Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - NotUserFriendly

#1
Reserved for stuff. But no things.
#2
Hi, I'm relatively new to modding, but I seem to have a bit of success in the "Ideas" portion of it.

//INTRO
So the idea for this mod is instead of one big addon, is to have several small mods, and flesh each one out. So each small add on will add a good bit of content (5-10 guns, 2-3 sets of apparel, A faction, a couple incidents) and then make each addon play off the other addons in this much larger pack. Adds shoes, and maybe gloves, [hopefully], because losing hands because power armor doesn't cover them has never sat right with me.

//DOUGHBOYS
One current ideas is for a military sect, less glitterworld power armor and supped-up charge rifles, and more combat armor and SMG's. This add-on would add some armor and weapons, hopefully well within Rimworlds lore, but mostly events. These guys would be deadly enemies to pirates and terrorists, and similar "anti-establishment" groups. You know, like other establishments. Some events would be:
Assault Team: Soldiers would drop in to help defend against pirates. Usually kitted out with combat shotguns, smgs, and light combat armor variants.
Surprise conflict: (Inspired by a TTM event.) Soldiers from another flag drop in, presumably to take your oil, and you get another allied soldier drop in. (Mostly M-16's and Combat Shotguns)
Outpost: [This will have to check for other incidents having occured, and I've no idea how to do that.] If you've been raided VERY heavily, the USMC, ahem, unbranded soldiers will notice heavy pirate activity, and start an outpost, consisting of walls, special food [this will be hard] that colonists can't steal [maybe a special kind of forbidden?], and a bunch of guys with guns. I think them building this mini-fort within M-24 range of your trade beacon is a good idea.

//SPEES MAWEENS
Space marines, (Like Doomguy), with advanced arms and armor, and a presiding hatred of Mechanoids and Giant Space Beasties. They use unnecessary firepower to take down threats to humans. And humans. Events!:
Ship Crash: Ironically, the first event I thought of was a crash. A ship falls out of the sky only to land with a group of mawee- marines onboard. They'll trade with you for metal as a currency(i.e. they need metal to fix their ship), OR, will attempt to kill all your colonists with their two uninjured supasoldias. Eventually they'll fix their ship and fly away, or die.
Hammer time: [Needs to occur only if you have enough of an Item] Powerful AI units are dangerous in the wrong hands, and what proof do YOU have that says you aren't dangerous? Space Marines drop, this time hostile, and attempt to 'kidnap' [The code I want to emulate] your AI cores.

//IMPERIALS
An enemy of the Space Marines, I don't really have any ideas for these guys. Just imagine a fuedal system of intergalactic bureaucrats. Maybe they'll look like stormtroopers, and come into battle with dozens of barely armed serfs as cannon fodder, with a couple of powerful 'knights' with guns like charge lances and some sort of laser based melee weapon.

//SCAVENGERS
Scavengers are an integral part to every spacey type thing. The guys on Serenity did it, scavs are teh bad guys in many a video game, etc. And, perhaps most importantly, the making something from trash idea is awesome. And I thought of their nemesis, the Enforcers. These guys wear some sweet black armor, shoot things with shotguns, and bash things with big metal shields. EVENTS!:
Scav Run: Scavengers sweep through your colony looking for metal. They'll de-construct unclaimed buildings and load it into some sort of pack mule vehicle. They'll even trigger cryo-pods and attempt to kill the people inside.
Scav Raid: Now, they're cocky. A large group of hostile scavs are attempting to take over your base. Just like a standard raid, but with a twist, now they'll attempt to de-construct YOUR buildings[I think I'll exclude walls]. Say goodbye to trade beacons!
Scav Join: All in all, Scavs are just people with salvage skills, so why wouldn't one join a colony started by three people from a luxury cruiser? [He'll be a bit more armed compared to a wanderer]

//CIVILIAN [CORE FILES]
Adds things like sneakers, shoes, 'treated' leather(leather that's universalized, and a bit tougher). Combat boots, since a couple addons will use those. Power boots (shoes for power armor) and a sharksuit, for brawlers. Oh, and a thermal jumpsuit.

//HALP?
So in order for this to happen, I need a lot of textures, and while I could do them myself, I'm pretty bad with the whole "do art on the computer" thing. Real-life with a pencil? Fine. With a mouse? No chance. At least not in less than ten years.

And, while I can wade through code, I'm not THAT good at it, so someone with a bit more experience to help would be great.

So, this is a lot of ideas, and several hours of coding, and a metric ton of textures, so any contribution is appreciated. If you contribute, I'll put you in my credits.

//DOWNLOADS
This is a excel file with the items I've thought of, and their proposed values and things. It includes a stuff!
http://www.mediafire.com/view/fei1ay9563catt4/Rimworld_Mod_Stats.xlsx.xlsx

//PROGRESS
FINISHED, TESTING, IN-PROGRESS, PLANNED
Currently, you can pretty much append "NEED TEXTURES" to all of these.

Riot Armor
Riot Guns
Scav Armor
Scav Weapons
Soldier Armor
Soldier Weapons
Marine Armor
Marine Weapons
Imperial Armor
Imperial Weapons
Civilian Kit
Civilian Weapons
Scav Events
Soldier Events
Marine Events
Imperial Events

//CREDITS
Just Me, NotUserFriendly.


#3
Mods / Re: [Mod Request] Psychologist
January 14, 2015, 05:47:27 AM
Going a little deeper, at least if we're talking about improving the vanilla game, is subskills. Social could have a 'Theoretical', and a 'Practical' subskill, Theoretical Social would be for improving colonists and manipulating them to benefit the colony, while Practical Social would enhance trade prices, give mood boosts and even have a 'bedside manner' type thing that only affects doctors. Mining could have 'mineral mining', and 'quarrying'. Crafting would have a lot, like 'smithing', 'tailoring' and 'carpentry'

But that's a little off topic. I like the idea of a separate subtab in the health tab. The thoughts menu would be replaced with a more in depth 'technical analysis' of a person. Auto-generated bills that corrected bad thoughts, so 'EAT FOOD' would pop up when a colonist is hungry, 'GO RELAX' would pop up when various things accumulate, like bodies. This could also allow suspending, so a colonist that is in the process of eating a meal over a mile away could have that 'suspended', and would then haul that steel he was originally sent out for.
Anyway, the purpose of that previous paragraph was to explain a method where you could add a bill on a colonist. Most are resolved by the colonist over time, but some would be performed by Psychologists.

OR (I'd like to formally apologize for the structure of this post.)
A time sheet system. You could then schedule times of day for a colonist to be somewhere. 8h is food, 23h is sleep, 11h is psychoanalysis, etc.
And, if you didn't schedule the doc to be there too, your colonist won't gain anything. This would also allow cool stuff like having all of your colonists eat at once, instead of each one eating straight after the previous at the table you designed for fifty. And body hauling could be done after eating, or sleeping, just to prevent URGENTLY HUNGRY, and SAW CORPSE x9001, from stacking. This could also allow the management of cool-new traits like "Nocturnal" and "Light Sleeper".

To wrap up this ridiculous post, I'd like to mention something.
People's minds are like huge balls of rope. Hundreds of two foot long sections. One might be labeled "God, I hate life." Another could be "Wow, I really like this colony." So a Psychologist could know what he was after in adjusting someone's mind, but that particular rope may be really deep in there, tied to things like "Man, I wish dad didn't drink so much." and "PUPPIES!!!!!!!!!!". In simplier terms, a realistic psychology system would be VERY slow and have consequences like freeing the rope labeled "TYNAN IS LOVE, TYNAN IS LIFE." Then you have a zombie who plays Rimworld all day and make ridiculous posts about something that isn't actually even in the game.

So there. I think I need a break.
#4
Mods / Re: [Mod Request] Psychologist
January 12, 2015, 05:05:09 PM
Another Idea that's kind of in the same vein: You could mark colonists for 'pep talks' and wardens would give marked colonists a similar bonus to being 'convinced by warden'. Then you could counter-act pessimism and depression.

That couch idea though. I think it'd be a little over-powered to be able to adjust traits as they're currently coded, but if each trait had a more accessible scaling factor, you could bring pessimism from a -8 to a -6, then to -4 and so on, until you have the most peppy of colonists. A decimal system could make it even more fine tuned.
#5
Ideas / Re: Your Cheapest Ideas
October 13, 2013, 07:50:10 PM
Adding a new trader, one who can instantly sell you a piece of research, maybe a science vessel that buys metal and food, but sells research and advanced weaponry.
#6
General Discussion / Re: Graphical style!
October 11, 2013, 03:28:13 PM
As much as the style is perfect for the genre, Tynan has mentioned modability, would this include texture mods? To add, for instance, a Ridley Scott-inspired Alien theme, or, god-forbid, a Mojang-style Minecraft theme?
#7
Quote from: Tynan on October 11, 2013, 02:38:24 PM
You're never supposed to have more than about 20 colonists anyway.

Only twenty? No absurdly laggy 'Towns'-like, mega-polis?

This raises another question, will there be a form of 'Sandbox' mode where we can try to break our computers?
#8
How much variability and customization (of graphics) will be available? Will a user be able to turn particles down, or reduce the number of objects rendered while still keeping them in play?
On the flip side of that, will we be able to ramp graphics up, and make the game so beautiful we can just bask in its glow on a high-powered machine? With the wide variety of computers out there, I'd like to know who I can recommend this to when it is released.

I'm only asking for what's planned, it's never fun to select a graphics options button and see just a resolution dropbox and a "Fullscreen" checkbox.