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#1
Hi,

While trying to update my mod to Alpha 16, I encountered an error that fills the debug log whenever I view a pawn added by the mod. The full exception is:
Exception drawing WanderingMuffalo34626: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.PawnRenderer.RenderPawnInternal (Vector3 rootLoc, Quaternion quat, Boolean renderBody, Rot4 bodyFacing, Rot4 headFacing, RotDrawMode bodyDrawType, Boolean portrait) [0x00000] in <filename unknown>:0
  at Verse.PawnRenderer.RenderPawnInternal (Vector3 rootLoc, Quaternion quat, Boolean renderBody, RotDrawMode draw) [0x00000] in <filename unknown>:0
  at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, RotDrawMode bodyDrawType) [0x00000] in <filename unknown>:0
  at Verse.Pawn_DrawTracker.DrawAt (Vector3 loc) [0x00000] in <filename unknown>:0
  at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


I have spent a fair amount of time reading my XML over again and again, comparing it to other pawn adding mods and the vanilla pawns. My XML seems to have no errors and my texture file paths are what they should be. If anyone has encountered this issue and/or has a fix, please let me know. The mod files are:

https://www.dropbox.com/s/m6ddq1573z2l9rf/WanderingCaravans.rar?dl=0

Thanks
#2
Help / Pawn Inventory Options question
September 11, 2016, 07:58:35 AM
Hi,

I have a question about the inventoryOptions def. I am trying to allow pawns to have inventories with random amounts of items in a category (just like standard traders), but the inventoryOptions def does not allow it. An example of what I am trying to do is:


<inventoryOptions>
       <subOptionsTakeAll>
                <li Class="StockGenerator_Tag">
                        <tradeTag>Furniture</tradeTag>
                        <thingDefCountRange>
                              <min>1</min>
                              <max>3</max>
                        </thingDefCountRange>
                        <countRange>
                              <min>1</min>
                              <max>3</max>
                        </countRange>
                </li>
       </subOptionsTakeAll>
</inventoryOptions>


This throws an error, as well as if you enter any other type of def name other than 'thingDef' (e.g. categoryDef)

So my question is if there is any known way of implementing full categories into a pawn's inventoryOptions?

Currently, I am having to add every type of item I want in my pawn:


<inventoryOptions>
<subOptionsTakeAll>
<li>
<skipChance>0.05</skipChance>
<thingDef>Silver</thingDef>
<countRange>
<min>60</min>
<max>100</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>Component</thingDef>
<countRange>
<min>1</min>
<max>15</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>Steel</thingDef>
<countRange>
<min>20</min>
<max>50</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>WoodLog</thingDef>
<countRange>
<min>20</min>
<max>50</max>
</countRange>
</li>
<li>
<skipChance>0.6</skipChance>
<thingDef>Plasteel</thingDef>
<countRange>
<min>5</min>
<max>20</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>Cloth</thingDef>
<countRange>
<min>10</min>
<max>35</max>
</countRange>
</li>
<li>
<skipChance>0.6</skipChance>
<thingDef>Gold</thingDef>
<countRange>
<min>5</min>
<max>20</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>Neutroamine</thingDef>
<countRange>
<min>5</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.4</skipChance>
<thingDef>Chocolate</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.4</skipChance>
<thingDef>Beer</thingDef>
<countRange>
<min>5</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.6</skipChance>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>3</max>
</countRange>
</li>
<li>
<skipChance>0.3</skipChance>
<thingDef>Uranium</thingDef>
<countRange>
<min>1</min>
<max>15</max>
</countRange>
</li>
<li>
<skipChance>0.3</skipChance>
<thingDef>Jade</thingDef>
<countRange>
<min>1</min>
<max>15</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>RawPotatoes</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>RawRice</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>RawAgave</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>RawCorn</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>RawBerries</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.4</skipChance>
<thingDef>MealSimple</thingDef>
<countRange>
<min>10</min>
<max>15</max>
</countRange>
</li>
<li>
<skipChance>0.6</skipChance>
<thingDef>MealFine</thingDef>
<countRange>
<min>5</min>
<max>10</max>
</countRange>
</li>
<li>
<skipChance>0.8</skipChance>
<thingDef>MealLavish</thingDef>
<countRange>
<min>1</min>
<max>5</max>
</countRange>
</li>
<li>
<skipChance>0.3</skipChance>
<thingDef>Cloth</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.5</skipChance>
<thingDef>Synthread</thingDef>
<countRange>
<min>5</min>
<max>20</max>
</countRange>
</li>
<li>
<skipChance>0.6</skipChance>
<thingDef>DevilstrandCloth</thingDef>
<countRange>
<min>5</min>
<max>20</max>
</countRange>
</li>
<li>
<skipChance>0.8</skipChance>
<thingDef>Hyperweave</thingDef>
<countRange>
<min>1</min>
<max>5</max>
</countRange>
</li>
<li>
<skipChance>0.65</skipChance>
<thingDef>MegatheriumWool</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.65</skipChance>
<thingDef>MuffaloWool</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.65</skipChance>
<thingDef>CamelHair</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.65</skipChance>
<thingDef>AlpacaWool</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
</subOptionsTakeAll>
</inventoryOptions>


...which is quite annoying and I can't add certain things like drugs because they are not under the 'ThingDefs' root. If anyone can answer my question I would be very grateful.

Thanks
#3
Outdated / [A15] Wandering Caravans v1.1.3 (23/09/2016)
September 05, 2016, 03:12:34 PM
Overview

Wandering Caravans adds wild pawns with inventories.

Wild pawns like Muffalo's and Dromedary's used in trade groups as caravans for transporting from colony to colony may spawn randomly near your colony, after being separated by it's previous trade group. Killing these wandering caravans will yield a wide range of many resources that can be used by your colony.



To-Do:
- Add different types of wandering Muffalo's (combat supplier, narcotics trader etc)
- Add different types of animals for different biomes
- Create higher quality textures
- Create a notification when a wandering caravan spawns on the map

Known Bugs:
- You can actually tame and breed wandering caravans, and baby wandering caravan will spawn with gear :P [Fixed v1.1]
- Wandering caravans can appear in trade ships (which seems illogical) and causes the game to crash when attempting to buy one. [Fixed v1.1.1] - Thanks to Haiys for pointing this bug out!

License
Include my mod in any modpack without permission, but please credit!!
Please ask if you want to use my content for creations of your own (I will most likely allow it, but I would like to know :) )
But please don't use any of my content for commercial use :)

Download
https://www.dropbox.com/s/m6ddq1573z2l9rf/WanderingCaravans.rar?dl=0
Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=759678026

Want to help me out and support my content?
Patreon - https://www.patreon.com/general223
#4
Outdated / [MODPACK] (Alpha 9) General's Arrangement
April 05, 2015, 04:41:40 AM
This is a small mod pack that is designed to have community-made expansion tree's, see below for for info!

General's Arrangement Base Pack:

Apothecarius - Grow flowers, then turn them into medicine! Also adds life support and co.
Auto Hunt Beacon - Hunt all animals in range... meat :)
Bio-Diversity - Different animal's faces to shoot off
Can I Brew It? - Magically transform food into pleasurable poison  ::)
CaveWorld Flora - Makes magic mushrooms grow in the dark... not those ones :P
EdB Interface - Adds a very cool interface to control your minions in an even more unrealistic way :D
EW XP Compatibility Patch - Makes wood from one mod work with the other, the barrier has been broken  ???
Extended WoodWorking - Stops you cutting down tropical trees and getting oak wood :D
Finer Things - Give your colonist's finer things, like lung cancer and a hangover :)
Guns+ - + more guns... May get replaced with Project Armory on Alpha 9 release
Hospitality - changes the "Hey, a good-looking women spilling blood all over the floor, with no limbs and 1 lung... not my problem..." aspect of the game
Hydroponic - Now aliens need to find a way to flatten machinery without breaking it to form crop-circles.
Medical Drinks - You don't even know what your drinking  8)
Medical Training - Allows colonists to enjoy the moment when they rip a dead corpse apart and experiment inside there enemies... or friends  :o
Not Only Beer - Allows any form of drug to be auto-consumed, Useful for getting 40+ colonists high :)
Priority Haul - Adds haul priorities...
Quorn - Grow meat because why not?
Roof Support + Roof Support Tool - Actually allows you to have a large underground home... bring on the smugglers den  ;D
Temperature Control - Create a 200 degrees death corridor for your enemies, or central heating :)
Thingamajigs - Finally create the deadly wooden spoon :D
Weed - Space Dogg's gift to you  ;D
Xtra Plants - Grow even more crops to suit your variety and fill up your storage  :P
Xylene-Antirage - Allow your kids to climb on potentially 100 degrees Geothermal generators   :-\

All credit goes to the amazing modders, who put there time into making these amazing add-ons

This modpack is designed to be relatively small, because I want to introduce a new feature, community made expansions, these are a small group of mods submitted by you and other people from the community that expend on a certain topic (e.g. defense expansion = enhanced defense mods etc.). These are all up to you!

Rules for submitting an expansion:
Must be no more than 15 mods
1 expansion per reply
Mods must be relevant to the expansion topic
1 Expansion per subject
I will reply to all submissions, and if I agree with the submission I will ask you to PM me the download to test it

HAVE FUN PLAYING MY MODPACK
#5
Help / HediffDefs
February 20, 2015, 03:26:29 PM
Hi,

My new mod I am working on called 'Meds Galore' will add a variety of new drugs and medication to the game, but I am stuck on two important factors, the effect and the thought defs! The mod is in WIP - https://ludeon.com/forums/index.php?topic=8763.0 - if you want to check it out!

Anyway my problem is the programmed effects on the body just appears in black (in the colonist health tab) when the drug is taken, this happens for all drug stages. Also, thoughts don't appear at all.



Here are all my current def files:

NOTE - I don't actually have a way of obtaining them (unless you use dev mode and spawn them in).

HediffDefs:
Drugs_Hediffs_Drugs

<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <HediffDef>
    <defName>Extract_42a</defName>
    <hediffClass>Hediff_Alcohol</hediffClass>
    <label>Extract</label>
    <naturallyHealed>false</naturallyHealed>
    <thought>Extract 42</thought>
    <defaultLabelColor>(0,0,0)</defaultLabelColor>
    <stagedProps>
      <initialSeverity>0.15</initialSeverity>
      <treatable>false</treatable>
      <severityPerDay>-0.5</severityPerDay>
      <severityStages>
        <li>
          <fromSeverity>0.1</fromSeverity>
          <label>Energized</label>
          <painFactor>0.2</painFactor>
          <modifiers>
            <actMods>
              <li>
                <activity>Moving</activity>
                <offset>0.3</offset>
              </li>
            </actMods>
          </modifiers>
        </li>
        <li>
          <fromSeverity>0.25</fromSeverity>
          <label>Zooming</label>
          <painFactor>0.3</painFactor>
          <modifiers>
            <actMods>
              <li>
                <activity>Moving</activity>
                <offset>0.5</offset>
              </li>
            </actMods>
          </modifiers>
        </li>
        <li>
          <fromSeverity>0.5</fromSeverity>
          <label>Slightly Overdosed</label>
          <painFactor>0.1</painFactor>
          <modifiers>
            <actMods>
              <li>
                <activity>Moving</activity>
                <offset>1.0</offset>
                <activity>Consciousness</activity>
                <offset>-0.10</offset>
              </li>
            </actMods>
          </modifiers>
        </li>
        <li>
          <fromSeverity>0.7</fromSeverity>
          <label>Overdosed</label>
          <painFactor>0.4</painFactor>
          <modifiers>
            <actMods>
              <li>
                <activity>Moving</activity>
                <offset>1.3</offset>
                <activity>Consciousness</activity>
                <setMax>-0.40</setMax>
              </li>
            </actMods>
          </modifiers>
        </li>
        <li>
          <fromSeverity>1</fromSeverity>
          <lable>Dangerously Overdosed</lable>
          <painFactor>0.6</painFactor>
          <modifiers>
            <actMods>
              <li>
                <activity>Moving</activity>
                <offset>1.5</offset>
                <activity>Consciousness</activity>
                <setMax>-0.50</setMax>
              </li>
            </actMods>
          </modifiers>
        </li>
      </severityStages>
    </stagedProps>
  </HediffDef>
</Defs>


This code is meant to do the following:

Energized - increase movement speed by 30% (and some pain)
Zooming - increase movement speed by 50% (and some pain)
Slightly overdosed - increase movement speed by 100% and decrease consciousness by -10% (and some pain)
Overdosed - increase movement speed by 130% and decrease consciousness by -40% (and some pain)
Dangerously overdosed - increase movement speed by 150% and decrease consciousness by -50% (and some pain)

ThingDefs:
Drugs_Items_Drugs

<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <ThingDef Name="MealBase" Abstract="True">
    <eType>Item</eType>
    <label>meal</label>
    <thingClass>Meal</thingClass>
    <category>Item</category>
    <useStandardHealth>true</useStandardHealth>
    <selectable>true</selectable>
    <statBases>
      <MaxHealth>50</MaxHealth>
      <Flammability>1.0</Flammability>
    </statBases>
    <altitudeLayer>Item</altitudeLayer>
    <stackLimit>10</stackLimit>
    <tickerType>Rare</tickerType>
    <description>"Meal lacks desc."</description>
    <socialPropernessMatters>true</socialPropernessMatters>
    <thingCategories>
      <li>FoodMeals</li>
    </thingCategories>
    <alwaysHaulable>true</alwaysHaulable>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
    </comps>
    <pathCost>15</pathCost>
    <resourceReadoutPriority>Last</resourceReadoutPriority>
    <drawGUIOverlay>true</drawGUIOverlay>
  </ThingDef>
  <ThingDef ParentName="MealBase">
    <defName>Extract_42a</defName>
    <label>Extract 42</label>
    <description>After the plasmatic civil-war that took place in Planetary-System 67a, a gravatational weapon projected everything on that war-plagued planet into numerous different places around the universe, including this semi-illegal drug.</description>
    <graphicPath>Extract 42</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <rotatable>false</rotatable>
    <stackLimit>10</stackLimit>
    <statBases>
      <DeteriorationRate>0</DeteriorationRate>
      <MarketValue>55</MarketValue>
    </statBases>
    <ingestible>
      <taste>Simple</taste>
      <nutrition>1</nutrition>
      <maxNumToIngestAtOnce>1</maxNumToIngestAtOnce>
      <foodPreference>NeverForFood</foodPreference>
      <isPleasureDrug>true</isPleasureDrug>
      <hediffGivers>
        <li>
          <chance>1</chance>
          <hediffDef>Extract 42</hediffDef>
        </li>
      </hediffGivers>
    </ingestible>
  </ThingDef>
</Defs>


ThoughtDefs:
Drugs_Thought_Drugs

<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <ThoughtDef>
    <defName>Extract_42a</defName>
    <stages>
      <li>
        <label>Extract 42-hidden</label>
        <description>Invisible.</description>
        <baseMoodEffect>0</baseMoodEffect>
        <visible>false</visible>
      </li>
      <li>
        <label>Energized</label>
        <description>I feel like doing some exercise.</description>
        <baseMoodEffect>10</baseMoodEffect>
      </li>
      <li>
        <label>Zooming</label>
        <description>My legs! My body! I feel like an athlete!</description>
        <baseMoodEffect>30</baseMoodEffect>
      </li>
      <li>
        <label>Slightly Overdosed</label>
        <description>I could do 40 laps around this planet!! This is insane!</description>
        <baseMoodEffect>40</baseMoodEffect>
      </li>
      <li>
        <label>Overdosed</label>
        <description>M-my head ca-n't k-keep up with m-my m-ou-th...</description>
        <baseMoodEffect>-20</baseMoodEffect>
      </li>
      <li>
        <lable>Dangerously Overdosed</lable>
        <description>I-I feel s-cared... He-lp meee.</description>
        <baseMoodEffect>-35</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>
</Defs>


I think its clear what the mood effect is but it just doesn't show up in the colonists thought when taken.

Corrections would be HUGELY appreciated on how to get this mod working and get it released in its early stages, I'm trying my best :)
#6
Ideas / Advanced siege mechanics!
January 24, 2015, 01:03:55 PM
Hi,

When i'm under siege, the attacks either get their settlement burnt by my 6 lines of 3 mortars (I have a pretty advanced colony) or get wiped out by a 4-team fire squad with OP project armory guns and personal shield (thanks modders and Epyk for the pack). So I was thinking, dynamic sieges?

instead of a line of sand-bags and a mortar or two, what about them setting up a real small fortification (turrets, walls etc.). The fortification could send small waves/skirmishes at your base (mainly snipers) and call supply reinforcements via a comms console so they all don't starve. The longer the fortification holds, the harder it is to destroy and the bigger the final attack will be (after about a month or so). The main attack should not just be an attack coming in one direction, but the raiders take into account where the weakest part of the defense is and launch many of the attackers troops at that point(s), this mechanic should be applied in every normal attack (might be pushing it with development here :) ). This would force you to pay even more attention to strategy, both offensive and defensive (and make the game even more awesome :D :D :D)

Small sieges like the current ones can stay for lower levels because these sieges will probably hard to fight with 6 colonists. 3 new fortifications I just came up with are:

- Trenches: Numerous lines of sandbags and turrets facing your base along with a few mortars
- Castle: A walled fortress with a main gate and many places to shoot your colonists from
- Hunters den (tribes only): A small central hut with many small pockets of tribes-people ready to ambush your soldiers

NOTE - Advanced sieges shouldn't be too large to stop them taking up too much space or be unable to fit in mountainous areas. Hope to see this added :D

Kind regards - general223

   
#7
Help / [HELP] Placeworker
December 30, 2014, 05:23:04 AM
Just a quick question for my mod, in XML building defs, what is a place-worker???

<placeWorkers>
      <li>PlaceWorker_SubstanceRefinery</li>
    </placeWorkers>
    <drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
    <comps>
I just put that because I have no idea what else to put  :-\

Thanks
#8
Unfinished / [WIP] Meds Galore!
December 29, 2014, 06:50:23 PM
Hi,

Welcome to my mod page of hopefully-not-suffering-because-of-low-C#-knowledge. Anyway, Meds Galore will be a mod based around, you guessed it, medicine! Well, maybe not limited to just different coloured vanilla medicine, but I will focus on variety!

The mod
Meds galore will focus on adding many medical substances to Rimworld. Unlike many great medical mods, for example https://ludeon.com/forums/index.php?topic=5450.0 (Apothecarius Eight), Meds Galore will focus on new medical content, unlike constructing vanilla medical substances.   

Changelog
(Development) v0.01 - Created mod folder structure
(Development) v0.02 - Created 'About' XML file
(Development) v0.05 - Added first substance 'Extract 42' (test substance to help development)

To do list
Add 3 basic substances (listed below)

Know bugs
My lack of C# (No idea what to do with .dll files :P)

Future development list
Pharmacist trader
Illegal drugs trader
Exotic pharmacist trader
Addiction system

3 basic substances
The substances I am planning for the mod to release in pre-alpha will be the first of each category. By category, I mean use and effect of the substance (these categories will all be expanded into sub-categories), these are the substances and categories planned, with many more to come:

1. Drug -> Legal -> Exotic -> Non-addictive -> Tootoxx
Tootoxx is a herbal substance that is only grown in high temperatures and light exposure, it is fast acting and naturally expands the blood cells, it will prevent blood-loss for a short period of time. The bud is squeezed and the liquid is refined into tablets via the substance refinery. Be aware that the blood-cell expansion can cause migraines in some colonists (poor vision, medium pain, severe mood debuf) and weakened blood filtration!

2. Drug -> Illegal -> Non-exotic -> Non-Addictive -> Cineology (aka 'sins')
'Sins' is an illegal drug that out of control around many solar-systems because of how easy it is to grow. 'Sins' is a plant that doesn't need photosynthesis to create its energy, just a temperature around 15 degrees with a water supply and it will grow like a garden weed. No refining is needed for use! The drug changes the way the brain reacts to the emotion care, meaning users will get a buzz from having a mass animal hunt and murder of an enemy. The substance is illegal in most grow-able places due to the population illegally hunting. Side effects usually appear after the positive effect wares off, these side effects include exhaustion and weakened consciousness!

3. Drug -> Legal steroid -> Non-exotic -> Non-addictive -> Renses
Renses is a movement enhancing steroid capable of strengthening the lower body by the dense liquid getting stuck around the leg and foot area, then absorbed. The steroid is an industrial-produced substance so home-production will be impossible. When injected, the user will become severely poor at walking for a short period of time until the substance gets absorbed by the cells. Side effects are rare but can include random short-lasting walking fits that incapacitate the user for a while, and if some of the substance manages to be pumped to the heart, the organ may temporarily suffer! 

How you can help
Any help will be appreciated, from textures to .ddl's to basic instructions for what to do, and of course, suggestions! But really, any help would be very, very, very appreciated because I am only 13 and my computing class is not at the stage were we learn the kind off stuff needed, I learn that in some of my spare time. Thank you!

Note - This blog will be updated very-regularly!


#9
Stories / Vengance of the Long-Gone Ancestors
December 28, 2014, 06:08:53 AM
A little about me
Hello everyone, I am a 13 year-old student that has a huge interest in the world of computers and code. I got my first PC around the age of 7 and have used PC's very frequently ever-since. Only last Christmas did a get my first proper gaming PC, I was trying to play demanding games with a laptop (Intel HD Graphics 2000 with a Pentium Gsomething Dual Core) for 2 years which left me with some phobias of low FPS, but now I can happily play all my games with an 4th Gen i5 and a GTX 645 :) Because of this is I am not afraid of wasting money on games that wouldn't work because of their system requirements, so I got Rimworld at the stage of Alpha 4, from watching a let's-play of it on YouTube. After playing for a while, I experienced how easy it was to create mods for this game compared to other games I play, so I think this game is a good way to start my programming life. Along with my learning how to program, I am looking to improve my creative writing skill! At the age of 9, I self-published 2 books on Amazon, which I still think is a good achievement (even though only 2 people bought it :P). To carry on my hobbies, I am creating a story on this game.     

Introduction to the story
The story is about an ancient colony that landed on a Rimworld, tens-of-thousands of years ago. The colony set up a small mining outpost to extract the vast amounts of gold and natural resources, and to stay protected from the civil war that was waging in the background, they needed a defense! Because the civil war was solar-systems away, only small-barricades were constructed... after several weeks, comms were lost to the outpost and no distress-calls sent, what happened? Stationed outside of the world's inhabitable atmosphere, a supply-fleet was ready to discover the forgotten secret of the mining colony, but this time with projectile weapons and advanced defensive and offensive technology.

Tools used
These mods will be used in the story:
Apothecarius - https://ludeon.com/forums/index.php?topic=5450.0
Project armoury - https://ludeon.com/forums/index.php?topic=1950.1110
T's mod (expanded crops) - https://ludeon.com/forums/index.php?topic=4373.0 - It's not directly used, but you may see content from the mod in the story
Turret collection (and overkill) - https://ludeon.com/forums/index.php?topic=6895.0
Xtra plants - https://ludeon.com/forums/index.php?topic=7328.0 - used in the same way as T's expanded crops

Thanks to the mod devs!

Please give some support in the comments if you want me to make this idea a reality, if you think its a bad idea, just say :) Thanks

Note - The story will include a picture for many events in the story, and here is a picture of the destroyed colony to get a basic look :)
#10
Ideas / Services
December 23, 2014, 04:42:34 AM
Hi,
A suggestion for a further update from me are services. A service trade ship that comes into comms range could offer some helpful services, like cleaning for example. A team of workers could pod down from their ship and clean your whole home region, then pod back up in exchange for silver. Other services could include militia (protection), builders, miners, gardeners ect. The price should vary from job size and, effort to job size and effort. These ships should also be moderately uncommon so they aren't doing all your work. Hope to see this feature added at some point!
Kind regards - general223