I have been thinking about adding carts to carry more stuff when hauling and horses for traveling cross map. However it is most likely required to change colonists' AI (such as deciding whether to mount a horse depending on how far a colonist intends to go and how far the nearest available horse is). Does anyone know is such level of customization of AI possible in the current stage of rimworld?
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Outdated / Re: [Mod] (Alpha 5d) Rimworld Extended v0.5
July 28, 2014, 02:48:19 AMQuote from: Chiko on July 28, 2014, 02:27:56 AMYou can just use logs for fuel for now, as required material in crafting recipes. That should not require c# coding.Quote from: felixh on July 28, 2014, 02:19:44 AMI want to add like tiers of the same building types and a stone smelter sounds about right with that. What I have in mind was to add charcoal into the game as a required "fuel" for early low tech buildings like that stone smelter you mention. I also wanted to make it so you could power buildings with charcoal but that requires me messing with dll, which is something I'm trying to avoid.Quote from: Chiko on July 27, 2014, 12:45:11 PM
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I tried your setup yesterday and it did work. However this mod makes the early stage of rimworld experience a puzzle game rather than a strategy/simulate game because you have to start with this specific build, otherwise you will get stuck and the game becomes unplayable. At least I think it is a good idea to add a "stone furnace" that requires only stone blocks to build to melt down metal ore with fuel at an increased cost of metal.
FYI, Haplo, the author of "misc. & MAI", posteed an example of how to make a modding .dll (http://ludeon.com/forums/index.php?topic=3408.0). If you want to further develop your mod, it may be helpful.
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Outdated / Re: [MOD] (Alpha 5) Trap Pack (v .30)
July 28, 2014, 02:40:06 AM
One thing I am not sure about: what should I do after a pit trap traps an animal? Of course the animal corpse can be hauled but what should I do with the triggered trap?
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Outdated / Re: [Mod] (Alpha 5d) Rimworld Extended v0.5
July 28, 2014, 02:19:44 AMQuote from: Chiko on July 27, 2014, 12:45:11 PM
I've been testing it and I'm actually finding the game more easy and a bit slower paced, even with the more aggressive storytellers. I left a tips section in the main page for those having trouble.
This is the setup I usually go for when I start a new campaign:
(image deleted)
As I mentioned before, having the ability to trade is a lot more useful at first than having the ability to research. With that you could simply sell animal hides, fiber, etc. and be able to buy building materials or use the extra money to pay tribute to other factions and be able to ask for reinforcements when under attack.
I found an error with the Inferno Mortar, though. It displays more information that it can show in the screen. This is probably why there are no vanilla power requiring mortars. I will have to turn it into a turret instead. I will make it like something in between an artillery and turret.
Edit: I also managed to add new music but for some reason, the volume was like at half so you could barely hear the new tunes. I tried different things but I just decided to removed them and shelve the idea.
I tried your setup yesterday and it did work. However this mod makes the early stage of rimworld experience a puzzle game rather than a strategy/simulate game because you have to start with this specific build, otherwise you will get stuck and the game becomes unplayable. At least I think it is a good idea to add a "stone furnace" that requires only stone blocks to build to melt down metal ore with fuel at an increased cost of metal.
#5
Outdated / Re: [Mod] (Alpha 5d) Rimworld Extended v0.5
July 26, 2014, 01:45:15 AM
I like the idea of making game more challenging by increasing construction/crafting difficulty instead of relentless raids, but having to wait for airship crash event to build your first smelter is too much. You have at most 360 metal bars to start with (300 on average and 240 on minimal), and you will need 20 for basic workbench, 80 each for research table and solar panel and 180 for smelter. That takes exactly 360 metal bars. How to play this game without a steady supply of metal is beyond me.
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