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Topics - TrashMan

#21
You know that situation where you love your animals, but they breed like crazy?
Or that cool new creature you'd like to add, but it doesn't fit with the male/female split?

Well, the idea is simple - add genital as organs (penis and vagina as standard, modders could add others).

Also, currently only animals/creatures designated as male can breed with a creature designated as female - the game looks at that designation only. That's kinda restrictive. What if I want creatures that re-produce asexually (mitosis?) or are hermaphrodites?

First this enables you to prevent animals from breeding humanely, secondly it makes sense, because reproductive organs is just as much part of a body as eyes and fingers are.
Third it adds more options to modders for addition of more interesting creatures
#22
Mods / Mod suggestions: Art Overhaul
March 21, 2017, 07:00:10 AM
New, classical art graphics used for high quality, great art
The "modern Art" graphics used for shit art.

Just like in reality.
#23
Help / Best way to go about making a Space Marine?
February 09, 2017, 05:40:20 AM
I'm conflicted about how to make it.

Looking at various files, I made a astartes body defeinition, replacing all ribs with a chest plate.

Of course, an astartes is far tougher, meaning I have to go trough body parts - fingers, limbs, bones - and adjust their values (do I have to re-name each part? Will a left_middle_finger in the astartes definition xml work without overwriting the normal middile finger? It is a separate file, but the body part name is the same.)

Then come the organs. For some things I see I can tie in the functions easily - multi-lung, secondary heart.
For others, it seems like specific boosts can't be tied to an organ.
How do I tie fast healing/bleeding reduction to a specific organ?
How do I give the multi-lung an air filtration role?
How can I have the organ reduce the need for speed?

I know I can do most of it trough a desease or infection, but again - it's not tied to the organ.
I am trying several different variantions and approaches and I'm not sure how to proceed.

#24
Mods / Calling all servants of the Emperor
February 09, 2017, 05:29:18 AM
It is time to come together.

I see people working on the exact same thing and competing when we should pull our skills and resources together.

We have my Astartes mod, Cpt. Othu's 40K mod and QuantumX Astra Militarum... that I know off. I know there's other stuff out there.
We should band together for the glory of the Emperor and the 40K universe.

Since Cpt. Othu's mod seems the biggest and most organized, I propose we join under his banner.
I have already forwarded my own assets and begun work.

GLORY TO HIM ON EARTH



#25
Mods / Need help making a proper 40K mod
February 04, 2017, 07:48:33 AM
Heya.
I'm the guy who made the Astartes mod, and I've also been collecting old abandoned 40K mods.
I really want to do a proper mod, but I'm gonna need some help on that.
Wile I do have tons of modding experience, my time is very limited (and I haven't touched C++ in decades)

First and foremost, I have to know what is possible to achieve with xml and for what I'm going to need my own .dll's.
Naturally, the biggest issues is the astartes and their gene-seed.
http://warhammer40k.wikia.com/wiki/Gene-seed

So help me out here:

1. Secondary Heart  - simpe enough trough xml
2. Ossmodula - skeletal enhancements and fusion of ribs into a plate, bones become tougher than steel - how to simulate this in-game? Can an organ grant damage resistance? Can it increase work speed?
3. Biscopea - increases muscle growth and density. Works in tandem with Ossmodula.
4. Haemastamen - makes blood more efficient at carrying oxygen
5. Larraman's Organ - increases regeneration, reduces bleeding
6. Catalepsean Node - vastly recudes the need for sleep (The longest any Space Marine has ever been on active combat duty without rest is 328 hours)
7. Preomnor - esentailly a pre-stomach that allows Space Marines to eat otherwise poisonous or completely indigestible materials
8. Omophagea - this one probably can't be implemented in any meaningful fashion (eating dead enemeis gives random skill XP?)
9. Multi-lung - third, super-eficient lung that can filter poisonous gases
10. Occulobe - improved vision, night-vision
11. Lyman's Ear - improved hearing, immunity to vertigo or disorientation
12. Sus-an Membrane - allows a marine to put himself in suspended animation in case of severe trauma (537 years, longest known sleep). Basically self-stasis
13. Melanochrome - radiaton resistance, affects skin pigmentation
14. Oolitic Kidney - can deal with super-poisions even the Preomnor can't handle, but the detoxification process renders a marine unconcious for a few minutes
15. Neuroglottis - hightenes sense of tase and smell. Basically a marines tongue and nose are like a chemical analyzer
16. Mucranoid - skin secrets substance that protects against heat and cold
17. Betcher's Gland - an astartes can spit acid/poison
18. Progenoid Glands - no meaningful way to implement?
19. The Black Carapace - increases power armor effectiveness


So..for those of you that know Rimworld code and functions the best - what can be done, how it can be done?
#26
Mods / Editing backstories?
January 30, 2017, 06:00:41 AM
I want to change all the backstories to remove most "Incapable of" and replace them with "Aversion/Hate" (would work opposite of passion, penalty to learning skill).

I recall that a few versions ago most of that stuff was non-editable. Has anything changed? Can it be modded now?
#27
Ideas / Factions overhaul?
September 22, 2016, 04:53:51 AM
An overhaul to how factions and raids work might be in order.

suggestion:
faction have the following new variables:
- population
- wealth
- tech level
- defense level

population is self-explanatory (it slowly increases over time)
tech level determines which weapons are available
wealth determines quantity (successful raids and trade increase wealth)

At the end of each day (or every X days) the game would simulate some decision making for each faction. This includes things like sending trade caravans, raids, caravan hunting or focusing on other things (improving relations, building defenses, etc..). Distance to points of interest (towns, colonies, etc..) would also factor in.

Once a raid/caravan is sent, time to arrival is roughly calculated.
Once a traveling group reaches it's location, a simple calculation is made to get results.
trade runs generate a trip back on arrival and add wealth to the faction when they return
raids may yield victory or defeat in various measures and results would vary from having the entire raiding force wiped out, a bloody retreat and all they way up to (rare) total victory.
Retreats or successes also generate a trip back.
Note that any traveling group has a chance of being targeted by a faction that is hunting for travelers/caravans.

Thus, raiders from faction 1 could be returning from a raid only to be hit by hunters from pirate faction 2
caravans/traveling forces would have their own variables - thinks like number of people, military power, fatigue

This would add more life to the world and at the same time make things more unpredictable. Factions could be destroyed, new ones generated.




*Maybe forces/caravans en route could bump into random events (or it could be calculated when the timer expires - arrived safely at location, ran into traders along the way, captured someone along the way, ran into deathbots) Either way, those random events could
#28
Ideas / Fixing the biggest Rimworld issues
September 06, 2016, 04:29:11 AM
Looking around other forums,  there+s a lot of complaints about Rimworld. One of the biggest ones are:

1) Why are my colonists such useless pieces of s***, incapable of doing even simple work?
The obvious way to fix this is to fix the backgrounds so that disabling jobs is far less common. In fact, it should be extremly rare and only for background where such extreme behavior makes sense (like trauma).
Instead, levels of negatives (dislikes/hates/despises job X)
It would give different levels of mood penalty when doing that job and a learning penalty (opposite of the job passion). At the highest level it may even prevent improvement?

2) Why are my colonists pampered babies that go berserk because they had to share a room
This is a big one. People hate loosing colonies because their doctor went berserk over some trifle. The easiest way to fix this AND add more depth I can think off, is to only have some events be capable of triggering a breakdown.
So sharing a room or wearing tattered clothes might make a pawn miserable, but it want cause it to go berserk.
Cannibalism, loosing a loved one and similar high-stress, high-impact events would cause a breakdown.
Needless to say, low mood might have other effects (like global work speed penalty, higher chances to drink, use drugs, skip work, etc..)

To add to this, more kinds of behaviors when a breakdown occurs would be desirable, as well as different sensitivity to things depending on background - a medieval serf, escaped slave or cave tender would be far less effected by poverty and cramped living conditions than a glitterworld surgeon, celebrity or medieval lord. How pampered and sheltered a life one lived should drastically effect this.
#29
I just noticed this, since I got 2 married couples and a lesbian in my colony. One of the captured raiders was a lesbian too and after a while the two become lovers.
I noticed they NEVER get "got some loving" while in the bed together.... ???
#30
Ideas / Actual physical stats?
August 29, 2016, 06:03:32 AM
Didn't see this one in Frequent Suggestions.

To diversify pawns, how about actual physical stats - things like strength, endurance, etc? - similar to how Dwarf Fortress has them
They would be tied to backstories naturally.
Strength would influence how much a pawn can carry (or rather, speed while hauling), melee combat
Endurance would influence how fast one tires and/or resistance to deseases

***

Also, body shape hard tied to backstories is stupid.
Why can't I select or randomize body type? Sure, backstories might come with defaults. But that fat colonist is hardly going to remain fat is her's working all day and barely eating anything.
#31
Mods / Where are backstories defined?
August 13, 2016, 06:41:49 AM
They used to be in BaseFactionTypes, but that file is long gone.
#32
Well, plenty of great 40K mods that just died for one reason or another, so have at least something:
http://www.mediafire.com/download/1nd2mdal0p6946a/%5BA14%5DAstartes.rar
EDIT:
==FIXED AND WORKING==



CONTAINS:
- power sword
- power axe
- chainsword
- power fist
- power maul
- crozium arcanum
- force spear
- storm bolter
- heavy bolter
- assault cannon
- flamer
- astartes power armor (and helmet)
- Terminator power armor (and helmet)

+ things from the defunts 50K weapons mod (except the Vindicare stuff). Full credits to Headshot.



UPDATED:
Fixed missing tech levels
Added HE variants (which are closer to actual bolters)
Fixed a few graphical issues with some melee weapons


Get it now.
Everything worked fine last time I tested it..except termi armor. It works, but the head looks wrong because of how Rimworld handles layers and helmets
#33
Mods / wh40K?
July 27, 2015, 08:35:00 AM
What happened to all the WH40K mods?
#34
Ideas / Traders
June 21, 2015, 10:31:49 AM
There is already a mod that adds trade "caravans" that come in, set up shop for a while and you can trade with them (you still need the trading beacon, which is silly)

Why not incorporate it in the main game (without the beacon requirement)?
Caravans would work like in the mod - a trader and 1-2 guards (+ add a pack animal) will come and trade, and go. You can kill them and rob them (the pack animal would carry the goods), but these traders won't carry much simply due to weight constrains (makes sense)

Killing them would make your reputation go down and traders will stop visiting. Possibly of having unaligned traders (wanderers) and traders from other colonies/towns.

Anything in any stockpile should be available for trade - trade beacons are only for spaceship traders (late-game stuff) to DROP OFF stuff.

#35
Ideas / Changing how "incapable of X" works
June 20, 2015, 05:23:11 AM
Let's face it - half of the background suck, especially some combos, because they leave you with colonists who are incapable of anything.

so instead of backgrounds flat-out making it impossible for a colonist to ever do X - EVER - even when not doing it will kill him, maybe a different way to do it:

a) a colonist can do it, but at a 50% work penalty and loses joy

b) a colonist won't do X until he's in trouble - if he is hungry for 2 days, he will start to hunt or cook, even if he hates it. Otherwise, he won't.
#36
Ideas / Override command
December 24, 2014, 02:34:22 AM
Right now, if you want to have everyone haul or clean for example, you have to untick every job for every colonist and later check it again.

My idea is to have a global override. Click on the task name in the Overview (let's say cleaning) and it changes color, becoming top priority. As soon as you done it, everyone would clean (essentially, it ignores every non-critical task in favor of this one. Firefighting and doctoring are exempt ).
Click again to turn off.

That way you can get your colonists to do stuff with a single click, without the hassle of re-sceheduling their task priorities every time.
#37
Ideas / Strength, weight, item limits?
December 23, 2014, 03:22:14 AM
It kinda irks me to see my nerdy, sickly child hacker woman or the old geezer with athritis run around with a minigun.

What I'd propose is:

a) some weapons/items REQUIRE power armor

AND/OR

b) a strength stat. It would affect how much a colonist can carry. A colonist can still haul items that are over his STR limit, but in that case he/she drags them and is 50% slower.
It might also affect wood chopping, melee damage and what items can be used reliably (like the minigun).
Every weapon would have a min STR requirement to use without penalties.

Now some might be worried that it would give males an advantage. Personally I don't care, but if that bothers some that much, one can always give females a social bonus (women do have an advantage there according to science)
#38
Mods / To create a Space Marine
December 21, 2014, 03:15:16 PM
To all you experienced modders - how possible would it be to create the astartest implants.

I have tried today and what I can do seems very limited.
Thee are extra organs, they are not bionic and I don't know how to simulate what some of them do:

http://warhammer40k.wikia.com/wiki/Gene-Seed

Extra lung or heart is relatively simple.
But an organ that drastically reduces the need for sleep?
Enhanced regeneration/healing?
Immunity to vertigo?
Immunity to poison and desease?
Enhanced strength (thicker muscles, super-bones...should basically boost HP of all body parts..or at least of skin and bones. Natural armor)?
Super-memory (fast learning?)

Is it even possible?
#39
Ideas / Mannable walls
November 17, 2014, 08:23:22 AM
The walls as they are now work as a regular house wall.
But that prevents us from building proper fortifications.

A mannable wall would be a tall wall that has parapets on both (or just 1) sides. Creatures can walk along the wall, but they need a ladder/stairs to access it.
Colonists on the wall get a visual range bonus and accuracy bonus, plus a defense bonus.
In case the ladders/stairs are destroyed, one can jump down but suffers fall damage.
#40
Help / A question
October 28, 2014, 06:19:10 AM
I'm toying with the idea of making a SPEHHS MUHREEN mod.

Making guns and armor isn't a problem.
What I'm curious about is making the Adeptus Astartes themselves.
what would be the best approach?

How difficult would it be to add the 18 implants? (secondary heart, third lung, etc, etc..)
Can they be made standard with a background?
Would I be practically making a new "race" at that point?

Also, you'd probably one be starting the game with only 1 colonist. Because SPEEHS MUHREEN.