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Messages - ambivalence

#1
hey there!

this mod has been resurrected with the power of crowdfunding and now supports current 1.4 version! however, we have big plans on updating this beast even further and making it much more popular.

with your help it will support custom objects and events from other mods! it will finally become a framework for others to construct real stories.

for now, it still works with its own website allowing you to create a story with no additional knowledge (just check it out, it's totally awesome), and the story file will be saved on the server side. we are planning to change this, so you could do this locally on your machine, with a separate app recognizing all the mods you have (and publish it on steam workshop so everyone could experience the story you've made).

also, DLC support is coming soon! new event types, new ideas for storylines! and many more other things.

any donates are welcome, as the original developer don't have time to update it any further. we, as believers, have hired a dev to help us. also, you may want to know that it's going open source soon and we're looking for a maintainer.

please, note that the version described here is very early one (0.1.0). it was updated by the original dev since then, so it's a lot more advanced mod than you think (the updated version had 0.6.0 numbers, just for reference; see the discord channel for the update notes).

JOIN (this is the original discord link, the same as in the first post).
#2
Hey there. Is it possible to add some kind of storylines to the game? Having a base platform for stories could create great opportunities for modding.

See the link in my signature.

Quote from: ambivalence on February 24, 2017, 11:13:35 AM
For example, some outsider wants us to help him – seems like an ordinary rimworld event – but we turn him away. The decision is saved, some timer is set and one year passed – surprise, now we know him as a faction leader that wants revenge (-X to faction relationships and series of hard raids). It's just the first example that crossed my mind – these sequences could be longer, but the framework, however, would be pretty much the same: question, answer, timer, random/hardcoded consequence. More complex variation is: trigger, question, answer, if/then/else-consequence. Is it possible to create trigger-based incidents which ask player for a decision to make? Ideally, some kind of framework, so modders could use it for their stories.

When you've set numbers of these timers, game would become like TV-series with all the cross-references and wow-effects, especially if the time gaps are long enough.
#3
Unfinished / Re: [WIP] Persistent RimWorlds
February 24, 2019, 07:24:00 AM
This idea MUST be implemented in the game.
#4
started a new map with -80 on average, but all the caravans are going away immediately because of the dangerous temperatures. it would be okay in some cases, but when the entire planet is one giant piece of ice they'd better be prepared. I imagine an iron-willed person who's brave enough to travel with caravan among the ice, not a random dude with no clothes and no character. Possible solutions:


  • traders with special traits/backstories giving them resistance to high and low temperatures.
  • special kind of traders for winter maps who agree to trade only in warm place, and if there's one, they don't go away: it was a long road, they are so close, why?
  • warmer clothes, obviously

please, guys, it needs a solution)
#5
Outdated / Re: [B18] Insulating Walls
December 26, 2018, 12:58:33 PM
Maybe I miss something, but HeatMap (now?) seems to add a temperature overlay, nothing more. So, these mods solve different problems and thus should be compatible with each other?
#6
Outdated / Re: [B18] Realistic Starvation
December 26, 2018, 12:32:51 PM
steam version seems to be updated late in october, so I guess it works fine in 1.0.
#7
As it was mentioned in Steam, it would be really great to have a custom scale for really cold maps. Sometimes even -20 is fine, when it's -200 outside.
#8
It would be great to have a compatibility with the Real Fog of War. Currently, you're able to see bubbles even if you can't see pawns, and it makes easier to locate raiders. Also, it's a bit strange to see raiders' discussions about this and that when they're actually going to kill or to get killed in a moment. I understand it's a core problem which generates such an irrelevant discussions, but...
#9
Is it safe to use Dubs Bad Hygiene + SeedsPlease + VG + [RF] Fertile Fields, if the first of them was added to the existing save (the rest, including your patch, were already there)? There's already some mode that uses fertilizer (for hydroponics), I guess it's VG. Is it okay for DBH? Thanks.
#11
does it work with mods that modify room parameters? i'm especially interested in compatibility with Realistic Rooms (the most popular one) or ETRT: Room Size Tweaks (with different stats?).
#12
would be so great to solve it somehow, to run the initialization multithreaded or something. even though it's possible to way half an hour to run the game if you want to play it (half an hour, Karl), it's completely impossible to experiment with the load order of mods, adding something new, bugchecking etc. thanks for trying to solve it.
#13
Releases / Re: [1.0] Crash Landing (v12.01) (18-10-2018)
December 21, 2018, 12:58:26 PM
Is it possible to create a «Crashlanded: Prisoners» version, where the only your pawn (1) crashlanded with many hostile to each other prisoners, but at some point when most of them died/killed each other a part of them joins your colony (with a so-so loyalty? or maybe having a hardcoded timer to betray you) and the other part is going away to build a base from random blueprint. Yeah, I know, seems crazy, but it would be pretty interesting way to start. Blueprints could be taken either from Real Ruins mod (seems like it collect users bases by default) or from Haplo's Misc. MapGen FactionBase (which suggests users to upload their blueprints – made with Fluffy's mod – to github). So, the setting is going to remind TV series in some way: two hostile (or neutral?) colonies with some guys living out there, having the same origin, the same situation).
#14
Releases / Re: [1.0] Multiplayer
December 21, 2018, 10:15:36 AM
Who played already, please, tell:

1. How many players can play simultaneously?
2. Do you bulid the same colony together controlling different pawns?
3. Is multiplayer planned officially, anybody knows?
#15
As I said, I've solved the problem, everything seems working now. Just didn't know inactive mods should give any error messages. I don't use mods older than b19, but don't want to unsubscribe those oldies in case of updates. Thanks for your help!