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Messages - OtioseNexus

#1
Help / Re: New biomes?
July 20, 2016, 02:51:42 PM
Thats rather assumptive and unfair, case and point I was entirely ignorant of how to look at the assemblies before I started this.

I just don't believe it worth my time to try learning coding far beyond my current capability. I'd rather focus on my art, my burning passion.
#2
Outdated / Re: [A14] DoorMat
July 20, 2016, 02:19:33 PM
Quote from: Latta on July 20, 2016, 07:30:20 AM
Quote from: Latta on July 19, 2016, 04:49:53 PM

Filth has its own stack limit of 20, so if your colony is reeeaaally dirty or has few cleaners it won't work well.
For a less number than 20, I'm not sure if I can.

After a fast check it seems that one type of filth can only be stacked up to 5. So it can hold like sand x5, dust x5 but not dust x10.

Fair enough, while not realistic that seems balanced already to me then, and trying to sort the x5 sand + x5 dust but not x10 dust seems more hassle then it's worth. Awesome, works for me!
#3
Help / Re: New biomes?
July 19, 2016, 05:06:54 PM
Quote from: RawCode on July 18, 2016, 07:03:46 PM
search for entry point of routine and hook entire routine
Yep.... that made no sense.

I am not a coder. I know enough to know I know nothing.
#4
Outdated / Re: [A14] DoorMat
July 19, 2016, 04:41:00 PM
I was just thinking to myself this was a mod we needed, nice one!

To possibly balance a little you could make a limit to how much dirt and mat could 'clean', so that if not cleaned for a while people will begin traipsing dirt all over again
#5
Mods / Re: Request - Small Stone Fireplace
July 18, 2016, 06:44:32 PM
I could make some art up for this if was needed? Would make a good distraction from my own modding attempts. :P
#6
Help / Re: New biomes?
July 18, 2016, 06:38:40 PM
Well after perusing the .dll file to work out how terrain is generated looks like theres several hard coded sections related to the biomes. I'd rather not mess with that. I'd like for world gen to do some kind of second pass or something, possibly add in a new layer of generation. Something similar to rainfall that defines how urdan like an area is.

Problem is that this would mean adding in whole sections of code in multiple places it seems, for example the WorldRenderer theres several sections you'd need to edit/add to display the new world gen layer. Even working from the existing code copy pasting in this is probably much more then my meager skills could handle, I'm likely to come undone the first bug I hit..

An alternative is to use the already existing building generation and ramp up the amount of structures it generates but that's not likely to give the level of control I'm looking for. This also would add increased numbers of structures all map locations, something I'd like to avoid if I can.

I do remember theres a mod that adds in random structure generation that allows you to blueprint things for it to generate. I could use this as a dependancy and build structures for that, though I don't know if I can increase the amount generated which would be needed for the right look and feel. But beyond that creating new structures etc should be easy enough. This would still have the problem of affecting all landing locations.

Dunno if I'll be able to handle this as I'd like without help. I'll explore the last option for now and see where that takes me.. I should at least be able to produce assets that could be later used with a world gen as I'd like.
#7
Help / New biomes?
July 17, 2016, 06:16:26 PM
So I posted this request thread but had no takers. So I've decided to try and mod this (in an attempt to fustrate myself).

Are there any mods that add new biomes in world gen that I can look at or any hints and tips? With the wiki down at the moment, taking the modding tuts with it, I'm pretty much gona have to wing it from there.
#8
Mods / Re: [Mod Request] Herbaceous Borders
July 14, 2016, 11:40:21 AM
No takers to make this into a mod? Would love to make a hedge maze to any would be attackers :P
#9
How's about an Aboralisk, a creature that for reasons left to it's mad scientist creator plants trees whereever it goes, or a giant legendary worm that while it tears up the ground (and maybe your base) leaves behind rich soil?
#10
Mods / Re: [Mod Request] Herbaceous Borders
July 09, 2016, 03:54:14 PM
Did a little playing around and made something that should look OK ingame. Might play around to make it a bit more rounded if people think thats better?

[attachment deleted by admin - too old]
#11
Mods / [Mod Request] Urban Enviroments
July 07, 2016, 03:59:18 PM
I was looking at the Rimworld menu screen and a thought occured looking at the background image. Theres a clear line on the planet leading to what looks like a series of walls/ruins/houses/something, that combines with the dark splodges one could almost mistake for the sprawl of a massive city.
"What if.." as all good sci-fi thoughts should go, "you could crash land on a planet that once was covered with thriving cities?"

So I started to wonder if it would be possible to mod this into Rimworld. It would have to take part in world gen, basicly biomes of 'old cities'. If thats possible then map gen could generate densely pack buildings across most of the map. I know map generation is possible and you could have a lot of real fun with that. It'd add a nice twist to survival too, you would be more reliant on scavaging, farmable land would be much rarer and animals would be a lot rarer, mostly being small mammals (rats, boomrats, squirrels etc). You'd have to balance your crops early game to make sure you get enough food since arable land is at a premium.

To balance the fact that there would be a lot of resource from most walls you could make unique walls for the world gen, old-world construction that provides little when broken down, meaning you'd likely prefer to just board up what you could to begin with. Old machinary would be your main way of collecting metals etc. There could be reminants of how this old city fell, like craters, unexploded bombs, destroyed military vehicles, zombies, mutants, xenos.

I'm not much good with coding, my approach is 'blunt force trauma until it wields', but I'm not a bad hand at art if anyone wants to take up this request and needs a hand with sprites etc.