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Topics - Justin C

#1
Outdated / [MOD] (Alpha 9) In-Game Clock (Feb 28)
February 28, 2015, 09:29:54 PM
I wasn't going to release this here, but I figured I might as well. I'm sure plenty of other people have had the problem of accidentally spending an extra 2 or 3 hours longer than intended playing this game because alt-tabbing to view the clock takes effort.

This was originally requested in Suggestions.

Description:
This mod puts a clock at the top right of your screen.

Screenshots:
http://i.imgur.com/4ycc5Jw.jpg

License:
Use this however you want. It should be compatible with everything.

[attachment deleted due to age]
#2
Outdated / [A14d] Wave Survival Mode (v. 1.0 - July 27)
February 27, 2015, 02:09:20 PM
Less grinding. Less downtime. More action!

I've had this idea bouncing around in my head since before I finished Zombie Apocalypse, but I burned out before I got around to working on it. My recent renewed motivation led me to experiment with a couple of the ideas I had, and when the first pieces fell into place it motivated me to finish most of this mod in one long stretch. So here it is: an entire new game mode for RimWorld.

Description:
Wave Survival Mode is designed to be more fast-paced and combat-focused than the standard game. This mode allows you to skip most of the tedious early-game resource grinding and slow buildup of vanilla RimWorld. Build your base quickly and then defend it from wave after wave of raiders until your colony inevitably collapses spectacularly.

Features:
Fast Buildup
- When you start the game you will have 5 1/2 days to build up your base before the first wave hits. Use this time to bunker-down and make sure you are in a location that you can defend from invaders.

Waves of Raiders
- Once the raids begin you will be raided every 48 in-game hours.
- Raids start out small and grow at a steady pace with each wave. The raid sizes are determined by the number of waves you have survived, instead of the wealth of your colony.
- A timer counts down the exact time until the next wave, so you always know exactly how long you have to prepare.
- Every 4th wave will be a special raid, which can be either sappers, siegers, wargs or an animal psychic wave.

Resource Drops and Reinforcements
- Resource drops happen every 12 in-game hours. These resource drops bring you random amounts of building materials, enough food to keep your colonists fed, and occasional medicine, weapons and silver.
- New colonists will join on occasion to help you out. The lower your population is, the more likely you are to get reinforcements.
- Traders happen very frequently.

No Non-Combat Incidents
- All non-raider incidents are disabled. No eclipses, solar flares, or psychic drones to disrupt your defenses right in time for a raid. When you lose it won't be because the RNG had it in for you. You will die knowing you fought as hard as you could have.

No Interference With Standard Games
- Select the Wave Survival storyteller to play a Wave Survival game, or any other storyteller to play a standard game. Having this mod installed will not affect standard games in any way.

Screenshots:


Special thanks to Philbro for the awesome Storyteller artwork. To see more of Philbro's work you can check out his DeviantArt page:
http://philbro.deviantart.com/

Download:


Steam Workshop Download

Mod Compatibility:
This mod should work fine with any mod factions or items, but the storyteller will not run mod incidents.

Try My Other Mods
Zombie Apocalypse - Everything's better with zombies!
(Not really compatible with Wave Survival Mode. The mods will work together, but the zombie waves will happen randomly like they do in a standard game of RimWorld.)

Feel free to put suggestions in this thread. Bugs can be posted here or in a private message.
#3
Mods / [Experiment] Dark-loving creatures
February 19, 2015, 06:01:30 AM
I was inspired by the Darkness mod to experiment with making creatures that try to stick to the shadows. I currently don't plan on making a full mod out of this so I figured I would post it here as an example for anyone who might be planning something similar. There are a plenty of interesting creature ideas that could use this.

Here is a short video showing the result:
http://youtu.be/TKhPHuXkceE

The source is included with the download. I just made one small change to the JobGiver_Wander class to make it check the light level of the destination tile.

Some notes:
- These creatures just prefer the dark. They do not necessarily try to avoid the light.
- They can only find dark places that are nearby. If they are caught out in the open in the middle of the day, they will just wander around aimlessly as usual.

[attachment deleted due to age]
#4
Off-Topic / Games I'm working on
October 06, 2014, 12:47:45 AM
Instead of making another thread about my newest game I figured I'd just re-purpose this thread I made for Swarming.

Untitled Rogue-Lite Shooter
I started this project back in October, but then my dev computer died on me in November and I wound up shelving the game for a few months. I came back to it about a month ago and it's finally starting to resemble a playable game.


All art is just placeholder.

About the game:
This game will be a rogue-lite dungeon crawler. The player will explore procedurally generated dungeons killing randomized enemies and collecting randomized weapons and armor.

Death will be permanent, but there will be some kind of meta-progression. I'm still tossing around ideas for how it will work, but I am thinking it will be somewhere along the lines of passing a selection of armor/weapons from your playthrough and a portion of your acquired wealth onto the next character to run through the dungeon (probably an heir, but the story doesn't really matter at this point). So the inherited money (after a substantial death tax is applied) will be used to purchase permanent unlocks which will affect future playthroughs, and inherited weapons/armor can be selected as starting items for future playthroughs.

Video:
Here's a short video showing my progress so far.

(Best viewed at 60 FPS in Chrome)
https://www.youtube.com/watch?v=t-FM5D9dXQc

That video shows off some of what I have done so far: Basic enemies, basic weapons and weapon/ammo drops, procedurally generated dungeons and a basic minimap.

Right now the enemies just start chasing you if you come within a certain number of tiles of them. Once they see you they will chase you around the entire map until you kill them. Weapons have spread and recoil, so the faster you shoot the less accurate the weapon becomes (that's what the two yellow lines attached to the character are showing). The dungeon is generated on demand. In the video when the player goes through the door at the end the next map is generated then. Right now every single dead-end tile has a chest that drops weapons and ammo.

That's pretty much it. I'd talk about all of my ideas for the game but I'd be writing all day. Feel free to leave any suggestions you have here. Nothing is set in stone, so if you have an idea that I like it might eventually make it into the game.


Swarming: Eradication
Update (April 2015): The game has been improved a lot since I started this thread. The most recent version can be downloaded on GameJolt:
http://gamejolt.com/games/strategy-sim/swarming-eradication/35622/

This game was originally developed over a week or so for the OneGameAMonth challenge, but the development has continued a bit since then. I am not actively working on the project, but I do occasionally return to it to see if improvements can be made.

The game was written entirely in LUA using the Love2D engine.

How to play:
You have planets that produce space ships, and you send those ships to other planets to take control of them. Your goal is to beat the blue and red AIs and take control of the entire map. It's very similar to games like Galcon and Eufloria.


Bigger planets produce ships more quickly than smaller ones, but have more HP, making them take much longer to capture.

Controls:
Click and drag on a planet to choose the number of ships you want to select. When you have units selected you can click on any other planet and they will go there.

If you want to move all units from one planet to another you can click on the planet of origin, hold and drag to the destination, and release.
#5
Off-Topic / Ludum Dare 30
August 21, 2014, 02:18:36 AM
So Ludum Dare 30 is happening this weekend. Anyone else participating?

For those of you who aren't familiar with it, Ludum Dare is a very popular 48-hour game development competition/jam. The last 4 Ludum Dares have all had over 2000 games submissions at the end.

http://www.ludumdare.com/compo/about-ludum-dare/

This will be my first Ludum Dare participation, so I'm pretty excited.
#6
Auto-Rescue Incapped Colonists

As requested in this thread:
http://ludeon.com/forums/index.php?topic=3735.0

Description:
Doctors will automatically rescue any incapacitated colonists within 20 squares of them, as long as there is a bed available for them.

Download:
Rescue only:
http://bit.ly/IncapAutoRescue1_01

Rescue and capture:
http://bit.ly/AutoRescueAutoCapture

Change Log:
June 4, 2014 -----------------------------------------------------
- Fixed a bug which caused doctors to place incapped colonists on beds marked for prisoners.


I've included the source with this one. Do whatever you want with the mod and the source.
#7


Description:
There have been a handful of popular mods adding new enemies to the game, but most of them just have a new look and are slightly more powerful than normal, or attack in slightly larger groups. I wanted to add an enemy that has truly unique behavior in the world of Rimworld, and adds new challenges to the game when fighting them.

So I added zombies.

Features:
Zombies
- Zombies are mindless killers. They kill you and your enemies indiscriminately.
- Their bites are infectious. If a colonist is bitten you will get an alert. The colonist will slowly die of the bite, and then they will turn into a zombie immediately on death.
- They are 20% slower than colonists and other enemies, and can be easily killed with Cutting weapons like knives and swords.
- You can easily keep track of the origin of any zombie by looking at their names. A zombie that was spawned in a zombie horde will simply be named "Zombie". If the zombie reanimated from someone who was originally living in your game, their name will be "Zombie [Name]". If they were a colonist there will be a pair of "*"'s surrounding their name.

Zombie Infection
- The Zombie Infection will affect any limb that is bitten by a zombie. This can be seen in the Health tab.
- Removing infected limbs will cure a colonist of the infection.

Zombie Hordes (raids)
- Zombies attack in large numbers.
- Zombie hordes always attack immediately.
- Zombie stragglers will be left behind, forcing you to leave your base to deal with them after the initial zombie attack is over.
- Zombies do not give up or flee.

Zombie Apocalypse/Airborne Zombie Virus
- The zombie virus goes airborne and affects all humans and corpses. All human corpses will start reanimating even if they were never bitten while living.
- This incident never ends. Once the virus goes airborne, everyone is infected.

Video:
https://www.youtube.com/watch?v=Fg2g0nLKGk4 - Gameplay footage from the Alpha 9 release of Zombie Apocalypse.

Screenshots:
            

Download:

Steam Workshop Version

The ModDB version is currently outdated:


Compatibility Patches:
Expanded Prosthetics and Organ Engineering
http://www.mediafire.com/download/41tv0s6c1taa4eq/EPOE+Patch.zip

Instructions:
1) Just overwrite the files in the Zombie Apocalypse mod folder with the patch files.
2) Make sure you load Zombie Apocalypse after EPOE in the mods list.


Change Log:

v 1.3 - 06/17/2015 -------------------------------------------------
- The Airborne incident is now extremely rare by default, and can be disabled through the XML.
- Zombies no longer attack doors.
- The Zombie outbreak will now start after the colony is named, with an alert to go with it.
- Reduced Zombie speed and increased health.
- Rebalanced Zombie unit priorities when generating hordes. This should result in larger end-game hordes than the ones from Alpha 9, which were smaller than they were meant to be.
- All strings in the DLL have been moved to XML, allowing for translations.

v 1.1 - 02/18/2015 -------------------------------------------------
- Updated the mod for Alpha 9.
- Corpses no longer reanimate if their brain has been damaged or destroyed.
- There is now a minimum of one in-game hour between when a pawn dies and when it is reanimated. This is usually only a few seconds in-game.
- Zombies have been slowed to 60% of the speed of humans, from 80%.
- Extended the damage bonus to zombies for cutting weapons to include stabbing weapons.
- Changed the way raid sizes are determined.
- Brought Zombie point cost in line with units from other factions. This should greatly reduce the size of end-game zombie raids.
- Zombies now deal more damage, but attack more slowly.
- Removed the extra damage taken by infected humans. Non-colonists no longer succumb more quickly to the zombie infection than colonists do.
- Changed the naming scheme for zombies. All reanimated zombie names will be "Zombie [Name]" whether they were enemies or colonists.

v 1.0 - 10/03/2014 -------------------------------------------------
- The base chance of a pawn being bitten when struck by a zombie has been raised from 16% to 21%.
- Melee skill level now reduces the infection chance by 1% per level. So a colonist with a Melee skill of 0 will have the base 21% chance of being bitten and a colonist with a maxed Melee skill of 20 will have a 1% chance of being bitten.
- Zombies no longer take reduced Melee damage.
- Cutting weapons now deal a base 200% damage to zombies, plus an extra 0-300% depending on Melee skill level.
- Cutting weapons now have a base 25% chance to one-shot Zombies, plus an extra 0-40% chance depending on Melee skill level.
- There is now a "Zombie Infection" disease that infects the area of zombie bites. This disease will have various detrimental effects on a colonist's health, in addition to the usual damage that the infection deals. The Zombie Infection will be visible in the Health tab of any bitten colonist.
- The red blink damage effect for bitten humans has been removed.
- The damage done to colonists by zombie infections has been slowed considerably to compensate for the added health debuffs.
- Any bitten limb can now be amputated, curing the colonist of the infection, but leaving them with a permanent disability. This only applies to infections on limbs and parts that can be removed.

v 0.7.1 - 9/11/2014 -------------------------------------------------
- Fixed a mod compatibility issue. Now the mod should work fine with MAI.
- Made zombie raids start small early-game and ramp up over time.
- Increased the base chance of a traveler/raider being infected when it is spawned.
- The chance of a traveler or raider being infected when it enters the map now takes the difficulty setting into account.
- The frequency of zombie raids is now determined by the difficulty setting.

v 0.7 - 8/19/2014 -------------------------------------------------
- Updated the mod for Alpha 6.
- Zombie hordes and the airborne incident no longer rely on the storyteller to happen. Instead they will happen regularly on a random timer.
- Changed the way zombie horde size is determined. Zombie horde sizes will now take your difficulty setting and progress into account.
- Since corpses now decay completely over time, really old corpses (the skeletons) will no longer reanimate. So this should reduce the number of zombies that reanimate from your graveyard when the airborne virus incident hits.
- All non-Colonists now have a 1/500 chance of being bitten when spawning on the map. This includes both visitors and raiders.
- You no longer receive warnings when non-Colonists are bitten by zombies.
- The naming scheme for reanimated zombies has changed. Zombies that reanimated from corpses will now be named "Zombie [Name]" instead of "[Name] (dead)". Zombies that used to be colonists will be named "* Zombie [Name] *".

v 0.6.3 - 6/01/2014 -----------------------------------------------
- Ported the mod over to Alpha 4
- Instead of "Undefined" the game will now display "Zombie Virus Active" if the mod is running and "Zombie Virus Airborne" if the virus is airborne.
- All Zombies that are not spawned in raiding parties will be given a random target search radius between 15 and 250. The old value was 50 for all non-raiding zombies.
- Zombies that are spawned in raiding parties will now have a 40% chance of using that random target search radius, meaning that there will now be a chance of zombie stragglers from hordes who just hang around at the outskirts of the map and do their own thing until someone gets near them.
- When the airborne incident hits, you now have 24 hours to dispose of corpses before they start reanimating.
- While the airborne incident is active, a corpse will not reanimate until it has been dead for at least 12 hours.
- Increased the damage that bites do over time. Bites now do 2 damage every 200 ticks, instead of 1 damage every 300 ticks.
- Bites deal double damage to incapped pawns who are not colonists
- Reduced the chance of the zombie virus going airborne to 1, down from 2.
- Reduced the chance of the zombie raids to 6, down from 8.
- Fixed a small issue that made the Zombies more likely to attack a turret even if a Human was closer.

v 0.5.3 - 5/23/2014 -----------------------------------------------
- Tweaked the way points are calculated for zombie raids again to guarantee that any zombie hordes that show up before 10 days into the game will only consist of one or two zombies.
- Fixed (I think) a bug that was causing odd names to be generated for pawns.
- Lowered the Zombie's health to 100 again. Zombie hordes are tough enough with standard HP.
- Fixed some issues with pathing to unreachable targets. I don't think I got them all though.

v 0.5.2 - 5/20/2014 -----------------------------------------------
- Fixed a derp.

v 0.5.1 - 5/20/2014 -----------------------------------------------
- Fixed a game-breaking bug that would cause the airborne status of the virus to carry over to a new game if you didn't close the client down before starting a new one.
- Removed the delay (in most instances) from when zombies spawned to when they were turned green and renamed.
- Increased the delay from when the virus goes airborne to when corpses start reanimating.
- Slightly reduced the rate at which corpses reanimate.
- Reduced the chance of the virus going airborne by 60%.
- Reduced the walk speed of zombies by 12.5%
- Completely changed the way points are given to horde incidents, making the horde size scale over time and with the number of colonists you have.
- Increased the melee damage of zombies by 2 and the health by 10 to compensate a bit for their slower speed and smaller early-game hordes.


Mod Compatibility:
Zombie Apocalypse replaces the Pawn class and all of the humanoid race definitions in Races_Humanoid.xml. Because of this there will likely be compatibility issues with any mod that also overrides the humanoid race definitions.

Special Thanks:
A special thanks to Pawnstorm for helping me fix an issue that was stalling the development of the mod because I was missing something really simple. And another thanks to SacoMato for testing.

Try My Other Mods
Wave Survival Mode - Less grinding. Less downtime. More action!
(Not really compatible with Zombie Apocalypse. The mods will work together, but the zombie waves will happen randomly like they do in a standard game of RimWorld.)

Feel free to put suggestions in this thread. Bugs can be posted here or in a private message. If you get screenshots or videos of your colonies falling horribly to a zombie horde, I would love to see them.
#8
Determined Raiders!
This mod was requested on the forums. In the thread someone mentioned that they were working on it but they got stuck, and it has been almost two weeks since anyone else has posted in the thread. I needed to figure out how to do this for a bigger mod I am working on, and when I got it working I remembered that thread and figured I would release it for whoever wanted it.

There are two mods in here. One adds Determined Raiders as an alternative raid type that is 1/4th as common as normal raids, and the other completely replaces the old enemy raids with Determined Raiders. You only need one of the mods active at a time.

Features:
- Determined raiding parties will not give up when the raid has gone on for too long.
- Determined raiding parties will not flee when they have lost too many raiders.

Source included, though much of the code is basically unchanged from the original classes.

Download:
http://bit.ly/DeterminedRaiders

*Disclaimer*
This mod is a hack. I couldn't write my own SquadBrain_FleeChecker because the functions I needed weren't set to be overridden, so I had to use the numPawnsEverGained to trick the brain into thinking the raiding party is bigger than it actually is so the brain would allow them to lose all of their members before trying to flee. So far it seems to work as intended without any unintended consequences.
#9
Help / Changing humanoid textures
May 09, 2014, 12:46:58 AM
Is there a simple way of adding new humanoid textures (body and head) or forcing a custom humanoid to use a specific set of textures every time? Humanoids seem to completely ignore the standardBodyGraphicPath.

Has anyone made custom humanoids so far?
#10
Non-Lethal Turrets!
The funny thing about shooting your enemies dozens of times in the face with lethal bullets is that, more often than not, it tends to kill them. This leaves all kinds of useless corpses lying around, creeping out your colonists and stinking up the place. Not only do these self-centered bastards pile their corpses at your doorstep for no good reason, but then they expect your colonists to take time out of their busy day just to bury them!

Wouldn't it be better if you could keep them alive so they could be talked into doing manual labor for you, or maybe just be used as punching bags to vent your frustration? Of course it would be!

And so I bring you: Non-Lethal Turrets!

Features:
Non-Lethal Turrets - They will pelt your enemies in the face with rubber bullets, to increase the chances of incapacitating them so they can be captured!
Non-Lethal Tech - This unlocks the Non-Lethal Turrets.

Credits:
Me
And also Tynan for being one of the most helpful devs ever. Seriously, how do you even find the time to work on the game when you spend so much time helping your modders on the forums?

Download:
Alpha 4:
http://bit.ly/NonLethalTurretsAlpha4

Alpha 3:
http://bit.ly/nonlethalturrets

Side Note: This is a pretty small mod, so I'm not getting all fancy with the release page. I'd rather spend that time working on my other (bigger) mod ideas. :P
#11
Help / Bullets ignoring custom DamageTypes?
April 30, 2014, 08:39:04 PM
When I define a custom DamageType and use it with a custom bullet, the bullet seems to ignore all of the variables set in the DamageType. I know it's using my custom damage type, because if I comment the damage type out the game gives me errors. It just doesn't seem to actually care about the variables inside the damage type.

<DamageTypeDef>
     <defName>RubberBullet</defName>
     <hasForcefulImpact>false</hasForcefulImpact>
     <externalViolence>false</externalViolence>
     <harmsHealth>false</harmsHealth>
     <incapChanceMultiplier>99</incapChanceMultiplier>
     <makesBlood>false</makesBlood>
</DamageTypeDef>


<ThingDef ParentName="BaseBullet">
     <defName>Bullet_NonlethalTurret</defName>
     <label>Rubber Bullet</label>
     <texturePath>Things/Projectile/Bullet_Small</texturePath>
     <projectile>
          <DamageType>RubberBullet</DamageType>
          <damageAmountBase>0</damageAmountBase>
          <speed>80</speed>
     </projectile>
</ThingDef>

<ThingDef ParentName="BaseGun">
     <defName>Gun_NonlethalTurret</defName>
     <label>Nonlethal Turret Gun</label>
     <menuHidden>true</menuHidden>
     <description>Jury-rigged gun attached to a turret.</description>
     <texturePath>Things/Item/Equipment/Default</texturePath>
     <interactSound>InteractBoltActionRifle</interactSound>
     <canBeSpawningInventory>false</canBeSpawningInventory>
     <weaponTags>
          <li>TurretGun</li>
     </weaponTags>
     <verb>
          <projectileDef>Bullet_NonlethalTurret</projectileDef>
          <warmupTicks>108</warmupTicks>
          <range>40</range>
          <accuracy>5</accuracy>
          <ticksBetweenBurstShots></ticksBetweenBurstShots>
          <burstShotCount>1</burstShotCount>
          <fireSound>GunShotA</fireSound>
     </verb>
</ThingDef>


I'm using those turrets with that bullet and damage type and all of the settings within the bullet and the turret seem to work, but it completely ignores the damage type. There is still a forceful impact from the bullets, the enemies still bleed from them, and they don't get incapacitated any more frequently.

Is anyone else having similar issues, or am I doing something wrong?