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Messages - meowmeow

#1
The purpose of releasing V0.1.0 version is to gain feedback, as I wasn't sure what level of 'engage-ness' Rimworld players have. From the feedback I get, I think we can safely say there's no overlap between Starcraft players and Rimworld players. I'll tune the numbers to let Smarty better understand what's the correct level of player input required.

At the moment, it tracks how fast you're playing the game (pause, 2X speed, etc) and how much you're interacting with the game (though input such as clicks). Unfortunately, it seemed I grossly underestimate how casual the game is. Do people eat cereal while keeping the game running at max speed? Maybe a few click to adjust his colony every few minute?

Quote from: Canute on February 06, 2019, 03:27:14 PM
A storyteller who got access to your webcam, micro and keyboard analyse your mimic and noises and then made incidents depend on that ? :-)


Also, just FYI, I don't think modders are even allowed to access the cam. That's privacy violation on so many levels that not even deeprim can handle.
#2
Smart Storyteller

Description:
A new and improved storyteller, one that's unique and never done before. All other storytellers you find tend to be adjusted versions of vanilla storytellers. They follow the same logic, just different numbers. But not this one. Smarty is the new and improved storyteller, using advance technology and spying methods, your input and how you play the game is tracked and processed, adjusting events accordingly.

FAQ:
Will this mod works with <X>?
Most likely. If there's any incompatibility issue, please tell me.

Will this mod works with multi-player?
No. Not for any sort of multi-player that allows two computer to share a colony in real time.

Who picked the image? Is it true you're a furry?
Mehni suggested I visit [REDACTED] to look for a suitable image. One thing lead to another, that's the image.

Author/Mod Team
Me. Just me. I think, for now.
Art is by tysontan.

Download
Version V0.1.0


Changelog:
V0.1:
Initial release!


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
#3
Vanilla's orbital power beam only starts fire and deal damage. This mod makes it so that orbital power beam will generate heat.

Download Here:
http://s000.tinyupload.com/?file_id=11497575989728626444
#4
Updated to 1.0. No real change is made other than that. (I think)
#5
Next version shall feature advance AI to decide chance of explosion. At the moment, auto save counts too
#6
Quote from: MehniMake it something to discourage savescumming and I'd endorse it?
Quote from: Concerned CitizenWhy?
Quote from: MeowWhy not?

Description:
There's a chance for a random pawn to explode whenever you save! The chance increase the more you save continuously! Trainers Hate Him. Stop save scumming with this one simple trick.

Version 1
Version 1.2

Credit:
Mehni, for inspiration.
Doomdrvk's Alt, for mercy.
Probably no one else... Did I forget someone?

Changelog:
V1.2:
Mercy is given.

Note: If anyone wants to upload it elsewhere. Go ahead, but leave a link here.
#7
I can offer my limited (and somewhat strange selection) of skills for this grand vision you hold. Though, I'm not sure if my ability will be helpful to you. I think what you need for most parts if XML. But my ability's more focused on the coding part, C# and more complex stuff.

For starter, you can hang around the discord and ask for some help/tutorial. It should be fairly easy learning XML
#8
Updated to B19, with some bug fixes.

As for reason for my long period of disappearance, I'm sorry. I got a summer job at the onion, you know, the news site. At the onion, we use dimensional transporter to gather news from alternative timelines where things are simply insane and unbelievable in our normal timeline. Anyway, I went into one where an insane clown got voted president and won't stop twittering and making an embarrassment of himself. But when I tried to return to the original timeline, I found the dimensional transporter broken, leaving me stuck in the insane timeline.

Later on, I realize it was broken a long time ago. I never left my original timeline. With the alternative timelines news far more boring than current reality's, the company's force to cost down and I got fired. Anyway, long story short, it was an intense year for everyone. And I'm back updating the mod.
#9
Quote from: Spdskatr on June 06, 2018, 03:43:51 AM
Do I win something?



EDIT: Help me please I code on a bright background

Yes. The CIA is on their way to deliver your prize. Do not resist. The government have only your best interest in mind.

Also, you shall be immortalized in future versions. In some way. No promise.
#10
Releases / Re: [B18] ModSync RW
June 05, 2018, 05:43:35 AM
Have you considered gitlab or other alternatives?
#11
Quote from: Wanderer_joins on March 14, 2018, 04:31:00 AM
Quote from: Vane on March 13, 2018, 05:36:58 PM
Just a question, does the deeper you mine effect the rarity of resources? At 50m atm and all I can find is steel and some components

As far as i mined, it was the same map with the same ores at the same place. You can tweak things a bit with configurable maps, adding more ores for example, but the place will be the same. It'd be great if the map generator could shuffle the ores location at each depth, because after the first one i was mainly looking for uranium and it felt cheesy to find it at the same place at each depth.

Quote from: Vlad0mi3r on March 13, 2018, 05:41:19 PM
Are there any events happening on the new level yet? Like infestations and such?

I think there is no event so far. Maybe infestations should be a thing? The underground wealth is low, so unless you use the layer to stock valuable items you should only get small infestations anyway.
Quote from: Vlad0mi3r on March 13, 2018, 05:41:19 PM
Are there any events happening on the new level yet? Like infestations and such?
Quote from: Vane on March 13, 2018, 05:36:58 PM
Just a question, does the deeper you mine effect the rarity of resources? At 50m atm and all I can find is steel and some components

Different map generation and events for different depth is currently planned, but not yet implement. At the moment, I'm planning on some new danger and events for underground map, to offset the benefits with some threats. Lava, steam geyser (with superheated steam blast to face), poison gas. Will also change the ore generation method, so deeper gives more and rarer ores.
#12
Mods / Re: Furry Fortress in RimWorld
March 19, 2018, 05:35:22 AM
Quote from: AcetheSuperVillain on March 17, 2018, 11:16:35 AM
Hello.  I am fairly new to RimWorld, but a long time player of Dwarf Fortress, and I'm wondering if I could remake my DF mod Furry Fortress for RimWorld.  If you want to read the DF topics, here is FuFo2 and FuFo3, but basically the idea was to replace the fantasy tropes like elves and dwarves with ancient culture themed animal-people.  The main three were Samurai Foxes, English Knight Rabbits and Ancient Egyptian Goannas, plus big huge lists of other possibilities that have shifted over time. 

Before I dive into the RimWorld modding scene, I want to quickly ask if what I want to do can be done in RimWorld, since a lot of my ideas for Dwarf Fortress were not possible within its modding structure.  I've programmed games for years, so I'm comfortable enough with programming.  (I've never actually used XML, but it looks simple enough) 

So here are a few things I would like to be able to do: 

- DF-style Civilizations - The idea that a particular political entity is inhabited by one particular race, and they have a particular style of clothing, weapons, crops and booze.  For example, the civilization of Samurai Foxes all wear kimonos, wield katanas, grow rice and drink sake, while the Egyptian Goannas wear shendyts and khopeshes and grow barley and drink bread beer (or blood wine, as carnivores).  Ideally, you would be able to play as one of these civilizations and be restricted to a particular set of clothing and weapons.  (actually, in the later DF FuFo versions, carnivore civs could gather plants but not grow them, though immigrants from other civs could do it.  In RimWorld, I could see a carnivore civ needing to research growing technology first.)  (That said, I do like the idea of pluralistic societies as well, and I'm sure some players will have a gotta catch 'em all attitude)

- Race specific abilities - Like, the rabbit people can run faster, goanna people have teeth, claws and a tail-slap attack, foxes are more balanced.  If possible, ectotherms vs endotherms and carnivores, omnivores, herbivores, ruminants (eat grass/hay), piscovores or insectivores (although I guess RM doesn't have fishing or vermin critters like DF did).  Preferred food items would also be interesting, like rabbits get some kind of mood boost when they eat carrots (which is actually inaccurate) or there's a legend that kitsune are especially attracted to sweetened tofu.  Or I always wondered about making a race of frogs that catches bugs or a race of anteaters that farms anthills.  Also, I feel like different races should have different attitudes towards cannibalism, like a race of goannas or sharks shouldn't be too bothered by it, foxes might be okay with eating other races, but not foxes. 

- Fantastical Materials/Biomes - Aside from the animal people, my mods also added more fantastical elements, like ironwood, dragon bones, pyrochalcum, neutronium.  I assume that kind of thing is simple enough to mod, but I'd still appreciate any advice you might have. 

- Warfare - There are various medieval combat equipment things I would want.  Like shields, I feel like it should be simple enough to give your citizens a wooden plank to hide behind.  Pikes would also feel more genuine, a 10+ ft spear that only works at distance.  Mounted combat, of course, but I saw a mod for that already, I'll try it out soon.  I'd also like to be able to assign people both a melee weapon and a gun, or at least combo weapons like a gunsword or bayonet. 

- Mahar/Wyverns - One thing I always wanted to mod in DF was to make a race like ERB's Mahar.  They are a race of giant pterodactyls (I might call them Wyverns or Zieverns) who are super intelligent, but need slave labor to function as a civilization.  In the Pelucidar books, they are friendly with the gorilla-like Sagoth and employ them as police and military, and then they enslave humans for labor and sometimes as food.  The Mahar can neither speak nor hear, but communicate telepathically, and thus they do not understand that human beings have any semblance of intelligence.  I'm not sure I want to bother with that bit in a video game, but it's interesting. 

Any advice you can give me or good modding tutorials you could point me to would be appreciated.

Yes please. We need this in here! One really good thing about Rimworld is you can actually mod everything. (Close to everything). There's two parts to modding, the xml, which allows you to create some stuff that follows vanilla logic, and the .dll, which basically allows you to inject code into Rimworld. There's nearly no limit to dll (I haven't checked if there's some sort of limit, but from what I know, you basically have full access to everything). There's even a mod that connects to some user define server for semi-multiplayer stuff. Does that mean mining bot can be injected into bots to steal player's computing power for bitcoin?

The modding use C# for coding. Just imagine coding a unity game, except everything is already done. There's a few guides out there, I suggest checking out http://rimworldwiki.com/wiki/Modding and https://github.com/roxxploxx/RimWorldModGuide/wiki For some people, C# can be rather difficult. But if you know coding, it's not really that hard. All the things you mention is totally possible. Some might not even require C#

If you're making new races, there's also https://github.com/erdelf/AlienRaces It's a framework that allows you to make new race very easily.

Anyway, welcome to Rimworld and the cool modding community around. I hope to enjoy your work someday. I'm a modder myself, so feel free to ask questions if you need to. There's also quite a number of people the Rimworld channel on Discord. They can provide realtime help and answers.
#13
Quote from: Call me Arty on March 05, 2018, 11:03:57 PM
Quote from: meowmeow on March 03, 2018, 10:24:32 PM
This will never be release to steam. Nor will you lose the map if you leave. The one way to lose your underground map is to abandon it, or if your shaft is destroyed.

Might I ask if there's a specific reason to not have it on Steam? Personally, I prefer the platform, and so does (as far as I know) most of the game's player base. Putting it on Steam would just give it to more people to use and test it.
Quote from: Vlad0mi3r on March 05, 2018, 11:39:25 PM
Quote from: Call me Arty on March 05, 2018, 11:03:57 PM
Quote from: meowmeow on March 03, 2018, 10:24:32 PM
This will never be release to steam. Nor will you lose the map if you leave. The one way to lose your underground map is to abandon it, or if your shaft is destroyed.

Might I ask if there's a specific reason to not have it on Steam? Personally, I prefer the platform, and so does (as far as I know) most of the game's player base. Putting it on Steam would just give it to more people to use and test it.

Actually the likely hood of me even downloading it if it is not on steam is remote at best. I would love to test it and give feedback but I have had to many dramas with downloads where you get more than just the download. Steam in my opinion gives some protection in regards to this situation.

Please Consider.

I don't use steam. I'm also too lazy to register a dropbox account (Also basically the same for other cloud upload). The upload I'm currently using seems suitable. I haven't yet have any complain with it tampering with file. If there's issue with injected virus for that site, I'll switch to another upload and provide a checksum for future version.

I'm sorry that you prefer to avoid this mod because of it not being on steam.
#14
There's a lot of OP mods out there. Pick some that adds powerful weapon.
#15
Quote from: Don231 on March 03, 2018, 08:06:29 PM
Would this ever be released to Steam?

Will I lose the map if everyone leaves the underground map or do I always have to Leave someone there?

No, no. No to both.

This will never be release to steam. Nor will you lose the map if you leave. The one way to lose your underground map is to abandon it, or if your shaft is destroyed.