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

Topics - Chiko

#1
Unfinished / [WIP] Rimwold Extended
May 08, 2016, 09:02:50 PM
This is a revival of the very old mod of the same name I created back when the latest update was Alpha 5D version of the game. Back then I was planning on adding from new items and weapons to pawns and buildings, all within xml editing. Today it will be pretty much the same.

Features currently in the mod:
-Food: Different sprites for food items. Added Slop meal, which is produced from meat only. The kind of food for carnivorous animals or prisoners.
-Standing Torches: Wood-fueled version of standing lamps.
-Furnaces: These replace crematoriums. In addition to burn corpses and apparel, they are used to produce 5 coal from 1 wood. They work on fuel instead of electrical power and need to be researched.
-Coal: Alternate fuel source used on all fueled buildings. These can stack to 500 units. Some buildings will only work on coal.
-Manned Turrets: Cheaper and use less power but they need to be manned in order to work.
-Sentry Turrets: These are the vanilla ones but they need to be researched now.
-Crossbow: Does more damage and has better aim than bows but it's a lot slower.
-Revolver: Weaker than a pistol in most aspects but damage.
-Assault Shotgun: A deadly semi-automatic shotgun. Specially useful when fighting indoors.
-Charger Weapons: Charge-shot weapons are energy weapons only now. They deal burn damage and there's now a pistol and sniper rifle version apart from the assault rifle.
-Shocker Weapons: Different charger energy rifles and batons that do minimal damage but can neutralize the target by causing shock from pain. They can still kill the target.
-Inferno Weapons: The incendiary rifle has been replaced by a set of different charger energy weapons that work pretty much the same as the original rifle. There's now a pistol, a rifle and a short range cannon version of them.
-Vatgrown Embryos: These can only be bought from traders. They can be implanted inside a pawn, which will turn them into an incubator. It will then give birth to 1 or 2 fully grown pawns which will be part of the parent's faction.
-Wargs have two hearts now, which makes them more resilient.
-Losing the nose means a 20% impairment to breathing.
-Losing both ears doesn't mean total deafness now.
-Damage to the head will impair both breathing and hearing.
-Losing both legs doesn't mean total movement paralysis now. Pawns can still use their arms to drag themselves but at a greatly decreased speed.
-Losing both arms doesn't mean a total manipulation impairment now. Pawns can use their feet and toes to manipulate things but at a greatly decreased speed.
-Added Hook replacement for a hand. Weaker than a natural hand in all aspects. Does scratch damage instead of blunt.
-Peg legs can also be put on animals now.
-Simple prosthetic limbs for animals. They are universal, meaning they work for most animals.
-Spines can now be harvested from a Pawn, which will render them paralytic.
-Reconstructive surgery for missing face features with synthetic tissue using Glitterworld Medicine.
-Bionic parts now give a small debuff to mood since going bionic means being less human. This doesn't affect those with the prosthophile and Prosthophobe traits.
-Replaced bionic legs and arms with one single item, bionic limb. Using one will allow the installation of either a bionic hand or feet, and using two will allow the installation of either an arm or leg entirely, which also works on animals. Will also require Glitterworld meds only.
-A bionic limb plus a power claw or a scyther blade will add a whole arm version of them instead of the hand one.
-Bionic Tentacles. They can be installed as any of the 4 limbs. They affect manipulation, movement speed and melee attack style. They do less damage but are faster and do crushing damage.
-Bionic Spine: Increases both Moving and Manipulation.
-Bionic Heart: Increases Blood Pumping and slightly increases Blood Filtration.
-The ability to harvest mechanites and be able to reprogram them upon implantation into a new host to increase certain body functions. Unlike bionics, they have no mood effect.
-The ability to use mechanites to completely heal scars, including brain and heart scars.
-Other misc small changes I can't recall right now.

I think that's all. I will continue to work on the mod by adding new features and porting the rest of the features from the old one. Here's the download link:

https://www.dropbox.com/s/o74gt6dzddc69me/RWExtended00.rar?dl=0
#2
Mods / Damage to the nose and ears?
May 01, 2016, 02:11:48 PM
I've noticed a damaged nose does nothing physically on pawns but missing ears will render a pawn deaf.

I'm thinking about changing this to make something in between. I've been playing with the stats in body parts and I think I made something that seems to be working right now.

-I made it so losing the nose means a 20% impairment to breathing.
-Losing both ears doesn't mean total deafness now.
-Damage to the head will impair both breathing and hearing.

This body part thing is interesting. I will see if it's possible to make some other changes, like making it so muffalos have 2 hearts or changes to make animals more unique... or even find a way to add "extra slots" so it's possible to add an extra heart to pawns and stuff like that.
#3
Mods / I've created something horrible.
April 22, 2016, 04:28:38 PM
I've modded this games before and after a long time, I'm back at it. I partially ported my old mod into the new version and started to create new things.

One of them is the ability to "remove" unborn human babies and keep them as items. It's similar to removing a limb but this turns the pregnant condition into an actual item that can be sold and bought.

The next thing I have in mind for this feature is to be able to put them inside other people. Soon it will be possible to use my prisoners as incubators to grow babies to harvest their organs or sell them as slaves... or both. =D

Another idea I have in mind is the ability to remove those mechanites sickness conditions from affected pawns. This will turn them into an item, which will be usable for a number of medical options, like removing scars, new body augmentations similar to implants, lost limb regeneration, etc.

One evil idea I have for extracted mechanites is to program them to slowly grow a number of carcinomas on the victim. You can then either watch the victim die horribly or use this opportunity to train your surgeon by letting him try to save the victim! :3

Edit: For those interested in the coding or mod: https://www.dropbox.com/s/liyip5d4lg00k2a/RWExtended.rar?dl=0
There are other stuff in there. Too lazy to separate them into different mods. :P
#4
Help / Genstep_ScatterThingGroups
August 23, 2014, 10:03:38 PM
I was about to update my mod but I noticed the BaseMapGenerators.xml does not have "Place starting resources near players' start location" part, among others. Is that somewhere else or is now a hardcoded?
#5
Outdated / [Mod] (Alpha 5D) Rimworld Extended v0.8
July 21, 2014, 05:41:20 AM
This mod adds new content to the game and changes some vanilla features. These changes make the game harder and they extend/slows the technological progression of your colonists to make players take a bit longer to reach the ideal settlement.

RESOURCES
Buildings now require mostly manufactured resources instead of raw ones and most of them are also sold/bought by traders as well. Wood Planks, Metal Bars, Animal Hides, Leather, Cloth, etc. Early campaigns get harder because of this.

APPAREL
Most of these can now be crafted in the Tailor Table or destroyed in the Furnace. There's also a new armor, Leather Vest, which is a bit weaker than Armor Vest but can be manufactured.

WEAPONS
Most weapons have been rebalanced and given more simple names. There are some new ones like the Revolver and Submachine Gun.

MEALS
Made some changes to them. Most of them have new names, graphics and descriptions but there is new stuff like Slop Meal, which is quite nasty.

BUILDINGS
Some of the vanilla ones have been replaced and I also added a couple more. They can do more things than before like apparel and basic weapon crafting. There's also new furniture and security buildings.

RESEARCH
Most of the buildings need to be researched now so you start with very basic tech like turrets that need to be manned like the mortar ones. There are also new tech to research.

Screenshots:





TIPS
-The first thing you will need to build is a Basic Workshop. It's the working station you need to build planks, stone blocks and metal bars, which are needed in all buildings and most crafting recipes. Failing to build one at start might hinder your development for months, or you will depend on those random crash pods with resources.
-The Butcher Table can also produce meals. It's of horrible quality but it's still better than raw food in the early game.
-Trading can really make a difference now since building and crafting need manufactured resources, so it's a good choice to make a Comms Console and a Trade Beacon instead of a Research Table and other metal requiring buildings.


PLANNED FEATURES:

Hide Coats: These will be early versions of the duster or jackets, offering less protection and affecting movement more.

Sling: An improvement to throwing rocks by hand with increased range and damage. These will be carried by tribesmen.

Leatherworks Table: As the name suggests, this will be the workstation to turn hides into leather and leather apparel crafting. I will only implement this if I create too many leather items for the Tailor Table, though.

Weapons Rebalance: I want to make weapons even more unique, with advantages and disadvantages. For instance, long range weapons could be really accurate at long range but not at close range or add movement penalties to heavy weapons, which usually deal a lot of damage.

AI Chip uses: So far, they can only be used to build autonomous sentry turrets but I want to add more uses for them. I could add autonomous Mortar Turrets or maybe make them a required ingredient to build food dispensers. I saw some player controlled mechanoid mods around here, which are good ideas but adding new playable "races" need dll handling, which I have no idea about.


DOWNLOAD LINKS:

Normal Version
http://www.mediafire.com/download/7c43wlp6dcir432/RMExtended08.rar
Copy the mod folder inside and paste it in the mod section inside the game.

Compatibility file for Colonist Creation Mod
http://www.mediafire.com/download/6bt6677q86jxw53/RMExtended-CCM02.rar
Copy the Defs folder inside and replace it with the one inside the CCM.
#6
Help / Adding new songs?
July 17, 2014, 07:51:31 PM
Does the files need to be wav like the other sounds or do they use another format?

Also, what's the path for these files? I can see part of them in the BaseSongDefs.xml but there might be another folder before the ''songs'' folder, perhaps? I've seen it happen with sprite path and the like. It only shows like that last part of the path.
#7
Help / Using Chunks as Materials
July 14, 2014, 02:46:00 PM
Is there a way to make it so rock or metal chunks can be used to build stuff like floors and walls?

I tried just making a copy of the sandbags and made it it requires rock chunks but when I run the game and make the blueprints, it would say there are no materials to build the wall.

I tried adding rock chunks into the resources list but that doesn't work either. :(