idea Canute.
It perfectly fits the theme of the mod.

I'll have to check how easily it is doable to create an appropriate map but I'll but that idea on the list of stuff I'll try to implement.
Title: Re: [1.0] Lets Go Explore!
Post by: Albion on June 23, 2019, 06:42:17 AM
I just finished coding the Ambrosia addicted animals event.
Additionally I did some tweaking to the lost city events.

You can get the latest stable version from this link (https://gitlab.com/Albion/LetsGoExplore/tree/master). Just click the download button at the top right corner.
Please give me some feedback on how you enjoy the events and if you think they are fun or (un)balanced.

I will continue working on some more events and plan to release the mod in a month or two.
Title: Re: [1.0] Lets Go Explore!
Post by: Albion on June 24, 2019, 05:14:29 AM
I made great progress yesterday and mostly finished the ship core startup event.
It is definitely a lategame event and you will face about 40 enemies and 6 mortars. If you manage to kill them you end up with a fully powered ship that is ready to leave the planet or be stripped down for parts.
I'll try to finish up the event today or tomorrow at the latest and make it available to download at this link (https://gitlab.com/Albion/LetsGoExplore/tree/master).

If you got any other great ideas for events or event sites: keep them coming!
I might include them before hitting releast on this mod.
Full release of the mod will probably be in July or August.
Title: Re: [1.0] Lets Go Explore!
Post by: Canute on June 24, 2019, 07:11:32 AM
Do you remember the Mechanoid Terraformer event (still present at the HCSK) ?

A lategame apocalypse world event.
The mechanoid place/land a structure at the world.
After some time of activation, it will slowly change the terrain into desert or mechanoid plains.
The terraformed area will raise over time (quadrum) but after 3-5 tiles around are terraformed the mashine will shoot out seeds to create new structures at the outer border.

Like at the original event, you either can try to analyse the structure and maybe you can research and build a own terraform that can change the world tiles into your wanted biome.
Or destroy them to fight some mechanoids and salvage the structure (vario power cell).

Since it should be a apocalypse event, when the world tile of the colony get terraformed, the game can either end (too simple) or the whole outdoor map of colony get changed into the new terrain. Mechanoid instead animals will spawn at the map. Maybe in larger and larger quantities.


World road building event.
Once a faction got allied with you and got 100 standing for about a while.
They offer you chance to build a road between their closest city and your colony.
You need to deliver the resources, while the other faction offer the manpower.
Depend on the techlevel of the other faction they build better roads.
The road building is splited into serveral parts, each part build a road of 5-10 tiles.
Basicly like the trade request events, you need to deliver the resources to a building camp.
To made it a bit more difficult, the road start at the faction city not at your colony. :-)
Maybe an option to deliver the resources with transport pods.
Title: Re: [1.0] Lets Go Explore!
Post by: Albion on June 24, 2019, 09:35:06 AM
Although those are interesting ideas, I don't really want to touch on stuff that is too complicated and already partly implemented by other mods.
The terraformer is as you already mentioned part of HCSK and RimRoads is a good mod for building roads.

I will rather stick to "simpler" events that spawns an event site or a site similar to the vanilla peace talks event.

I'll have to look into it first but another event might be a prisoner camp event. A friendly faction asks you to raid a site where some of their members are held prisoner in order to free them.
Title: Re: [1.0] Lets Go Explore!
Post by: Albion on June 24, 2019, 03:48:50 PM
I just uploaded the latest version which you can download from this link (https://gitlab.com/Albion/LetsGoExplore/tree/master).

It includes the newly finished ship core startup event.
Additonally ambrosia addicted animals are now actually addicted to ambrosia.

Keep the feedback and new ideas coming.
Title: Re: [1.0] Lets Go Explore!
Post by: Mehni on June 28, 2019, 05:02:19 AM
Quote from: Canute on June 24, 2019, 07:11:32 AM
World road building event.
Once a faction got allied with you and got 100 standing for about a while.
They offer you chance to build a road between their closest city and your colony.
You need to deliver the resources, while the other faction offer the manpower.
(...)

MFI has a more basic version of this, and there's Roads of the Rim (https://steamcommunity.com/sharedfiles/filedetails/?id=1613783924&searchtext=roads+of+the+rim) as well.

I'm excited for the mod Albion! You always make good stuff :)
Title: Re: [1.0] Lets Go Explore!
Post by: Canute on June 28, 2019, 05:49:24 AM
Lost Bunker
Trader recently discover the entrance to an old abandon bunker.
They didn't explore them self because insect already claimed it.
The bunker only appear on mountainous biome, and is basic similar to Infested city.
(Maybe it can happen at any biome too. But the event map is an underground map)

But compared to the city you can freely explore, you can build up a pathway with increased difficult and create a dungeon system at this way.
Like a entrance room with 3-5 hive's.
2 connected room's/area with the same difficult, i suggest a barrack/hospital there.
1 deeper room with 5-10 hives.
again 2 connected rooms with 5-10 hives, maybe 2 more rooms behind these.
...
And at last the command centre, with some rare goodies.
Title: Re: [1.0] Lets Go Explore!
Post by: Albion on June 28, 2019, 08:02:07 AM
I was actually planning something similar with the hidden cave event.
It depends on getting the map generation running properly. It'll require quite a bit of work but if I got it running I'll implement it.

I'm also looking for some great event ideas that not necessarily require an actual map but just a point on the map similar to the vanilla peace talks event.

@Mehni: thanks for the praise. I'm doing my best and think the mod will be great once it's fully implemented.

Progress report: progress has been quick the last week. Due to the heatwave in central Europe and the demands of my job I probably can't keep this speed but I'll try my best.
Mehni is helping me with the new prison camp event and I already implemented the new settlement event.
Title: Re: [1.0] Go Explore!
Post by: Canute on June 28, 2019, 09:17:53 AM
The peace talk event is the one i never do. :-)
I rather patch up the raider and release them if i want peace with that faction. So i don't need to do a caravan.
But i know others like them.

But what's about a
Hire mercenary/Mercenary Camp
A strong miltary force camped at the area.
For alot of silver they will attack any location.
Basicly they will do any other event's for you.
If you have an Item stash, you can send out the mercenary, and they will deliver the items to you.
The mercenary camp will settle next to your colony, less then 1 travel day (or 1-2 tiles).
They start with a special strenght, and when they succesful do a job for you, their strenght raise.
You basicly could send them straight to another settlement, but they would fail.

If you don't gave them any job for a year, they will move on.
As second option you can send them a distriss signal over the com console, so they come to help on your map ofcourse for some silver too.

Title: Re: [1.0] Go Explore!
Post by: Kori on June 30, 2019, 05:53:33 AM
This mod looks very promising with some really good ideas!
Title: Re: [1.0] Go Explore!
Post by: Vehicular_Zombicide on July 01, 2019, 03:57:16 AM
I've got a few ideas for possible events

- Nuclear Meltdown: A ship/nuclear reactor has been damaged and is releasing radioactive particles into the air. Nuclear Fallout conditions will occur in waves, with each wave becoming longer lasting than the last with shorter intervals between waves as time goes on until the reactor is sealed.

- Slave Uprising: A nearby settlement is experiencing a slave rebellion and requests your help. Side with the slaves and kill the slaveowners and the slaves will join you/give you loot, or side with the slaveowners and kill the slaves for increased faction reputation.

- Military Aid Request: A friendly settlement is under attack by raiders and requests that you send soldiers to help defend them.

- Enemy Caravan: An enemy faction supply convoy has been spotted nearby. Attack it to obtain its cargo of weapons, drugs, or resources.
Title: Re: [1.0] Go Explore!
Post by: Albion on July 04, 2019, 10:34:30 AM
Sorry for the week long silence but work is pretty busy right now and the heat wave in central Europe wasn't good for progress either ;)

Progress is still being made and I hope to bring you the next event soonTM.

Your ideas are interesting. I might rework some of them into an event.
Keep them coming!

What would you guys think of an event that requires you to go someplace (maybe a nearby settlement) to help a non-hostile faction that is struggling with some research?
If you send a competent researcher you get a small relationship bonus, the pawn some research experience and maybe some research points towards your current (or a random open) research project.
Basically similar to the peace talks from vanilla or the doctor request from my Sparkling Worlds mod but with research.
Title: Re: [1.0] Go Explore!
Post by: Canute on July 04, 2019, 11:21:09 AM
Ach so heiß war es doch gar nicht (wenn man im keller lebt wie ich) :-)

That event is basicly like peace talk or similar from MFI just with research.
Normaly i wouldn't send out my reasearcher for that, since i need him to do my own researches.
But when you got research points too (i think it should be points for a random unfinished project) i would overthink it.

Then you could do a similar quest for doctoring. Some settlement got a plaque and need medical assistance.
You can deliver extra herbal or medicine and geting good extra cash or when you deliver a special amount you geting some rare item.
The doctor can choose between silver,food or random (minor) rare item on a succesful task.

And the same again for crafting/building.

Title: Re: [1.0] Go Explore!
Post by: Albion on July 05, 2019, 03:15:19 AM
@Canute: Richtig, aber bei über 30°C programmiere ich nicht mehr so gerne sondern esse lieber Eis und liege unterm Baum im Garten.
------------------
As I already mentioned I got the doctor request event already implemented in Sparkling Worlds.
I also don't want to create a ton of skill-related request events. That could fill a whole mod by itself ;)

I think I'll just go with the research request. I'll have to see if it is actually possible to apply research points to unfinished open research but if there is a way I'll implement it.

Thanks to ChickenPlucker there is now an actual preview for the mod. I'll add it to the mod with the next "update".
The preview might still change though.
(https://i.imgur.com/A139Tsm.png)
Title: Re: [1.0] Go Explore!
Post by: Albion on July 07, 2019, 04:56:47 PM
I updated the current stable version to now include a new event:

Research request
A non-hostile factions is stuck with a problem and is requesting your best researcher to help them out.
If you send a good researcher you will end up with a boost to your relationship and some research points to a random unfinished research.

As usual you can download the latest stable version from this link (https://gitlab.com/Albion/LetsGoExplore/tree/master).

I feel like the end is in sight.
The prison camp event still needs quite a bit of work and bug fixing and I still need to create most of the hidden cave event but this should be done in the coming weeks.
Except if I get some more awesome ideas for great events I think I'll call this mod done and publish it, once those last events are implemented.
I expect this release to happen by end of July, maybe early August depending on the speed of progress.

On a semi-related note: I decided that this will probably be my last Rimworld mod. I'll obviously continue to support all my mods but probably not develop any additional features.
The reason for this is that I don't play much Rimworld myself anymore and part of my main motivation was to create great mods I would/could use myself. Additionally my job got way more time consuming and my first child will be born in a few months so I won't have much time for modding anyway.
Title: Re: [1.0] Go Explore!
Post by: Albion on July 17, 2019, 04:56:38 AM
Development is finishing up!
The prison camp event still needs some work but will be done in the coming days.

I settled on next Wednesday (24.07.) as the final release date and will finish up work by then.

The prison camp event will be released with the final version.

Release will happen both on Steam and Nexusmods. I'll post the links in this topic.

The hidden cave event is discontinued for now. Maybe I'll pick it up later and add it to the mod but I won't promise anything.

If you have feedback to the mod please feel free to post it. I'm always looking for ways on how to improve the balance.
Title: Re: [1.0] Go Explore!
Post by: BladeOfSharpness on July 17, 2019, 07:01:29 AM
Oh my! I'm an explorer at heart and seeing a mod about that, that's too good to be true!

Please tell me it will work with CE though...
Title: Re: [1.0] Go Explore!
Post by: Kirby23590 on July 17, 2019, 01:29:39 PM
Cool! I like kinda wandering around and doing quests but actually doing some exploring for amazing stuff and loot!

I wonder if there would be secret and abandoned laboratories? I can't wait to wonder into lost cities or kill those insects in those infested cites just for those treasures and loot!
Title: Re: [1.0] Go Explore!
Post by: Albion on July 17, 2019, 04:30:39 PM
I'm glad that you're as excited as I am about the mod.

And yes! The mod is fully CE compatible. However the ship core startup mod will fuck you up. The ship is defended by at least 6 mortars which are very deadly in CE.

Abandoned laboratories are unfortunately not specifically part of the mod but might be implemented in a future update. You'll have enough to explore without them though. Especially if combined with other event mods like Sparkling Worlds or More Faction Interaction this fleshes out the lore and expands on opportunities to go out and explore the world.
Title: Re: [1.0] Go Explore!
Post by: BladeOfSharpness on July 17, 2019, 11:17:57 PM
Yes exactly, I already use Sparking Worlds and all events mods possible and compatible, and I must say, the Rimworld is alive with events that are very diverse. In fact I seldom have twice the same event.

With your addition, it will be even better and I can't wait adding it.

Aaah, I forgot, can it be added to an ongoing game?
Title: Re: [1.0] Go Explore!
Post by: Albion on July 18, 2019, 01:01:29 PM
Yeah you can add the mod to an existing savegame.
The mod is fully compatible with most mods and savegames.

Stay tuned for the release in about a week
Title: Re: [1.0] Go Explore!
Post by: Vehicular_Zombicide on July 19, 2019, 03:21:49 PM
Not sure if this is similar to your plans for the slaver fort, but the Large Prison Camp (https://steamcommunity.com/workshop/filedetails/?id=1635772030) mod on Steam adds a much larger prison fort that you can get faction reputation for liberating.
Title: Re: [1.0] Go Explore!
Post by: ManHuntingSquirrel on July 21, 2019, 07:10:15 PM
I absolutely love that you're taking ideas from anyone, i actually have one, here it comes:

Lonely Hunter; Like the wild man event but you can't tame the pawn, he just lives in the outside and hunts any animals in the area with a bow, including your pets, also he gets increasingly close to your base until he starts eating your crops and you're forced to kill him. You could make it so colonists will suffer a mood debuff if you kill him as soon as he arrives since he isn't hurting you.
Title: Re: [1.0] Go Explore!
Post by: Albion on July 22, 2019, 04:00:25 AM
@Vehicular_Zombicide: I wasn't aware of that mod. My version of the prison camp will be much smaller. Basically a small-ish settlement outpost with an additional building that houses prisoners.
You can try to sneak in and free the prisoners or attack the outpost head-on and kill the guards.
Not sure how the large prison camp does it but you also can't recruit the prisoners in the version in my mod. You just free them at which point they start exiting the map. The faction pays you with some reward and a relationship increase.

@ManHuntingSquirrel: Thank you for sharing the idea. It's certainly interesting but doesn't fit the theme of the mod unfortunately. I tried to create events that have some element of going out and exploring the world map.
Additionally I'm currently in the process of polishing the mod and getting ready to finally release the finished version.
I might add events at a future point but won't promise anything because my first child is on its way and babies tend to eat all of your available time ;)
I'll definitely still maintain the mod and fix bugs and mod conflicts though.
Title: Re: [1.0] Go Explore!
Post by: BladeOfSharpness on July 24, 2019, 04:52:16 AM
Good luck with the child. You'll get to reevaluate how you see the world with him and that's good (most of the time  ::) ).

Is it release day, pretty pretty please?  :D
Title: Re: [1.0] Go Explore!
Post by: Albion on July 24, 2019, 09:01:57 AM
Yes. Today is release day. However I'm still at work, so you'll have to wait for another 6 hours.
I'll post here and lock the topic afterwards once I uploaded the final version.
Expect a release around 7-9 pm UTC.
Title: Re: [1.0] Go Explore!
Post by: BladeOfSharpness on July 24, 2019, 10:06:37 AM
Thanks! Published on Steam I guess?
Title: Re: [1.0] Go Explore!
Post by: Albion on July 24, 2019, 02:32:25 PM
The time has come!
I finally publish the finished version of the mod.
Here is the link to the forum topic in the Release section. (https://ludeon.com/forums/index.php?topic=49239.0)

You can download the finished mod from these two sources:
Steam Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1814100216)
NexusMods Link (https://www.nexusmods.com/rimworld/mods/304/?tab=files) (manual download)

Enjoy the mod and its new events!