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Topics - Psyckosama

#21
Ideas / Multiple Maps
April 07, 2014, 09:26:23 PM
I've been thinking of a way to get larger maps in the game and my mind went back to Jagged Alliance II.

The way the large world map worked in that game was that there was a grid, each of which was a single map that connected to the neighboring maps to simulate a larger region.

To allow for differing biomes and larger maps in Rimworld it might be possible to have it so a general "world map" that has the biome information is generated alone with the starter map along with random X/Y Coordinates of the starter map. When you leave the map it will generate a new map and then place the traveling party on the edges of the newly generated map.

When a map is not populated by player colonists, the goings on in the map region can simply be abstracted...

Thoughts?
#22
Mods / [Idea] Buried Conduits
March 19, 2014, 05:56:04 AM
What do you folks think of this idea for a mod... the Buried Conduit. Basically a conduit that is buried underground to provide fire and damage protection. Much higher HP (to reflect that its under several feet of dirt) MUCH higher build time (you have to dig a ditch, lay the cable, then bury it)... and immune to fire (Thanks to the several feet of dirt above it). It also is limited to the types of squares it can be built on like a grave (Hard to bury something in rock!)

This mod is a reaction to the omni-present problem of trying to connect to far flung geothermal generators without every single lightening strike and dead boomrat becoming brown trousers time.
#23
Outdated / [MOD] (Alpha 3) Cremation Chamber
March 06, 2014, 03:41:04 PM
Cremation Chamber



Description:

This mod is intended to simplify corpse disposal by giving the colonists a quick and clean method of dealing with excess bodies.

Features:
  • Adds the Cremation Chamber to the game
  • Adds a new Research item.
Mod Team:
How to use:

It is a crafting table. It disposes of bodies.


Download:


Screens:


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Version History
1.0: Release
1.1: Fixed research bug
1.2: Fixed research bug (For reals this time), Alpha 3 Compatibility


[attachment deleted by admin: too old]
#24
Help / Hopper How To
March 04, 2014, 06:42:30 PM
Is there any way to create items that are fed by hoppers or hopper like items besides the Paste Dispenser?

And if so, what code controls it?
#25
Outdated / [MOD] (Alpha 7) Synthmeat
March 04, 2014, 05:59:44 PM
Synthmeat



Description:

Do you have an over abundance of crops? Are you finding it hard to get enough meat to properly feed your colonists? Are you unwilling to resort to the Flesh of Victory? Well have no fear, Synthmeat is here.

An old favorite of spacers and impoverished colonists everywhere, Synthmeat is an artificially created meat product synthesized from vegetable matter, kind of like space age Tofu, except it almost kinda sorta has a taste and texture reminiscent of actual meat. Except that its green.

Add Synthmeat to your diet today!

Features:
  • Adds Synthmeat and the Protein Resequencer to the game.
  • Adds a new Research item.
  • Requires the Medicine Skill to create.
Mod Team:
How to use:

It's a crafting table. It turns plant based foods into Synthmeat.

Download:
See Attachment

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Change Log:
1.0 - First Version
1.1 - Research Bug Corrected, Alpha 3 Compatibility
1.2 - Updated to Alpha 4. Thanks, NCrawler!
1.3 - Alpha 5
1.4 - Alpha 6 (Thanks, AY!)
1.4 - Alpha 7. Prices have been changed to make Synthmeat production a somewhat profitable side activity. Also the skill used to create it has been changed from Medicine to Research. It takes SCIENCE! to make, and that way your researchers can still do some good after you've cleared the tech tree.

[attachment deleted by admin: too old]
#26
Help / Where's the Beef?
March 03, 2014, 07:09:56 PM
Anyone know where the resource information for meat is stored?

I need to know for a mod I'm working on.
#27
Mods / [REQUEST] Silver Stacking
March 03, 2014, 07:09:05 PM
Could anyone make a mod that allows you to stack silver in piles of 750 rather than 75?

Right now storing money is pretty difficult and its not really worth holding onto.
#28
Outdated / [MOD] (Alpha 7) Atomic Power
March 02, 2014, 12:23:23 AM
Atomic Power



Description:
This mod adds in new generator type, the Nuclear Reactor. Finally something to do with that Uranium you can buy!

It's expensive, produces over half again as much (that's over 150%) output as a Geothermal generator, needs to be researched, and it'll explode if you as much as look at it funny.

I'm also thinking of adding an electrical fire threat if you leave it out in the rain.

I've been trying to make it glow, but for some reason I can't get the glow function working. I'm also trying to get it so it also sets things on fire as well as exploding. Some hints/tips/assistance getting those functions working would be much appreciated.

In general the feel I'm going for is its a near priceless piece of kit as long as its working right. If its not working right then you're going to be looking at problems... and if you were crazy enough to put multiple of them in the same room without stone walls to serve as damage buffers you're really going to have problems because when one reactor goes... well... there's a reason they call it a chain reaction. ;)

Features:

  • Uranium Consumption
  • Gradual Wear
  • Radiation Damage
  • Starts Deactivated
Mod Team:
Download:


Screens:

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog:
1.0 - First version
1.1 - Fixed Glow, Tweaked Costs
1.2 - New Texture, Fixed Explosion
1.3 - Alpha 3 Compatibility
1.4 - Thanks to Haplo, this mod now includes such wonderful effects as radiation damage effects and gradual ware and tear that requires regular maintenance. Doubled power output, tripled health.
1.5 - Now produces an unhappiness effect when exposed to Radiation.
1.6 - Updated to Alpha 4. Power production reduced, Radiation lethality increased, wear time slowed but is now less predictable, fire effects reduced due to massive slow downs. Reactor now starts inactive to prevent builder from being exposed to radiation.
1.61 - Updated to Alpha 5. All Glory to the Haplo-toad!
1.62 - Alpha 6
1.63 - Alpha 7
#29
Mods / Some thoughts on crafting
February 28, 2014, 06:25:03 PM
Had a couple ideas that might be worth someone thinking about. If you guys don't it it, I'll try my hand but I don't trust myself not to blow up the game.

First, can we actually have the Artistic skill do anything? If so I'm thinking it might be interesting to make a crafting table with a bill layout that can create sculptures out of stone and/or silver. Basically you build a pedestal as the storage unit and then like cooking you can use Artistic to order various levels of Art. Each level/piece of art will have a specific affect on happiness/fear and a matching crafting cost.

Second, how about a weapon smithing table? Crafting depends on the complexity of the weapon and each gun or gun type would need to be individually researched. The the most simple ad hoc arms like Molotovs you might be able to make from the get go with advanced energy weapons like the T9 and R4 needing heavy research and a high craft skill. Maybe even use it to include a larger array of weapons from simple to advanced.

Third, some kind of recycling bench. Basically you know all those excess guns you quickly build up and can't get rid of? How about a way to break them down into delicious metal! Sound like a good idea?

What do you think?