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Topics - zamnath

#1

    Version 2.0

    Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1365540920

    Description:
    Introducing the Black Widows, a new unique race for Rimworld, now updated for rimworld's release version! A unisex race of half-arachnids with a culture that relies on raiding for race survival, the Black Widows sport a number of defining features:

    • Unique bodies and heads complete with custom armors.
    • Aggressive faction tendencies and close combat focus.
    • Produce their own silk that can be used to either make Black Widow apparel and items or to make beautiful (but unusually flammable) versions of traditional fabric based items.
    • As player controlled pawns, they are powerful but finicky. High psychic sensitivity and low break threshold combined with close combat focus can make them dangerous to be around
    • Widows have a taste for more... refined things. They're all cannibals and they can combine humanoid meat and Widow's Silk to create "beautiful" sculptures.
    • Defenses and weapons are focused on defense-in-depth--slowing and stunning enemies while widow hashashim snipers harry them at mid-range and widow reavers close in on small groups that have been isolated from the pack. Lots of close combat weapons and armors; floors act like webs, slowing enemies while widows zip over them normally; spammable (though less powerful) traps that are beautiful and can be placed throughout the inside of a base; and turret defenses that do almost no damage but will leave enemies almost perpetually staggered.
    • Spider people. Spider people? Spider people!

    New With Update:
    Below is a list of things I've added in with the updated version of this mod.
    • Removed the ability for widows to have the bloodlust or cannibal traits.
    • Altered the widows' unique Brood Mind trait to incorporate elements of the bloodlust trait. You should see the widows actually having a strong chance of starting social fights, now, helping to balance their positive attributes, and they now hunger for sentient flesh to match their other predatory features
    • Tweaked costs and values for the various extant armors and added two new armors, the Black Widow Lingerie Top and Furred Widow Armor. The lingerie significantly improves social ability at the cost of defense and cold insulation. The furred widow armor provides the widows with solid defense and actual ability to survive cold climates, but is locked behind armor crafting and requires significant skill to create (Widows are meant to struggle in cold environments without significant investment).
    • Ears!
    • Widows now have their own unique bodyparts corresponding to their unique physiology. I'm still tinkering with this change, so please let me know if you encounter any issues with widow bodies.

    ***Latest Update [21 March 2019]***

    • Fixed issue with thought spawning when Widows eat humanlike meat.
    • Did some tweaking on Widow armor to hopefully allow for better leg protect.
    • Doubled silk gathering yields and also time between silk gathering incidents to try to make widow silk gathering slightly less disruptive.
    • Fixed issue where corpse flower petals were incorrectly labeled as gravespark fruit in recipes.




    Planned Features:
    What I have for the mod so far is a basic framework and some items. After updating some of the art assets and making sure that what's already created is in good shape, I'd like to expand on the basic elements I have so far. Some things I'm currently working on:

    • Bug fixing.
    • Additional furniture.
    • Find a way to make widows experience a minor mood malus for going without sentient meals for too long.
    • Additional Widow weapons!
    • A Widow-specific mission: a Widow Matron moves into the region, preparing to conquer the Rim, but a defector has tipped the player's colonists off to what's happening. If the player is willing to brave a Widow base, with all its traps and dangers, and battle the Matron at its heart, the defector will join their colony!

    Author:

    • Zamnath

    Special Thanks:

    • Diana Winters for allowing me to use their dll to enable silk producing.
    • erdelf for creating the race framework that allowed me to produce this mod.
    • gouda quiche, ChJees, and others over at the Rimworld Alien Races discord for answering my many, many questions regarding the alien races framework specifically and xml structure in general.
    • Jamaican Castle for developing the framework enabling Widow floors to slow non-Widow pawns and leave Widows alone.
    • Swept, patron of the Koopy Combo for creating the new (and awesome) preview image.
    • Kubouch for constructing the code allowing for creation of fermentable items (such as memory wine) and Syrchalis for updating it to 1.0.


    Download
    https://drive.google.com/file/d/1mElr0W7NgB3Sm9VFaKZgz-R-Gri8PAAm/view?usp=sharing

    Dependencies:


    How to install:
    - Unzip the contents and place them in your RimWorld/Mods folder.
    - Activate the mod in the mod menu in the game.
    - Mod Order: Humanoid Alien Race Framework -> this mod.

    Known Incompatibilities:

    • Orassans Milk Patch: Some of the verbs used to describe milking activities (Orassans) and silk gathering activities (Widows) will overwrite each other. The actual materials produced and the stats for production will remain the same, though.
    • Prepare Carefully: The prepare carefully framework will let you force non-Widows clothing onto Widows. Don't do this. Swap for clothing that says "widow" on it to avoid turning your Widows into pink squares of doom. If you find your widows turning into said pink squares, try having them take off their gear.
    • Certain mods that change interactions with gatherable animals could mess with Widows silk gathering mechanics. If you encounter difficulties, you can usually get the pawns to gather from themselves by setting silk gathering (under animal handling) to a higher priority.


    Known Bugs:

    • Some hair mods with particularly thin hairstyles won't look quite right on Widow heads due to the race's scaling. Most hair mods work fine, though.
    • The game occasionally generates male Widows, and I unfortunately can't completely stop it from doing so (especially in large raids). I think I've resolved the major errors accompanying its generation, though.
    • Pathing in bases that make heavy use of widow floors can get a bit wonkie, especially for non-widow colonists. It's generally best to use widow floors for widow-specific areas and external defenses. If you find you're having trouble, using Kiame Vivacity's "Path Avoid - 1.0" mod can help significantly.
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