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Topics - Swarx

#1
Help / Edit Pawn Kind loadout?
August 10, 2021, 12:18:48 AM
I'm wanting to give raiders different loadouts/extra clothes, where would I go to do this if it's for a mod-added faction? Is such a thing even possible?
#2
Mods / [REQUEST] Factionless Raiders/Visitors
July 22, 2021, 01:24:44 AM
Not every pawn on the planet should belong to a major faction. There should also be plenty of unaffiliated scavengers, bandits, wanderers, etc. scattered across the rimworld - people that nobody would miss if your colony happened to kill/capture them.

I believe this could be accomplished by adding a few more hidden factions to go alongside Ancients, Mechanoid Hive, etc.


Wanderers: These outlanders, ranging from outlawed vagrants to free traders, have struck out on their own, and don't belong to any particular community. They usually roam the outskirts, far from any faction's territory, looking to barter with smaller colonies and isolated homesteads. Others are private scavengers and tech hunters, passing by on their way to sift through old world ruins. Though these independent wanderers aren't subject to the laws and taxes imposed by confederations, it is a hard life nonetheless, not to mention dangerous - nobody will come looking for them.

(pawn types: Villager, Drifter, Scavenger Gunner, Trader)


Bandits: These lawless vagabonds lack any central leadership, operating in small, roving bands unaffiliated with any faction, including the major pirate outfits. Their origins vary, but many are the dispossessed remnants of destroyed colonies and fallen civilizations, now driven to a desperate life of looting and robbery.

(pawn types: Drifter, Scavenger Gunner, Scavenger Thrasher, Pirate Gunner)


Nomads: These tribal peoples hail from smaller, more obscure clans that retained a completely nomadic, hunter-gatherer lifestyle, as opposed to many of the larger tribes that have since settled down in villages to adopt pastoralism and agriculture. During their endless travels, nomads may visit other settlements for trade, though they aren't above raiding and thieving if they've fallen on hard times.

(pawn types: Penitent, Archer, Warrior, Hunter, Trader)

#4
Self-explanatory. I don't need to see everyone wearing combat helmets during their daily chores.
#5
Mods / [Mod Request] Low-tech/no guns mod
December 22, 2018, 03:34:14 PM
Just something that removes the guns and high-tech stuff from the game. I want to try a medieval-type world.
#6


hello there i think that "rimworld" should be changed to "jim's world" as there are many people in the world named "jim" and the word "rim" has sexual connotations that thus make this game inappropriate for children. the fact that it is not "jim's world" is very discriminatory towards people that are named jim or james.

thx

#7
Mods / [MOD REQUEST] Realistic Medieval Backstory Pack!
October 02, 2018, 03:06:19 PM
Hello, I spent some time coming up with over 60 backstories that could fit nicely into a medieval setting. Most of them are generic, and focus mainly on different medieval occupations, social classes and appointments.

I was wondering if anybody would be interested in making a mod that adds these into a RimWorld game. I think they would be especially useful with medieval conversion mods, to cut down on the amount of non-medieval backstories that are encountered.

I'm wondering if you guys think the skill distribution and such is balanced. Growing is intentionally quite common, and researching is disabled in occupations where literacy would have been unlikely.

By the way, if there's a specific code format that these need to be put in, I can do that for you.
#8
Mods / Gun removal/low-tech mod
September 28, 2018, 03:35:52 PM
There have been mods for this in the past, but none have been updated for B19. Basically, a mod that removes firearms, grenades, electricity-related research, and high-tech items and armor from the game.

Pirates and outlanders could be modified to spawn with tribal-style gear.

Events like pod crashes and mechanoids don't necessarily have to be disabled, since players could just modify the scenario if they wanted to do that.

Things that could be removed
-Guns
-Grenades
-Marine armor
-Flak armor
-Chemfuel
-Packaged survival meal
-Bionics & prosthetics
-Synthread, hyperweave
-Glitterworld medicine
-Advanced components
-Mech serums
-AI persona cores
-Mortar shells
-Televisions
-and any other hi-tech things I might have missed


I've also suggested a mod for a "medieval" conversion for RimWorld that would do similar things, but I understand it's a rather tall order, and not everyone wants tech disabled for "medieval" reasons.
#9
Self-explanatory. For people that want to do medieval/industiral-only worlds.

The only drawback might be that it could potentially nullify certain raider classes that would normally spawn with guns, assuming the player disabled all firearms.
#10
I'm basically looking for someone to do the (hopefully simple) coding concepts for this mod idea I have. Whoever does this is free to be the one who posts it on the steam workshop.



In a nutshell, I'm interested in helping create a mod that emulates a medieval world as described in the Rimworld Fiction Primer. I'm interested in keeping this a very vanilla-style mod that only alters and renames things in the base game rather than add completely new content, although it could ideally be compatible with mods that DO add new content. However, I am interested in reviving some content from the old versions of Rimworld, namely the shiv weapon and gibbet cage construct. I'm also planning on (personally) changing a bunch of the character backstories so that the vast majority of them fit the setting, so we're not plagued by space marines and VR gamers on this medieval planet.

Essentially, this is intended to be a vanilla-friendly "low technology/world-limiter" mod with some stylistic changes. More details below!



Imagine a Rimworld where modern technology has been all but forgotten. Perhaps spacers crashed here long ago, but their descendants have regressed. Human advancement seems to have simply halted at the feudal era, with some of the planet's tribal societies not even having reached that level. As such, the land is contested by squabbling kingdoms, evil warlords, and uncivilized clans. Firearms are long-forgotten constructs, with wars being fought by bows and blades. Perhaps some technological artifacts from their long-lost spacer ancestors remain, but to the world's current inhabitants, these concepts would remain impossible to grasp. Perhaps the tales of the old spacers and their wondrous technology have been bastardized into some form of religion in this brutal medieval world.

As is typical of a Rimworld, there is no centralized empire or government. The environment is ripe for independent townships and new tribes to form. Whether you are an up-and-coming clan, or a freelance lord with a handful of trusty peasants looking to form a new settlement, anything is possible in this realm.



Things Disabled

-Ancient ruins
-Items like AI cores, glitterworld medicine, neutroamine, chemfuel, etc.
-Researching electricity and related tech/buildings
-Mechanoids & ship part crashes
-Drop pods (though, there could be an option to enable this, since offworld spacers still exist)
-Bionics, prosthetics
-Other industrial/spacer stuff


Weapon Changes

-No guns
-Shivs re-added ( https://rimworldwiki.com/wiki/Shiv )
-"Gladius" renamed to "Shortsword"
-"Pila" renamed to "Javelins"
-"Ikwa" renamed to "Shortspear"
-"Molotov cocktails" to "Firebombs"


Clothing Changes

-No cowboy hats
-No bowler hats
-No marine armor
-"Tribalwear" renamed to "Rags"
-"T-shirt" renamed to "Plain shirt"
-"Jacket" renamed to "Tunic
-"Duster" renamed to "Surcoat"
-"Parka" renamed to "Thick coat"
-"Tuque" renamed to "Knit cap"
-"Simple helmet" renamed to "War helmet"
-"Advanced helmet" renamed to "Bascinet"
-"Flak jacket" renamed to "Chain coat"
-"Flak vest" renamed to "Chestplate"
-"Flak pants" renamed to "Chain pants"
-Buffs/debuffs given so that plate armor becomes superior to a full "medieval flak" set
-The former "flak armors" can now be made at fueled smithies. The Flak armor research project is renamed to "Chain armor" (with Smithing as a perquisite). Chain armor research needed to make the chestplate, chain coat and chain pants. Chain armor must be researched before the Plate armor project, which unlocks plate armor and bascinets.


Misc. Changes

-Electric smelters are changed to "Fueled smelters", and require wood in order to smelt metal weapons and slag.
-Gibbet cages re-added. Just for fun. ( https://rimworldwiki.com/wiki/Gibbet_cage )


Faction Changes

-"Outlander union" renamed to "Kingdom" & "Prime councilor" renamed to "Monarch"
-"Pirate band" renamed to "Barbarian dominion" & "Boss" renamed to "Warlord"
-Tribes unchanged


Pawn Type Changes

(I have not actually coded new pawn types, the images are concepts.)

Barbarians



Vagabond: Wears rags or no clothes at all, if weather permits. Uses shivs, knives and clubs.

Skirmisher: Wears rags and/or articles of simple clothing. Uses shortbows and javelins.

Forester: Wears simple clothing, possibly with war helmet, chestplate or chain pants. Uses greatbows.

Brigand: Wears layered clothing, possibly with war helmet, chestplate or chain pants. Uses knives, maces, shortspears, spears shortswords.

Warrior: More likely to have armor, as well as a small chance of low-quality plate. Uses spears, shortswords, longswords.


Mercenaries (Joins kingdoms or barbarians)



Mercenary Soldier: Wears simple clothing, possibly with war helmet, chestplate or chain pants. Uses knives, javelins, maces, spears, shortswords.

Mercenary Archer: Wears simple clothing, possibly with war helmet. Uses shortbows, recurve bows.

Mercenary Marksman: Wears layered clothing, possibly with war helmet, chestplate or chain pants. Uses greatbows.

Knight: Wears plate armor and war helmet or bascinet. Uses longswords.


Kingdoms



Commoner: Wears simple clothing. Uses shivs, knives and clubs. May be trader.

Militia: Wears simple clothing. Uses knives, clubs, shortspears, shortbows and javelins.

Footman: Wears simple clothing, possibly with war helmet, chestplate or chain pants. Uses maces, shortswords.

Archer: Wears simple clothing, possibly with war helmet, chestplate or chain pants. Uses greatbows.

Man-at-arms: More likely to have armor, as well as a small chance of low-quality plate. Uses spears, shortswords, longswords.

Lord: Equivalent to town councilman. Wears simple clothing in peaceful visits. In hostile encounters, wears plate armor and war helmet or bascinet. Uses longswords. May be monarch.
#11
Support / Can't see my sent messages
September 25, 2018, 01:23:12 PM
I want to look at one of the messages I sent, but it doesn't seem to be working. I go to My Messages, then Sent Items, but it is empty. I have confirmed that the message was properly sent.
#12
Ideas / Construction of hovercaft
September 25, 2018, 12:21:58 PM
I think it might be interesting to have the ability to construct something like a hovercraft or short-distance ship to better move around the Rimworld. It wouldn't be capable of reaching orbit, so it wouldn't provide a means to end the game. However, it would be an alternative "ship construction project" for the folks that don't necessarily want to end the game, but still want to find a use for their advanced components and such. This could also be a good use for chemfuel.

I'm thinking that it could be built in a similar fashion to the spaceship, with the following parts, at the minimum:

-1 ship structural beam
-1 sensor cluster
-1 engine
-1 pilot pod (new)
-1 cargo bay (new)
-Optional passenger pods (new)
#13
So, I'm working on a concept for a vanilla-style medieval mod (if anyone is interested in helping, let me know.)

But basically, I'm wondering if it's possible for me to simply copy all the stuff from here ( https://github.com/RimWorld-zh/RimWorld-English/blob/master/Backstories/Backstories.xml ), paste it somewhere like a word document, then manually edit the titles/descriptions of the backstories to fit a more medieval theme, while deleting the ones that can't be spun in a medieval direction, like Hiveworld Drone and such.

If I did that, would it be enough to hand off to a coder to implement into the mod?

#14
I had an idea for a vanilla-style medieval mod, and I was wondering if it'd be possible for me to go in and change a bunch of backstories to fit the theme.
#15
It's depressing when I see pawns playing chess, billiards, poker, etc. alone, especially while there are people walking right by them. Pawns should receive a social bonus to pawns if they play a game with them, as well as a higher recreation bonus.


Here's some object suggestions.

Ping Pong Table: Simple 2-person recreation table.

Darts: Wall-mounted recreation object that can provide a small amount of shooting XP.

Arcade Machine: Needs power.

Personal Computer: Needs power. Gives some XP in intellectual. World quest item only.

VR Sim: Needs power and some open space in a room. Gives XP in a random skill. World quest item only.

Jukebox: Needs power. Increases recreation level of people working/sitting/eating nearby. Could also play it's own special tunes if the player scrolls near it. World quest item only.

#16
General Discussion / Spaceship reactor raids
September 22, 2018, 08:43:34 AM
After it charges up, I don't have to leave immediately, right? Or will raids keep coming after the process is complete?
#17
Mods / [MOD REQUEST] Make strawberries red
September 21, 2018, 03:04:34 PM
Could someone separate strawberries into a separate model? They can still be named 'berries', just with a different color and non-stackable with blue berries.
#18
Ideas / Ship part crashes containing space soldiers
September 19, 2018, 12:01:30 PM
It's interesting how ancient soldiers can be found in cryptosleep pods in ancient ruins; I've always gotten the impression that they were something along the lines of 'hypersleep reservists' that were essentially being kept in stasis until a crisis happened, but they were never activated due to the collapse of their society.

Other events involving soldiers might be fun as well, such as ship part crashes. In these specific cases, I think they'd have to be renamed to their original form of 'space soldier' rather than 'ancient soldier'. Perhaps they could spawn with identical outfits, probably either green, black, red or blue, either made from synthread, hyperweave or cloth. Kevlar and simple helmets would be worn, and perhaps they could use 'biolocked' charge rifles so that players can't easily get advanced weapons. In later games, they could arrive with marine armor.

Main description

A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, or crew members. It has the markings of a space navy, suggesting that it possibly belongs to a petty space empire, a planetary republic, or an authoritarian regime. Either way, any crew still inside will most likely view this Rimworld's inhabitants as hostile.

Variants

Jammer ship part crash: This spacer ship part is equipped with radio jamming equipment, which will make it impossible for you to use your comm console or receive communications from factions until it is destroyed.

Signaller ship part crash: This spacer ship part is emitting a distress call to whatever long-lost government it once belonged to. This is dangerous to your colony, as it will increase the frequency of raids on your colony as enemies pick up the signal. The signal will only cease if the ship part is destroyed.

EMP ship part crash: This spacer ship part is emitting EMP waves that will fry your power systems and cause more frequent short circuiting until it is destroyed.
#19
Ideas / Several ideas for clothing and headwear
September 18, 2018, 01:47:03 PM
BODY

Coveralls: A garment made from leather or cloth that act as both pants and a shirt.

Raincoat: A garment made from leather or cloth that acts as a jacket, and helps pawns in the rain avoid debuffs. Also insulates a bit against the cold.

Cloak: Basically a cheaper and less effective jacket-type cover with different cosmetics. Could also be used by tribals, and be counted as non-complex clothing.

Loincloth: Tribal pants. It'd be interesting to have some shirtless tribals (maybe penitents especially) in among the ones that are wearing tribalwear. Loincloths could also sometimes be used with cloaks.


HEADWEAR

Goggles: Simple goggles that protect the eyes, could maybe be worn with helmets.

Cowl: Basically a simple hood from cloth or leather, for that peasant look. Mainly worn by outlanders, sometimes by raiders.

Shemagh: Basically a middle-eastern face wrap. The tribal equivalent of a cowboy hat, so it protects well against heat. Made from cloth. Often worn by tribals, sometimes by raiders and outlanders.

Trapper hat: Think of an eskimo hat. This is the tribal equivalent of a tuque, so it protects well against cold. Made from wool. Mainly worn by tribals but also by raiders and outlanders.

Straw hat: Could either be European or Asian/conical-style. A straw hat made from haygrass. Protects well against heat. Mainly worn by outlanders.

Beret: A military beret that can come in a variety of colors, and can be made from cloth, maybe leather. Essentially a more modern version of the tribal war veil.

Hardhat: A helmet that can be made from metals. Provides a slight bonus to construction and mining, but not too effective at combat protection.

Sports helmet: For a more post-apocalyptic feel, raiders (or even tribals) could occasionally wear football/base-ball style helmets, presumably from a lost midworld. They'd provide rather bad protection compared to other helmets, and wouldn't be craftable by the player.
#20
Uniforms/themes are encouraged.

I use change dresser to give the brown colors, that's it.