Ludeon Forums

Ludeon Forums

  • November 26, 2022, 08:01:50 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Boogeyman

Pages: [1] 2
1
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
« on: June 28, 2019, 10:27:58 PM »

2
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
« on: January 17, 2019, 06:13:56 AM »

4
Ideas / Re: Win Conditions
« on: November 06, 2017, 06:46:49 AM »
Maybe you could find out there is a space ship in a pirate base. And then fight them for it.

5
Outdated / Re: [A17,18] Tobe's Mods - Change your Rimworld experience
« on: November 05, 2017, 04:33:49 PM »
The nonsteam link leads to ad spam sites / scam app installers and no actual download is possible.

6
Releases / Re: [A18] Path Avoid (Preferred Works Again!)
« on: November 03, 2017, 01:23:06 PM »
The A18 direct download url is messed up in the op.

7
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
« on: September 29, 2017, 09:07:42 AM »
Meanwhile update on SpaceX plans https://www.youtube.com/watch?v=tdUX3ypDVwI

8
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
« on: June 19, 2017, 11:53:10 AM »
Has this been abandoned?

9
Mods / Re: [Mod Request] Doom things/buildables/enemies/THINGS!
« on: January 18, 2017, 12:55:42 AM »
You can extract the sprites from the games .wad file with the program that I linked above. Or you can use what is available online. For example: http://doomfansite.synthasite.com/doom-sprites.php

10
Mods / Re: [Mod Request] Doom things/buildables/enemies/THINGS!
« on: January 16, 2017, 09:40:19 AM »
An old thread but I looked into making a DOOM mod. I was however overwhelmed by the amount of coding it would require. Interestingly the main parts have been around for some versions of Rimworld. I believe for a DOOM mod you would require:
- Weapons. Easy to make, just base stats on vanilla and replace art and sounds from DOOM. No coding required. You can get sprites for art from the DOOM games, but they do not necessarily fit Rimworld style 1:1.
- Armor. Just like weapons, but requires more artwork.
- Monsters. For inspiration you can grab sprites from DOOM games, but making them Rimworld style requires work. Stats are easy to build with just xml work and you can get the sounds from DOOM. The hard part in this is that many of the monsters would require natural ranged weaponry. Shooting fire from mouth, rocketlauncher hands etc. There was a mod for A12 around that enabled this (https://ludeon.com/forums/index.php?topic=16091.0) but it requires coding to make work again.
- Teleportation. The story element and a major change in gameplay. You would get a powerful tool, but it would lead to demon trouble. Adding the teleporter is easy, but making it actually teleport is hard. For A12 there was a teleporter (https://ludeon.com/forums/index.php?topic=7570.0) but again it would require coding to make work again.

DOOM is a popular game to mod and make versions of so there are a lot of resources and tools available. I used an extractor (http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor) to retrieve sprites and sounds from the Ultimate DOOM and applied those to Rimworld.

A DOOM mod would go very well with the Mars mod (https://ludeon.com/forums/index.php?topic=25926.0). Hopefully someone with the right skillset gets into it.

[attachment deleted by admin due to age]

11
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
« on: January 14, 2017, 01:55:34 PM »
Have you changed death stuff? I had to enact some space justice and the dead colonist won't disappear from the colonist bar even after burial.

edit. Nevermind it just took way longer than usual. Here are a few notes instead.

- Am I supposed to be able to just spam build new ships with no wait?
- The start seems too harsh with component struggle, but it seems to be addressed for next update.
- Endless plume-sandstorm-SPE-combo all day and multiple breakups on a single day happen quite often. Farming was useless until I got the reactor up for unhindered power generation.
- I understand that this is still in development very much but some stuff is just hard to figure. How many AGS do I need? What do I need to make fuel? Stuff added to the learning helper, the hints on the right side of screen and explisit info in the item stat screens could really help. The reactor was friendly enough to tell exactly how to put it up. For number of AGS needed or do I need more than 1 mist ever etc. I have no idea and it is just guesswork. And you don't want to be guessing in a mod like this.
- Automation of EVA via the restrict menu would be sweet. Manually telling 10+ colonist every day to suit up is too much micro. The auto area restriction and suits off works sweet.
- Maybe some the traits could go away. I don't see a drug abusing pyromaniac who doesn't have social skills making the cut to be on mars missions.
- The work grouping could be clearer. Now you have repair and dig sand in the same thing and cut stone and make drugs in the same thing. Don't know how much you can change this stuff though.
- Currently the most interesting mod around! Hope you keep it going.

12
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
« on: January 13, 2017, 06:47:12 PM »
There is a bug with people coming in cargo ships. I reconfigured all but one ship for cargo only, but people are still in them.

13
Outdated / Re: [A16] Make Components x10
« on: January 10, 2017, 06:14:24 AM »
Can you make a version that doesn't alter the work amount? Just the time saved on walking around is plenty of boost for me.

14
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.1
« on: January 09, 2017, 04:02:59 PM »
I think he meant to be able to auto-harvest Tiberium with some sort of growing zones. Like the tree farms where you make a huge growing zone, forbid planting and all the fully grown trees will be designated for cutting automatically.

This. Not growing, but automated harvest designation.

-Animals don't know about the dangers of Tiberium - there should be no reason for them to avoid it, as inconvenient as it might be.
Animals shouldn't avoid Tiberium. Visceroids need to come from somewhere.

Ok. Maybe you could train smarter animals not to go into tiberium? Don't know how moddable that it though.

15
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.1
« on: January 09, 2017, 12:37:11 PM »
Great mod. A few thoughts.
- There needs to be a way to reclaim soil. If not, you effectively have a timer on your map.
- Animals should avoid the tiberium. Currently they randomly wander into it, which can be annoying if you forget to set your zones whenever you get new animals.
- The tiberium suit is great, but it is rather boring to have everyone in the same outfit, which also covers them completely.
- Currently you have to manually harvest tiberium since you can't set growing zone on it.

Pages: [1] 2