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Topics - roxxploxx

#1
Just had a chance to make a video of some of the hard work that has gone into JecsTools. It's a mod for modders.

  https://github.com/jecrell/JecsTools

This video shows what happens when you add a slot, weapon and apparel powers via XML.

   https://m.youtube.com/watch?v=QJdF3YanRc0&feature=youtu.be
#2
Help / My Short Tutorial for Modding on Mac OS
May 02, 2017, 10:05:45 AM
This might help some mac people.

  https://github.com/roxxploxx/RimWorldModGuide/wiki/SHORTTUTORIAL%3A-Mac-Modding-HowTo

Part of a larger brain dump of my Modding journey and tutorials here:
  https://github.com/roxxploxx/RimWorldModGuide/wiki
#3
I'm starting to put what I'm learning about c# modding into a wiki. There aren't a lot of comprehensive guides out there. This link was some especially hard-fought knowledge. Hope it helps someone. Feedback and comments are welcome (especially regarding things that are incorrect).

https://github.com/roxxploxx/RimWorldModGuide/wiki/SHORTTUTORIAL%3A-Things-and-ThingDef


The main wiki starts here:
https://github.com/roxxploxx/RimWorldModGuide/wiki

cheers!

#4
Unifica Magica
~~~Multiple Magical Pathways~~~
~a technology alternative~

Unifica Magica adds several types of magic as a pathway to advance and sustain a Rimworld colony, in competition with the current technological approach in Rimworld. Each magical path will have it's own feel and in order to advance in that path, your strategy and base will evolve in support of that path.






Like what you see? Like to eat? Me too! Support me on Patreon



WIZARDRY
Through study, your colony gains an understanding of the arcane, building devices that support and protect its people.

Wizardry is a grind. It's about research and study to learn about how to build devices to support and protect your colony. Basically, a factory of people studying a deep research tree and continuously crafting magical runes, which are needed to make any item and power them. When enemies approach, your base defenses are weak at a distance but your short range Arcer pylons can wear enemies down, until they are drained of energy. However, a powerfully skilled wizard (i.e. your 'Wizardry' skill) with a legendary Old Magic Wand can devastate approaching enemies with ease, protected behind magic shields.


Figure 1. A wizard sits at his Arcane Alcove, crafting runes to power things like the Arcers and Pylons on the left. Wizard lamps and arcane floors, walls and doors surround him. Around his alcove, Arcane Research Cabinets sit, improving his speed.

Runes:
power, binding, pulsing, control, awareness, old magic. These runes ramp up in difficulties and resources required to make.

Spellbook:
Spells will be slowly recovered but if you study at the Arcane Alcove, you'll regenerate them quickly. I'm using JecsTools to do this so here's a video of some of that now. This casts a Wizard Bolt and a Fear person spell as well as showing a spottable knife.

YouTube Video: Casting Spells and Weapon and Apparel Powers

Level 1: Wizard Bolt, Sparks
Level 2: Fear Person, Blink
Level 3: Fear Bomb

Looking for spell ideas that fit into being a wizard... thinking some utility like spells such as dig and other spells like poison gas and mud.


Production:
Arcane Alcove: A desk covered in papers and books, used to generate wizard runes.
Arcane Workbench: A bench with simple tools of wizardry, capable of producing the simplest of items and artifacts
Arcane Research Cabinet: Stores past notes and experiences with the arcane and provides a buff to Arcane Alcoves.

Wands:
Note: damage increases with Wizard skill
Arcane Wand: An arcane imbued wand. It focuses your arcane Wizard power into a damaging bolt. The more powerful your Wizardry, the more damage done.
Old Magic Wand: More powerful arcane wand. More damage due to a burst fire, more range, more accuracy.
Lightning Wand: Single target damage.
Explosive Wand: AoE damage.
Disintegration Wand: Single target damage and disintegration of armor. (in progress)


Figure 2. Shown are three of the wands I am playing with (v.2 release): Old Magic (burst w/small explosive), Explosive (AoE), Lightning (single target). Wands do damage based upon the Wizard's skill.

Defenses:
Arcer and ranged pylons slowly drain their runes as they attack enemies. Arcers are melee range and pylons are longer range but not very effective. The Arcane Launcher fires mortar shells with arcane energy at your enemies, creating a more rapid firing cluster of smaller explosions around them.


Research Topics:
Wizardry: You start to gain an understanding of matters relating to Wizardry.
Arcane Wizardry: You learn to craft runes that empower wizardry. First, you must build an arcane alcove to support your efforts.
Arcane Artificer: By applying the runes you generate to items, you are learning to extract their power for your own purposes. You can now make some basic defensive items.
Enchanting I: Your ability to control the runess has improved to the point you can contain power with more control. You can make a more advanced defensive pylon, as well as clothes and a curious table that wizards play at.
Arcane Scribe: You learn how to archive your research activities.
Elementalism: An understanding of the raw elements of cold and heat.
Inanimate Imbuement: An ability to force large amount of energy into items. You can now empower better walls and doors as well as temperature devices.
Old Magic: You've discovered powerful old magic. It enables new and powerful scirpts to empower your base.
Old Magic Artificer: You can now apply the old power to your creations.
Arcane Control: With the power of old magic growing in your mind, you learn ways to manage arcane power to a finer level of control.
Arcane Channelling: More advanced weaponry.



Additional: 'Wizardry' skill which impacts your wand damage and ability to build devices (displays off the character screen but fixed in next version), wizardry clothes (robes, amulets, rings, bracers), lights, grow vats, temperature items, walls, doors, floors, etc.




SORCERY
(in progress) Through individualized personal power and enhancers, you grow in ability to shape power.

The plan is: A few people become very powerful as others build structures and devices to empower them. Non-sorcerers stay back when the action starts. Sorcerers are more powerful inside their domain, and weak outside it. About building rooms that empower the sorcerer. Sorcerers can spend time powering magical systems (like batteries) or in empowerment (training) which increases energy generation. Drains energy when using sorcery.




DRUIDIC
(in progress) Pulling energy from the life forces of this desolate planet, you fear no outsiders that dare enter your open and lush domain.

The plan is: to cultivate defensive plants around your base by placing druidic plants and call on the forces of nature to cast spells and such. Would love to transform into animals but will see if possible first. The feel of the base will be lush and full of life, with no walls blocking the advance of enemies as walls block life. Will create devices to support plants growing out of temperature and such so expect plants to grow on ice and desert climates. So far, I have exploding and entangling vine defenses. Poisoning plants shouldn't be too hard and I'm working on needler plants. By extending the Pot item, you can change what is planted at a location through typical sowing actions.

Plants Teaser: Here are the Entangling vine and Popping Fern plants. They activate when you get near and are planted in Druid Defensive Plots. They only operate when mature so plan ahead. Artwork still in progress. Also, the druid defensive plot is very resistant to explosive damage so it will last between ferns, but the ferns will have to regrow.

Figure 2. The entangling vine is a crowd control tool, reaching out to slow raiders (90% slowing) while the popping fern is like a mortar shell. Sorry for the blindingly fast recording speed. Will fix in future.





7 paths planned

Looking for feedback and testers.