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Messages - A Space Ostrich

#1
Mods / A "Fallout Shelter" Total Conversion
December 31, 2018, 03:57:22 AM
I'd be very surprised if this isn't already a thing, but I can't find it for the life of me. I can find some Fallout mods, but they're concerned with weapons and armour and whatnot. This would be more of a scenario/world conversion. Instead of crashlanding on a far out world, you're creating a settlement (or a vault) in the radioactive wasteland of Earth. The game is perfect for this kind of mod. Is there one somewhere that I just haven't spotted? Would anybody be interested in creating one? I'm tempted to get back into Rimworld modding to work on it.
#2
Ideas / Re: Hunting: Think trees and Bleeding out
November 03, 2016, 04:53:36 AM
I'd love it if persistence hunting could become a thing, so I'm all over this suggestion. I'd have most animals run away when being attacked, with an exhausted state being applied to them after a short time in addition to the effects of blood loss. Exhausted would prevent the animal from moving, essentially dropping them to the ground just like the incapacitated state. This would be a decent way to mimic actual human hunting tactics. Chase the animal until it's exhausted assuming you didn't kill it before that point, then bring it down and drag it back home.

Bipedal movement is so energy efficient that the humans can chase down every other animal on Earth, regardless of speed, and the energy expended in doing so is minuscule compared to the energy that even a small animal would provide once eaten.
#3
Ideas / A higher fidelity replacement for "incapable of"?
November 03, 2016, 04:46:24 AM
The incapable of trait always bugs me. Some backgrounds give good reasons for a character to be completely incapable of a certain task. More often though, the backstory would only really make a character slightly averse to a task. Hell, some of the backstories render characters incapable of tasks that such a person might even be really good at. I get why the incapable system is in place. It makes each colonist different, far more so than just varied skill levels would, but it also breaks immersion in a lot of ways, especially when it comes to the more realistic backstories.

I can understand why a vat grown assassin is incapable of caring (though their assassin knowledge would make them an excellent doctor, and an assassin turned doctor is a great story element) but last time I checked, I wasn't completely incapable of cooking, cutting plants, or fighting fires. Three things that Rimworld backstories would prevent me from doing if I made a character based on myself using the existing system. If I combined different backstories and traits to try and make an extremely accurate version of me, I'd likely find myself incapable of literally anything other than research, which is a bit odd considering my day job is hauling things.

Has anybody got any ideas for a replacement for incapable? I'm not sure one can be found that accomplishes what the existing system does. The only one I can think of right now is a janky system where a character won't do something if somebody else nearby can do it. So the medieval noble won't clean the floors if somebody else can do it, but will do it if everybody else is currently lying dead on those same floors.
#4
Help / Re: Any way to adjust event weights?
July 26, 2015, 06:49:09 AM
Still working away on it. Should be cool when it's done though. If somebody would like to help with the alpha Warg thing (so that I can bundle it into the first release instead of having it be 1.1), send me a pm.
#5
Mods / Re: [Mod Idea] Nomads
July 26, 2015, 06:41:07 AM
Go back and re-read what he said, specifically the part where he mentions from map space to map space. If you still don't get it, go look up the definition of nomad.
#6
Mods / Re: [Mod Request] - Fallout Rimworld
June 19, 2015, 04:21:44 AM
If someone can find out how to change event weightings, I'll make this.

UPDATE: Looking into it, this definitely seems possible, I'm a complete coding noob, but having a look at the assemblies for the zombie apocalypse mod and good old google seem to be enough to figure this stuff out. If I'm lucky I'll have one out over the weekend, if I'm really lucky I could get it done later tonight, and if I'm unlucky you'll never hear from me again.
#7
No worries Ykara, nice job. I wonder if it'd be possible to have bionics show up visibly on a character? I might have to have a look into that, I'd love to make the Bionic Eye give my character an eye patch, where they walk around with it covered and then push the patch up to fight. I doubt I'd be able to get it to remove it in combat, but I might be able to get it to display just a patch.
#8
I can't install bionics too, but only the modded bionics, vanilla bionics work fine. Incidentally, how does the eye patch work? I couldn't install it, but would it fit over an eye or surgically replace it? Do they need to be knocked out to apply it?
#9
Help / Any way to adjust event weights?
June 14, 2015, 10:37:37 PM
I'm working on a storyteller called Maya Harshlands which is intended to make the game more about struggling against nature than against raiders. However, adjusting the event weighting by def isn't quite enough (though it is already shaping up nicely, might upload a 1.0 later today). Is there any way, either through defs or Lua, that I can adjust the weights of specific events, so I can make non nature based events very unlikely, and increase the likelyhood of events such as manhunter pack. I'd also like to add a new Alpha Wargs event where 3 or so giant Wargs show up.
#10
Mods / Request: Pantry Raiders.
April 24, 2015, 04:26:27 AM
At the moment Raiders are bent more on genocide than on actually raiding for any particular purpose. I'd like to see a mod that changes that. Ideally the raiders would generate a goal and then attempt to accomplish that goal, for example, stealing food or random supplies from stockpiles, or kidnapping colonists for sale to slavers. More feasably, I'd like to see them just try and steal random items from stockpiles, while this could easily be abused by putting a stockpile with stuff in it outside the colony, I see that as leaving a peace offering than game breaking. Even more feasable would be using the existing kidnap colonist system and just forcing them to only do that, though my knowledge of the raider AI is limited.
#11
I believe it's Skullywags combined mod.
#12
I'm looking to start a Rimworld Colony with a difference, rather than being survivors of a crash, the colonists are here intentionally, and in far larger numbers. I will be playing in a rainforest environment with a coast and the goal is to build alongside the water, using a mod I already have installed to make jetties and other floating buildings. Can anyone suggest any other mods to use that will enhance the feel of a more permanent intentional colony. Ideally something that makes raiders actually raid as opposed to coming in a genociding the entire colony, my plans involve making a colony that is really not at all suited to the typical rimworld defence, and I'd like to be able to leave the game on challenging difficulty instead of dropping it down.
#13
Unfinished / [WIP] Saloon mod.
December 25, 2014, 03:27:31 AM
The Saloon Mod will be created with the goal of providing an alternative play experience for Rimworld. Currently, Rimworld is largely about surviving the environment in the short term, and large quantities of raiders in the long term. Still a ton of fun, but I'm interested to see what other challenges can be introduced. The Saloon mod is the beginnings of some more drastic gameplay changes I hope to implement through modding in the future. In order to create this mod, there are several steps that must be completed in order, outlined below. I will update this post with mod progress, "ticking off" steps when they are completed.

Step 01: The relaxation need.

I must add a new need. I anticipate that this part of the mod will be by far the most difficult, perhaps rivaled only by Step 02. This need will be called Relaxation, and is different from the previous needs in that it degrades significantly more slowly than Hunger or Rest. There is actually a Step 00 for the mod, and that is figuring out whether Step 01 and Step 02 are actually possible, as if they aren't the mod will need to be redesigned heavily.

I will also be setting up several of the existing in game tasks so that they sate this need, if possible. Currently I hope to make it so that working on a job that you have a burning passion for will provide small amounts of relaxation, and eating/sleeping will also provide small amounts. Not enough to properly sate it, but enough to slow down the degradation process.

Step 02: Jobs.

Once the relaxation need is implemented and some already existing tasks have been set up to sate that need, I have to implement at least one new job, ideally two. These Jobs are the Relaxation job and the Bartender job. Bartending will entail serving the booze, cleaning the bar and hauling things like bottles and other things. Bartending may also have Brewing implemented into it, or I may attach brewing the booze to Crafting or Cooking, or perhaps even make a third job just for Brewing. Relaxation as a job would be used to control a colonists priorities. Setting relaxation to 1 would make the immediately go and sate that need, while turning it off would make them work themselves into an early grave.

Much like everything else in the mod, figuring out whether what I want to implement is possible is a big part of development. Step 02 will probably grow to incorporate the creation of new zones, as I imagine a Bar zone will be needed to get the bartender to function properly.

Step 03: Asset creation.

Step 03 is probably going to be the easiest step (I say, knowing full well I just cursed myself), and is simply the creation of art assets and more importantly game assets. Creating new objects to be placed in world and defining how pawns interact with those objects.

-------------

So, what do you think? If any of you know whether some of the things I want to attempt are possible or not, please let me know, as that will save me potentially hours of searching and experimentation.

I don't need any art to be done, as I'm actually an artist, not a programmer, on the flipside, if any enterprising mod authors want in on this project let me know and I'll see what we can do as a team.

Thanks to Tynan and the rest of the team for creating such a great game.
#14
Mods / Re: [Mod Request] An Tavern.
December 20, 2014, 09:18:49 AM
The plan is to add a new need to go along with the existing food and rest needs. Step 1 is figuring out if that is possible or not. Though I'm not even going to touch modding until after Christmas as I'm far too exhausted right now.
#15
Mods / Re: [Mod Request] An Tavern.
December 19, 2014, 08:40:17 AM
I'm actually working on this, by which I mean I'm in stage 1 of a four step plan to make this mod, with step 1 being figure out if it's possible ornot.