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Topics - AcetheSuperVillain

#1
Main highlights are Krazy4Games' RimWorld War 2, Gargamiel's PokéWorld and Jecrell's Star Wars Factions. 

Highlights:  https://www.youtube.com/watch?v=PdSGb7BA5Gc

Playlist:  https://www.youtube.com/playlist?list=PL4XcRWpE00tPhM9VFuRY9_ninuRcJyj5v

RimWorld War 2:  https://steamcommunity.com/sharedfiles/filedetails/?id=2532632591

PokeWorld:  https://steamcommunity.com/workshop/filedetails/?id=2652029657

Star Wars Factions (Continued):  https://steamcommunity.com/sharedfiles/filedetails/?id=2263217873

There's about a hundred other mods going on in the background, so if you see something funny and want to know what it was, ask me here or in the YT comments. 
#2
Ideas / Reload time and clip size
September 12, 2022, 03:24:33 PM
Guns use their aim time as interval between shots until their clip is empty, then they use their reload time. 

For example, a Revolver would be able to shoot very quickly, until it expends its 6 shots, then it takes a long time to reload.  An SMG would be able to empty its entire clip very quickly.  The Bolt-Action Rifle would have a longer time between shots, but be relatively quick to reload.  Could be a button somewhere that allows pawns to reload manually. 

Under the current system, a lot of the late game weapons and modded weapons can feel weird.  Clip size should provide a new way to balance weapons, increase verisimilitude and allow for some interesting combinations like a stick-magazine Thompson vs a drum-magazine Thompson. 

"Bro, just play CE!"

CE sucks.  The normal game combat is fine, it's just guns without reloading feels weird. 

If this happens to get passed along to the game devs, I willingly forfeit any ownership of this idea and any right to seek compensation or damages if it is implemented.  Go nuts. 
#3
Mods / Mod Suggestion: Gotta Catch 'em All
August 07, 2021, 05:35:49 PM
Had kind of a random thought that's way too complicated for me to make, but I'll volunteer to help with graphics if anyone else wants to take it on. 

I got to thinking it would be fun to run a "gotta catch 'em all" campaign in RimWorld.  Like the Pokemon games, you set out from home (on a caravan) and try to catch one of every type of animal in the game.  This would probably be boring with just megasloths and muffalos, but much more entertaining if you've got mods like Alpha Animals and Race to the Rim and such.  And from there, I got into a death spiral of various Pokemon things that might be helpful in Rimworld. 

You'd probably want something like Set Up Camp https://steamcommunity.com/sharedfiles/filedetails/?id=1470065926 to actually find things to catch out in the wild, but you could possibly just set up random encounters to be more likely (maybe if you're not on the roads) and force players to run their caravans back and forth to find stuff like you do in the Pokemon games.  Encountering rival "trainers" would also be amusing, although on the Rim, maybe just increase the chance that tribals and pirates have battle animals with them. 

First off, Pokeball, there was already a pokeball mod for 1.2, https://steamcommunity.com/sharedfiles/filedetails/?id=1162860582  hasn't made it to 1.3 yet, but I love this mod, super useful for grabbing things like Feralisks that you can't realistically tame.  Would be interesting to keep battle animals in their pokeballs while you're not using them, deploy them like a grenade or something.   

Second, Pokedex, this could be a nice simple thing that just keeps track of each animal type in your game and a checkbox of whether or not you've collected one.  Maybe info like what biomes they appear in would be handy, otherwise, I think all the relevant info is already in the description system.  For real completionists, might be interesting to have one that tracks both male and female and every alternate color.  You might want the option to disclude certain animals from the pokedex, like if you want to be catching Thrumbos and Huris and not wasting your time on squirrels, or if there are animals that are too impractical like Feralisk Clutch Mothers. 

Now, if you've ever played RimWorld, you know it'd be wildly impractical to actually have one of every type of animal, let alone on a caravan.  The way you get around this in the Pokemon games is Bill's PC (which maybe they've changed the name of in later games, ol' uncle Ace only ever played the gameboy games).  Bill's PC has two main functions, it keeps your extra mons in stasis and it allows you to swap out your team in any city.  Keeping things in stasis and long distance transport are already a thing in RimWorld, although building hundreds of stasis chambers for boomrats and gazelles and whatnot or sending critters across the world in drop pods would be stupid and a very late-game kind of thing.  We'd want the PC system to be relatively simple to build, and I think you'd want to be able to access it in friendly towns.  Maybe a system similar to the Change Dresser's clothing storage menu. 

One also can't help but think of Pokemon Centers in the context of RimWorld.  In the colony, maybe it's like a big hospital bed for animals that sets their natural recovery rates to 1000% or something.  There might be something you can access in friendly cities while caravanning too.  Balance wise, you'd have to question if the Pokemon Center should be able to revive dead animals or regenerate permanent damage.  Allegedly, the Pokemon Centers in the games cannot reverse death, and RimWorld animals and pawns do actually "faint" in battle, if they don't get killed outright.  Since battle animals are often very fragile against guns, I think the ability to resurrect them or at least super health them would make it much more practical to use battle animals against serious enemies. 

Pokemarts would also be super helpful on a caravanning adventure, since you'd want to be able to buy pokeballs and not have to make a machining table in the field every time you need to restock.  Probably doesn't need to be a separate Pokemart function, just make the normal trading function more likely to have pokeballs or other necessary stuff.  To that end, maybe having a separate Pokemart option when visiting towns that doesn't clog up the normal trading could be useful.  I could see other Pokemart items like Potions or Antidotes being useful in RimWorld too, like they cure injuries or diseases, but only for animals. 

If you really wanted the Pokemon games extra credit, maybe there are Gym Leaders in friendly towns that you can challenge.  I'm thinking roll up to a town and select "Challenge Gym Leader" and you are thrown into a fight (like Attack town) and if you win, you get a randomly generated badge.  You'd need some kind of hanky panky to prevent the faction from getting mad at you for mini-gunning their citizens and animals.  You could also distribute gyms on the map as hostile factions that you need to attack, although that could get weird if they are sending raiders. 

So yeah, crazy idea, had to share.  If you wanna make part of this and need some graphics, let me know. 
#4
I've been thinking of modding in some custom guns.  I have a big collection of 3D model sci-fi guns that I'm planning to pre-render for the graphics.  With this kind of 3D graphic, it's really easy to change the color palette, here's an example:

So I'm wondering first of all, is this something players would even want and if so what's a good way to do it?  I know I could do a bunch of duplicates like, Cyber Pistol (Red), Cyber Pistol (Blue), Cyber Pistol (Black), etc, but this I think could be extremely annoying. 
#5
Mods / Suggestion: Dark Sun RimWorld
June 18, 2020, 12:21:11 AM
Dark Sun is a sort of post-apocalyptic D&D setting.  The gods have turned their back on the world.  Arcane magic is banned.  Metal is scarce.  Society has been enslaved by diabolical Sorcerer-Kings.  Nature has been blasted into a series of unforgiving deserts, scorched further by the ever looming Dark Sun. 

Could be fun for a RimWorld mod setting. 

The main interesting thing I think would be a world without metal.  Instead of silver, people under the Dark Sun trade ceramic beads or glass gems.  Instead of steel, their weapons are made from bone, obsidian and jade.  Perhaps an innovative off-worlder could introduce materials like plastic or carbon fiber. 

Your only steel and components will be whatever you carried with you from your escape pods and salvaged from ancient mechanoids.  Escape from this world will be impossible, your only hope is to survive. 

Savage races survive under the Dark Sun:
Mul - A sterile cross breed of dwarf and human, created to be slaves or gladiators.  In sci-fi, could be genetically altered humans
Thri-Kreen - An intelligent insectoid race with 4 arms, tough chitin and a venomous bite.  The can mix their venom with the zik-thok plant to create dasl crystal, from which their native gythka and chatchka weapons are crafted. 
Pterran - Pteradactyl-like reptilians who exist on the edges of society.
Half-Giant - The magically induced spawn of humans and giants.   In sci-fi, could be genetically altered humans. 

More info:
https://darksun.fandom.com/wiki/Athas
https://en.wikipedia.org/wiki/Dark_Sun
https://dnd-wiki.org/wiki/Canon:Dark_Sun
http://www.athas.org/
#6
Mods / Suggestion: ERB's Barsoom Mods
November 09, 2019, 08:32:15 AM
I see a lot of fantasy and sci-fi mods, but I haven't seen anyone do a mod based on my favorite author, Edgar Rice Burroughs. 



If you want to do this mod and need an artist, let me know, I can do art. 

The best ERB property for RimWorld would definitely be [img=https://barsoom.fandom.com/wiki/Barsoom]http://Barsoom[/img].  Barsoom is actually the Martian word for Mars, ERB depicts it as an ancient but dying world, with the remnants of high tech cultures clinging to life, while beasts and savages around them become more wild and brutal as the planet slips further into decay. 

There are 4 main humanoid inhabitants of Barsoom, Red, White, Black and Yellow Martians.  It is implied that the 4 races once lived in harmony, but the White, Black and Yellow people isolated themselves to the point of becoming only myths and legends to the Reds, who are the most populous race on Barsoom.  The Whites are more technologically advanced than the Reds, and the Blacks more technologically advanced than them.  The Yellows seem to be mostly on par with Reds, but maintain their isolation by means of a very specific defensive technology and the secluded icy mountain terrain of the Martian arctic.  It is stated that Martian Humanoids lay eggs, as mammals on Mars are rare and nearly extinct (though John Carter of Earth marries the Red Martian Dejah Thoris and has a son who is born of egg.  I think it's sort of implied that John Carter was already a Martian who ended up on Earth somehow and then came back to Mars, but then his son has half of John Carter's high gravity Earthling strength.)  (Also, technically it's incorrect that live birth or egg laying makes us "mammals".  Mammaries make us mammals.  There are mammals that lay eggs and reptiles that do live birth.  Live birth makes us Eutherian, it could be that most Martians are actually Monotremes or Synapsids.) 

There is another quasi-humanoid race known as the Green Martians.  These are monstrous people, with tusks, bulging eyes and four arms.  As most of the native animals of Barsoom are also multi-limbed, it is implied that the Greens are descended from native Martian organism, while the true humanoids may have some alternate origin (except for the egg-laying thing).  Green society believes in a savage lifestyle for a savage planet, and have a fierce warrior culture that actively engages in blood sports and raids against the Reds and other Green tribes. 

There are numerous savage beasts native to Barsoom, some of the most memorable are the White Apes, massive hexapod gorilla-like creatures with an incredibly violent temperament.  They are said to be somewhat intelligent, more so than the apes of Earth, but they are either not as intelligent as the humanoid Martians or just too violent to manage a society.  Banths are known as the Barsoomian Lion, they have ten legs and a mouth full of razor teeth.  Banths are among the last remaining, if not the very last, Martian mammals.  Calots are domesticated by Green Martians with a dog-like temperament, though like all Barsoomian creatures, more savage.  Thoats are horse-like creatures.  Zitidars are mammoth-like creatures, hunted for their meat and skins, but also raised as draft animals by the Greens.  The holy Valley of Dor is guarded by creatures known as Plant Men, a kangaroo-like biped with tentacle arms, a single eye and a slashing tail that can split skulls.  They eat plants, but require blood as well. 

More later, I need to go to work now...
#7
Mods / Suggestion: Pawns Develop Passions as they Age
November 01, 2019, 08:13:41 AM
(I apologize if RimWorld already has this behavior and I've just never noticed)

You ever notice that young pawns have less passions, old pawns have more passions?  That must mean that their passions grow as they get older, right?  But I've never seen that happen. 

So it would make sense within the existing lore of RimWorld that pawns should gain passions as they age.  I know that people probably don't play games so long that their pawns actually go from young to old, but I'm thinking that with the amount of passions that old pawns have compared to young pawns, they are probably developing a new passion every few years. 

For reference, I've got a couple of old people and young people in my current colony, there's a 25yo with 2 minor passions, a 20yo with 3 minor passions, a 39yo with 2 burning and 4 minor passions, a 51yo with 4 burning and 3 minor passions, and a 70yo with 2 burning and 5 minor passions.  I don't exactly know how passion points are calculated, but if minor passions count as one point and burning as two points, then to go from the 20yo with 3 points to the 39yo with 8 points, he'd be developing 5 more points over 19 years, about 1 point every 4 years.  The 25yo to the 51yo would be 1 every 2.8 years, but I think they have different passion amounts to balance their traits, as the 51yo is a pain in the ass and the 25yo is a saint. 
#8
I play a lot of RimWorld and I use a lot of mods.  I want to make a list of some of my favorite mods and try to explain what they're like, so you can decide if they'd fit well into your style of play.  I'm going to use Steam Workshop links, because that's how I manage my mods, but be aware that most of these contributors are also here on Ludeon Forums or RimWorld Base if you prefer. 

Before I begin, I'll briefly explain my style of play, as that will obviously color my opinion of mods.  I generally get bored with colonies once they get sufficiently developed, so I don't go for much late-game content.  One of my favorite things is being able to tame and raise wild animals, so I do a lot of wildlife mods.  I often wish the base game was more sci-fi, so I'm keen on any alien races, space-man guns and miraculous technology.  I like to explore different biomes, so I also appreciate any introduced technology that makes it more viable to colonize harsher ecosystems, or get out of the mountains. 

To start, let's cover some of my favorite wildlife mods.

Dinosauria:

https://steamcommunity.com/sharedfiles/filedetails/?id=1136958577

If you've never in your life dreamed about having a pet dinosaur, I think there's something wrong with you.  Besides the child-like thrill, these gigantic animals add some interesting gameplay balance, because the largest dinos are easily as strong as most early raids.  Accidentally pissing off one of these walking tanks will lead to complete mayhem, and you can intentionally anger them to attack raiders or caravans.  And if poaching is more your style than taming, a lot of dinosaurs will yield valuable hides or trophies like T-Rex skulls and Triceratops horns.  Also check out Packmules Extended - Dinosauria to allow your dinos to haul loot across the Rim. 

Sauropods are especially interested.  The mod really reminds you how insanely large these creatures used to be.  A sauropod is a dangerous foe, capable of charging through volleys of bullets and squishing pawns into pulp, but you're handsomely rewarded for your efforts with valuable sauropod leather and a mountain of meat that can feed your colony for multiple quadrums.  Sauropods can also eat live trees, like alpha-beavers, making them an annoying presence at times.  I always thought sauropods were a really boring kind of dinosaur, but after hunting and getting squished by them, I have a new respect for these ancient titans. 


Megafauna: 
https://steamcommunity.com/workshop/filedetails/?id=1055485938



Megafauna is like Dinosauria, but with prehistoric mammals, birds, bugs and reptiles instead of dinosaurs.  I recognize a lot of these critters, but most of you definitely won't.  Since most of these animals are larger or weirder versions of modern day animals, it's more fun to think of these creatures as alien or mutant versions than resurrected prehistorics.  In general, these creatures aren't as large and dangerous as the Dinosaurs, but are more dangerous than the vanilla wildlife. 

The Megafauna modder is pretty keen on making compatibility patches with other mods, so Megafauna is very likely to work with whatever your other favorites are. 


Alpha Animals: 
https://steamcommunity.com/sharedfiles/filedetails/?id=1541721856



Alpha Animals is a massively creative and intricate mod that adds a lot of fun things to do and new ways to die to your game.  A lot of the unique animals produce cool resources, like a tree-eating beetle that sheds steel, but there are also a lot of killer events.  Feralisk clutch mothers will pump out a brood of carnivorous spiders that will slowly decimate all life outside the walls of your colony.  Strange Drop Pods will spawn an army of man-hunting plant monsters.  And you'll be raided by the Black Hive, mechanoid-hunting super insects that now run amok throughout the rim.  So not only are you getting more interesting wildlife, but more interesting raids and events as well.  The alien animals also give those RimWorlds a much needed sci-fi feel that the Muffalo just don't quite reach. 

Also check out Alpha Biomes.  I generally don't like Biome mods because they're often buggy and unbalanced and my Dinosaurs won't show up, but at least with Alpha Biomes, you'll still get the Alpha Animals.  There are a lot of cool things in the Alpha Biome mod, if you wish your alien RimWorlds felt more alien, then you should definitely give this a shot. 


MoreMonstergirls: 
https://steamcommunity.com/sharedfiles/filedetails/?id=860692531



I held off on this mod for a long time because I thought it would be creepy and weird, but after finding a comment along the lines of "it's actually not that bad" I decided to give it a shot, and it's now one of my favorite wildlife mods.  It probably will feel creepy and weird for some people, so try at your own discretion, but to me it mostly feels cute and cartoony, and there are just as many monster boys as girls.  The main appeal here is that you get some really beneficial animal friends.  Almost all of them produce useful resources and can be trained to haul, and most of them are very fast, making them great mounts for the Giddy Up mod.  They're also fairly easy to train, so you don't need to be a master Handler.  The catch is that they're pretty fragile, they'll easily get torn to pieces by any dinosaurs or feralisks on your map, so you still need to keep them safe and tame them quickly once they stroll onto your map. 

One could argue that this mod is unbalanced, but if you like the taming/training system and wish you could get more out of it, then this is a mod worth trying out.  These guys are definitely useful, whereas I'm constantly asking myself whether it's worth keeping around a huge hungry Triceratops all the time to occasionally kebob a mechanoid or carry my cocaine down to the market, I always feel like the monster critters are an important part of my colony. 


Yokai Village: 
https://steamcommunity.com/sharedfiles/filedetails/?id=1532938687


If you really want to weeb up the Rim, try out this collection of Japanese mythical monsters.  Most of these are humanoid, but there are a few completely bonkers ones like a walking block of stone with a face on it.  Most of these creatures have a very magical/mythical feel to them, and many produce resources in a similar way.  One of my favorites was the Joru-gumo, Spider Girls, which are dangerous hunters, produce spider silk and only eat fresh corpses and meat, no kibble or simple meals.  A lot of these monster races come in individual mods, if you don't want the entire Yokai family all at once, but the comprehensive Yokai Village mod also comes with a bunch of furniture, food, weapons and armor to give your colony an even more magical feel.  In particular, if you don't like dealing with electricity, Yokai Village offers some magical items that offer alternatives to modern conveniences like air conditioning. 

And if that feels too cushy to be any fun, rest assured, there are some absolutely bonkers hard creatures roaming around in Yokai Village that can single-handedly extinguish an entire colony, and the best magical technology requires the extremely rare ingredients, so there's still plenty of hard work to do and late-game schemes to try.  There are a few things about this mod that might feel kinda creepy and effed up, but the magical/medieval vibe mostly mitigates that feeling.  And if you're used to Japanese yokai stories, they are generally supposed to feel effed up. 


Housekeeper Cats: 
https://steamcommunity.com/sharedfiles/filedetails/?id=1541620640


One of the few stand-alone animal mods I'm going to recommend, Housekeeper Cats are my absolute favorite.  The main attraction is that these little guys will do cleaning work, once they have at least Obedience training.  They can also be trained to haul and will produce small amounts of Housekeeper Cat Wool, which is very expensive.  If you're tired of your colony constantly being covered in blood and puke, this is the mod for you. 


L-Slimes: 
https://steamcommunity.com/sharedfiles/filedetails/?id=1206705240

This mod introduces Slime creatures, like the classic RPG monster.  Slimes come in dozens of formats, there are slimes that produce food, medicine, electricity, heat, cold, gunk, and even ravenous killer slime-babies. 

I used to play with this mod, but I've stopped since I've come to feel that it's too unbalanced.  Your gameplay experience will completely revolve around slimes.  This can be fun, but if you're trying to sample a bunch of other mods, it gets tedious when they are constantly overshadowed by the same old slime tactics.  And to be fair, you're still generally at the whim of the Rim's randomness.  Like sure, it's great to have an electro-slime instead of a power generator, but there's no way to guarantee that you'll encounter one, and even if you do, it might go berzerk or get eaten before you actually tame it. 

The feel of this mod is hard to nail down.  It kinda works for a magical/medieval feel or a super alien/sci-fi feel, but honestly, it mostly feels like some sort of comedy or parody collection.  Some of them even feel more like a gamey hack, like "I don't want to deal with refrigeration, so here's a slime that makes it cold".  But if you wish that RimWorld was a little easier or a little goofier, definitely give this a shot.  And it has been a long time since I've played it, so maybe they've balanced it better since. 


Animal Collab: 
https://steamcommunity.com/sharedfiles/filedetails/?id=1444853494



The Animal Collab Project adds a bunch more natural animals to the ecology of RimWorld.  I really like this, as the default animal selection in RimWorld always felt very sparse to me.  The extra animals make each biome feel a lot more real.  Though this pack is mostly normal animals, there are a few cool critters, like the Dire Wolf, (which seems to be more like the Game of Thrones creature and not the RL prehistoric canine).  If there's a limit to how many mods you can have at once, there are definitely more game-changing wildlife mods to choose from, but if you can work it in, this is an excellent mod to have. 

One ACP animal that I really like is actually the horse.  I've always thought it was weird that there are no horses on the Rim, especially since there's a strong Wild West vibe to much of the game.  If you use the Giddy-Up mod for mounts, there really aren't a lot of animals in RimWorld or all of its mods that fill the niche of a horse, an easy-to-handle herbivore that moves fast and is big enough to carry a person and some cargo.  If you don't want to take on this giant Ark of animals just for horses, the horses from ACP are available as a stand alone mod, and there's another mod simply titled Horses which I recommend if you'd prefer to have more depth in your selection of steeds. 


Magical Menagerie: 

https://steamcommunity.com/sharedfiles/filedetails/?id=1821617793

This mod introduces a plethora of mythical creatures to your RimWorld experience.  While it's obviously cool to have a bunch of magical monsters running around, and the artwork is great, I do have some complaints about this one.  Though it is by the same developer (or at least uploader) as Alpha Animals, this mod lacks the same creativity, most of these creatures are just big predators with a projectile attack that they don't use often enough to be truly dangerous.  Most of the Magical Menagerie are also complete pussies compared to Dinosaurs, Yokai or the meanest of the Alpha Animals.  You might be excited to see a herd of Unicorns or Gryphons enter your map, but they're probably going to be decimated by predators before you can successfully tame them.  It also means that while it sounds cool to ride into battle on a Gryphon, it isn't actually much stronger than a horse or muffalo. 


Bichang's Creatures: 
https://steamcommunity.com/id/Bichang/myworkshopfiles/?appid=294100

This isn't a single mod, but the contributor Bichang has several mythical creatures that fit well together, the Red Dragon, Huri, Frilleus, Kyulen and Sacred White Fox.  These guys have absolutely beautiful sprites, and in general, they are all strong enough to absolutely annihilate entire colonies.  Red Dragons and Frilleus will appear as events, kinda like Thrumbos, while the others just chill out in most biomes.  They are pretty easy to tame, but they're dangerous enough that you can't try it willy-nilly. 

(I haven't played with these critters for a long time because it's a little unbalanced, and there are creatures from the Yokai Village that do kind of the same thing, in fact I get this dragon and that dragon a little mixed up in my head.  But now that the mod loading time has been improved I might give them another shot.  Also, the Cyberpunk damage tweak might give you more of an edge against the Red Dragon.)

#9
Pawns in Rimworld have a tendency to just slowly break down over time.  It would be nice if there was some advantage to keeping pawns around that have been through severe hardships. 

Physical:
I admit that physically, this doesn't make complete sense.  Getting shot in the foot doesn't increase your resistance to bullets.  But since this is sci-fi there might be an alien race (like the seiya-jin) or some bionic implant that does work that way.  It would make some sense with infections.  Someone who has survived an infection (or plague or malaria or whatever) might develop a slight immunity boost in general.  It would also make sense for someone who is in pain regularly to be more resistant to pain, or like someone who has experienced mind-shattering pain won't react to minor pains as strongly anymore, or at least for a while. 

Mental:
It makes more sense that what doesn't kill you makes you emotionally stronger.  A person who has survived great hardship, like loss of a loved one, builds up some emotional armor that numbs them to future stress.  Maybe there's some drawback to this as well, like they are numbed to positive mood effects too, or less socially competent. 
#10
Mods / [Mod Suggestion] Stun Turret
September 23, 2019, 04:41:09 PM
A turret that fires non-lethal ammunition.  Stun lasers, tasers, bean-bag bullets, burn shots, etc.  Put one in your prison and never worry about berzerker prisoners again. 
#11
Mods / [Mod Request] Terra Project Wildlife Patches
July 08, 2019, 12:17:50 PM
I love the maps from Terra Project, but I feel like Rim World is too boring with just vanilla animals.  I know this is a relatively simple thing, if someone can coach me on how to make a patch that anyone can download, I can help out with this myself. 

Here is Terra Project:  https://steamcommunity.com/sharedfiles/filedetails/?id=1598637926

Here are some of the animal mods I'd like to patch in (in order of preference):
Alpha Animals:  https://steamcommunity.com/sharedfiles/filedetails/?id=1541721856
Dinosauria:  https://steamcommunity.com/workshop/filedetails/?id=1136958577
Megafauna:  https://steamcommunity.com/workshop/filedetails/?id=1055485938
Star Wars Animals:  https://steamcommunity.com/sharedfiles/filedetails/?id=1342364585
Monster Girls:  https://steamcommunity.com/sharedfiles/filedetails/?id=860692531
Lost Forest:  https://ludeon.com/forums/index.php?topic=45766.0 (thought is was on steam, but link is broken)
Animal Collab:  https://steamcommunity.com/sharedfiles/filedetails/?id=1444853494
Yokai Village:  https://steamcommunity.com/sharedfiles/filedetails/?id=1510321748
L-slimes:  https://steamcommunity.com/sharedfiles/filedetails/?id=1206705240
#12
Mods / Mod Suggestion: Realistic Research
April 18, 2019, 05:30:12 PM
A thought.  Being able to sift through centuries of technological advancement with a simple wooden bench is a little weird and pretty boring.  A more realistic version could also be more fun. 

Tech Manuals:  Manuals that teach your colony how to use a certain tech.  You need to trade with a trader of the appropriate tech level to obtain one.  You might also get them by raiding other settlements.  Once your society understands the given tech sufficiently, you can trade tech to other factions.  Either once you've learned something, you learn it forever, or you need to have the manual to use the tech, if it gets destroyed or stolen, you can't use that tech anymore. 

Scavenged Tech:  If you encounter a piece of equipment that requires tech you don't have, you can sacrifice it to gain knowledge.  This could be incremental, so like if a tribal colony dissects a pulse rifle, they would get Smithing tech, not jump all the way to Pulse Munitions and the tech branches that build up to it.  (Alternatively, they get a Pulse Munitions Manual that does them no good until they have all the other appropriate tech)  Mechanoid carcasses can be scavenged for random tech.  Maybe insects too. 

Internet Research:  Once you learn to contact ships in space, you can access something akin to the internet, and research existing technology, akin to the way the game already does it.  Allied factions allow you access to their internet accounts, so you can download tech from your neighbors.  This could be incomplete, i.e., you can only access a passing ship's internet while it is in orbit, or you only get access to whatever tech an ally has.  You might be able to hack into enemy factions, passing ships or mechanoids and steal tech, risking a retaliatory counter-hack or raid. 

Personal Memory (Advanced):  And individual pawn knows a specific tech.  So your colony might have one crafter that knows how to build Long Blades but no one else in the colony can.  Pawns who know the tech can write manuals to teach other individual pawns this tech.  Prisoners can be forced to write manuals for tech they know.  Sufficiently advanced colonies might be able to extract information from the brain directly, or upload information to a colonist's brain quickly.  Bionic brain chips allow a pawn to access the internet and use any technology even if they haven't learned it, or perhaps a cellphone or laptop item can allow this at a penalty as long as it's in a pawn's inventory.  A pawn's background should influence their starting tech. 
#13
Hi.  I'm an artist.  I've been working on a series of interchangeable 3D people that I call the Acheron Series.  Here's a sample in nearly RimWorld size of some of my most popular models:


Human
Cherufe (Magma Creature)
Devilish
Kitsune
Raptor

I've thought about drawing custom races or new clothes for a RimWorld mod, but I also stop and think, "why aren't I making cool Acheron models instead?"  I'd love to be able to use these models in RimWorld, but I'm not enough of a programmer to want to figure out and rewrite clothing code for a game that's not my own.  If someone out there would like to do the programming, I'd be happy to provide the artwork.  I've got around 20 races done, mostly fantasy races like dragons and unicorns, with more on the way and various hair styles.  I've got a few outfits done, more for females than for males right now, making more will be my next project. 

I'm also a pretty competent animator, here's a recent WIP if you want to see:

I could make some simple animations or at least poses for these characters as well, but I don't know what kind of extra programming that would require. 

It would also be simple enough to use the 3D rig to achieve the different body types.  I've done a few experiments with this, I've got room to improve, but I could definitely make something to work.  The cool thing about the 3D rig is that any body changes can be automatically applied to clothing or new races as well, so no need to redraw things for it.  I'm thinking it would be cool to have more than the default 4 body types, at least I'd want to do M-Hulk, F-Hulk, M-Thin, F-Thin.  I'm assuming it's possible to rewrite that, but I don't really know. 
#14
Mods / How to get more alien immigrants?
October 10, 2018, 04:08:05 PM
I have a bunch of mods that introduce alien races.  Faction bases are overwhelmingly alien, but slaves and immigrants (wanderers, rescue requests, etc) are overwhelmingly human.  Some aliens never seem to show up at all, Zoltans and Engi (from Lighter than Fast) show up as factions but never as aliens or slaves as far as I can tell, and Ferians and Daleks don't seem to show up at all, unless they are selected as initial colonists.  Xen's animaloid races, Xenn, Logann, Racc and Ferex work satisfactorily. 

Is there a mod out there that reduces human immigrants, or is there a variable somewhere I could tweak to make the humans less common? 
#15
Mods / Looking for assistance. Skimpy Outfits mod.
September 30, 2018, 08:09:29 AM
I was thinking of making some skimpier outfits for Rimworld.  I'm an artist, so I can do the textures easily, but these xml files make my head spin. 

I'm thinking things like swimwear, tribal loincloths, ancient egyptian clothes, etc.   I'd like to do some kind of armored skimpy outfits so that colonists can have some protection and still be skimpy, like some fantasy barbarian half-armor or shields for tribal/medieval level or "barrier bikini" a bikini with a shield generator for spacers. 

If someone is willing to help out, it might be fun to have some mood effects and traits related to skimpiness.  Like I'm thinking, colonists have a preferred target skimpiness that they aim for, like someone who is unskimpy will try to wear as many layers of clothing as they can, while someone who likes skimpy will prefer to wear the bikinis and so on.  Normal colonists won't care, and nudists will get a partial mood boost in skimpy outfits.  This might be better as some kind of global stat or health condition, since if it's a trait it won't happen very often.  Colonists could also get mood buffs or debuffs by seeing people in skimpy outfits.  For example, if a guy sees a beautiful girl in a bikini, he gets a boost, a girl might get a lesser mood boost by seeing another girl, and anyone gets a debuff for seeing a staggeringly ugly person in skimpy outfits.  But this is deeper programming than I want to mess with on my own. 

Anyone interested? 
#16
Mods / [Mod Request] Kinsey Scale
September 10, 2018, 03:30:32 PM
I enjoy Psychology's Kinsey Scale, but I completely hate the rest of the mod.  When my pawns get anxiety attacks, it gives me an anxiety attack! 

I theoretically know programming, so I might be able to help, but I'm still kinda perplexed by RimWorld's mod system so far. 
#17
Ideas / R-Click Commands Overwride Allowed Areas
September 08, 2018, 08:40:01 AM
Raiders!  Sound the alarm!  I shoot up some invaders.  I want to my pawn to quickly grab a gun that dropped or capture an enemy or rescue a friendly.  Can't.  Outside of allowed area.  Arrgh...

This is more of a problem when I play ZombieLand, where there are standing orders to never go outside.  I have to unrestrict the pawn, command them to do the thing I want, then remember to re-restrict them when they finish doing whatever it is. 

It would be simpler if R-Click commands just override the Allowed Area restrictions.  However, I would be annoyed if I was simply commanding a pawn to construct blocks and R-Click commanding caused them to go haul boulders from the zombie infested outside.  So maybe only certain actions override Allowed Areas, or maybe the R-Click menu has both "Prioritize task" and "Prioritize task (override allowed area)"
#18
Mods / Thoughts on future tech
September 01, 2018, 02:04:21 AM
I tried Rimsenal and GlitterTech for the first time lately, and they are cool, but left me feeling a bit ... empty.  They both feel very gamey to me, just using a lot of resources to get a better resource (like mixing more steel into plasteel) when I usually think of future tech as making life easier, or making new materials out of previously useless substances, or making an expensive factory that makes cheap items.  So, I don't know if I want to start modding myself yet, but I thought I'd brainstorm some ideas and see what people think. 

Plastic - That hip 20th century futuristic material that makes so many things in life so easy.  I'm kinda surprised it doesn't exist in vanilla RimWorld.  I personally imagine that future spaceships and killer robots will be made out of new types of plastics, not metal.  One exciting new plastic innovation is bio-plastic, made from biodiesel, which in RimWorld would be Chemfuel.  Nylon and Polyester fabrics are a form of plastic as well.  Plastic trash is also famous for being nearly invulnerable to the forces of nature, which is a bummer for real world conservation, but would be very useful in RimWorld.  Extending this trait are new Self-healing or self-repairing polymers, which are modeled after biological processes.  Plastic Composite materials incorporate a mix of plastics, combined with other materials like wood, steel, carbon fiber or graphene (perhaps the true identity of Plasteel).  Conductive and even superconductive plastics are on the horizon, combined with plastic fabrics may result in electrical clothing.  Reactive polymers (mechanophore?) are being invented which can change physical properties when stress, chemical changes or electricity is applied to them, allowing a material that can change from flexible to hard depending on the situation. 

Carbon - That good ol' fashioned molecule which comes in so many useful allotropes.  Graphene, a nanoscale material said to be super strong and have wonderous electrical properties.  Carbon Fiber, a strong but lightweight structural material.  Synthetic diamonds, giving anyone the strength of the hardest material in the world. 

Tungsten - Something of a wonder-metal, it is as hard as diamond, as dense as gold and doesn't melt until it reaches 6000 degrees F (3400 C).  In real life, it is used for bullets when depleted uranium won't do, and the filaments in lightbulbs. 

Aramid Fiber - (Kevlar, but that's a brand name)  Contrary to what RimWorld might have you believe, it is not grown from bright red mushrooms.  I would have to look up more about how they are made, wikipedia says: "Kevlar is synthesized in solution from the monomers 1,4-phenylene-diamine (para-phenylenediamine) and terephthaloyl chloride in a condensation reaction yielding hydrochloric acid as a byproduct. " so that's a start. 

Nanocellulose - These are forms of cellulose with particularly interesting nanoscale construction.  I think I've heard that they might be as strong as steel, but 1/8 the weight, but others say it is more similar to aluminum or kevlar. 

Amorphous Metal - Metals which are coerced into an amorphous molecular structure instead of a crystalline molecular structure, which gives them additional strength (also perhaps the true identity of Plasteel). 


Thoughts about Plasteel:  So first of all, it bothers me that GlitterTech's formula for Plasteel is a reduction of steel.  Conservation of matter, if you're putting in 10 units of steel and getting 5 units back, then that should mean that the Plasteel is twice as dense as Steel, which it clearly isn't because Plasteel is lighter than Steel.  If Amorphous Steel is Plasteel, then it should be a 1-to-1 conversion from steel to plasteel, because you are just heating your steel to realign the molecules, you just need a special furnace that can go from hot to cold very very quickly.  My original theory was that Plasteel is not steel at all, but a type of plastic that acts like steel (only sharper and lighter), maybe a graphene-composite plastic, and it's sharp because of a molecular sharp edge.  It could also be a little-of-everything, graphene-amorphous metal-composite polymer.  But if Plasteel is a material like that, then it's definitely a material not found in nature, and definitely shouldn't be showing up in the ground (unless the implication is that ships have been crashing on this Rim World for thousands of years or something).  But if building a spaceship requires plasteel, then ship chunks should render plasteel when deconstructed. 
#19
Mods / Furry Fortress in RimWorld
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.