Quote from: Orion on June 21, 2015, 07:04:11 AMI would try to help, but I don't really know about coding.
I read all the stuff you guys wrote and I do like the general notion. My idea for the mechanoids was to exploit the inventory / clothing system to upgrade the mechanoids. So where I want to go is that when you chip a mechanoid, you don't choose a function yet - it just makes it stand around, essentially. Then you can plop in a function chip (given that it's compatible with the mechanoid type) and possibly various upgrades that have been researched.
Implementing extra research items is indeed not very difficult. The trouble lies in the effects of the research / chip. For some things, like changing existing stats, it's no problem. For new things it will be more work (sometimes significantly / unpredictably much more).
Since both of you seem to have some pretty good ideas and strong motivation for this, I hereby extend the offer to help me with the mod and temporarily share ownership of the mod. I don't have much time for it, so for example someone to plan / test / balance research and upgrades would be very helpful. Also someone to take care of the corresponding XML files just as well.
There are also several new mechanoid types in the pipe that Joey has prepared. Adding some more of them would also be a lot of work but add a lot to the mod. So that'd be a question of prioritization - upgrades or new mechanoid types?
And of course there's also the neverending task of upgrading to the latest version of RimWorld.
On the idea of limiting the amount of mechanoids: Since PAL is gone, I don't want to add a rigid limit to the amount, but rather make the player dependent on spare parts that are not always easy to find / expensive to create / needed in large quantities. So the amount of (functioning) mechanoids a player can have is limited by his supply of spare parts to keep fixing them up.
If he runs out of them, he'll soon have lots of piles of junk standing around the corners of his base. And the obvious source of new parts are mechanoid raids - so with increasingly tougher raids the players capacity for more mechanoids increases as well. A natural balancing mechanism.
I am sorta familiar with the xml files because they are pretty straight forward and I sometimes messed with a mod a bit to make it more to my liking, but all I can really to is change stuff already made and stuff.
Also, real life sorta caught up to me, so I might be able to find a hour or so to read stuff and put up ideas and such, but not really much time to play and test.