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Messages - Caminha

#16
Mods / Re: Vehicle mods yet?
July 09, 2015, 05:01:26 PM
Quote from: DDawgSierra on July 09, 2015, 03:47:53 PM
Wouldn't you feel really bad if he's really dead?

Was this comment really necessary?
#17
sorry if I couldn't find the time for your textures, it's just that I'm working on my own things right now so it would take a long time to draw yours. Also, if you want to call me yours, at least pay me a dinner.

:P best of luck
#18
General Discussion / Re: Post Your Base
July 07, 2015, 07:12:16 PM
Quote from: SSS on July 07, 2015, 07:03:53 PM

Stuff



Awesome. If the game used Z-layers it could become a pyramid. xD
#19
Ideas / Re: better sorting of mods forum
July 06, 2015, 07:38:12 PM
Sort by categories

Game Mechanics
Weapons
Factions
Items and Buildings
and a "Game Overhaul" if it fits in more than one of the above.
#20
Ideas / Re: Suggestions wanted: Animals!
July 03, 2015, 05:20:24 PM
Quote from: Tynan on July 03, 2015, 02:50:37 PM
I'm looking for animal ideas! Here's some I have so far.

  • Capybara
  • Brown bear
  • Polar bear
  • White Stag (specify)
  • Tunnel worms: Can tunnel through walls (perhaps damaging the wall, perhaps not). They appear at the deepest points in the colony, in mountain maps only. They appear with a worm hive, which slowly spawns additional worms. They defend their hive.
Got one that's straightforward but interesting? Please contribute. Bonus points if it ties in with existing systems. Simple animals without exotic behaviors are also good.

- Wild big cats
- Crabs (coastal maps)
#21
From Banana Republic
#22
General Discussion / Re: The 'City' of Morosia
July 03, 2015, 01:05:21 PM
Quote from: Mj64 on July 03, 2015, 06:20:08 AM
*Not sure where this kind of thing would best fall under, GD, OT or stories. I decided on GD due to the very broad scope that is general, seeing as this IS about Rimworld it'd count.

So one thing I like to do on occasion is to make a new colony, go into god mode and make the most aesthetically pleasing colony I can, while still being functional, of course. One of said ways is to make an actual colony, not just some compound, or a vault. Like some sort of new town or city being settled.

By employing some techniques I've found out on my own through trial and 'will this look cool?' I've made this baby. I love how it came out, and it's still being built. I do use quite a few mods (At least 20+), the major ones being Clutter, Misc, More Metal Floors, Small Walls and Hedges, and Modular Tables.

To view images, right click on them and hit 'Open image in new tab'.

Overview


Hospital


Central Hall


Central Hall: Lower Half


Central Hall: Upper Half


Storage/Comm Center/Drop Zone/TBD


Nuclear Power Plant
(Has No-Roof zones for silos, larger building used to have Plasma things, until they EXPLODED.)


This wonderful place, too!
(Had two filled with megascarabs, one dead body, one delirious man, one badly diseased woman, and one crazy guy. All three lived and are colonists now)


Nice colony.
#23
Quote from: Tynan on July 02, 2015, 05:39:23 PM
I'd say it could become a game engine but isn't. Just because there are still a lot of little hardcoded bits and pieces in the 'engine' code that are specific to RimWorld.

In the code, the game is split into the RimWorld and Verse namespaces. Verse is supposed to be the raw engine - but in many places it actually refers to RimWorld. Technically it shouldn't. If it didn't, I'd say that was a game engine.

So - yes and no.

So, yes and no. I guess that "total" conversion mods aren't possible. Eh, what a shame, it would open so much possibilities.
#24
Quote from: Tynan on July 01, 2015, 09:52:38 PM
Xerberus - I expect mods will always be way ahead of me. I can't ever match the output of dozens of modders. I'm glad that people mostly play with mods! And I think that would be the case even if I worked on RW for another decade. The modders will always be ahead of me no matter what I do.

TL - I'll take the Banished comparison. Banished has slightly more complex trading; RW has biomes, factions, combat, traits, skills, art, individual orders, deeper medical modeling, and an endgame. Being honest, I think RW holds up well here. (I couldn't compare Don't Starve; it looks like it's in another genre and I'm not that familiar with it.)

Don't Starve still is a survival game where you need to collect resources, take care of your character needs (hunger, sanity and temperature), build a base and defend yourself. It's just less tactic. There's even an upcoming DLC that adds multiplayer, Don't Starve Together, and well, I have it for free because I bought the game a long time ago. :p
#25
Quote from: Shinzy on July 01, 2015, 05:22:45 PM
Oh I'm still rather hoping the faction relations be improved before 1.0 :P
they're very bare right now
(but then maybe steam mite attract way more capable modders around! ooo)


Also! what Patry said!
Steam achievments =P [Feast on flesh 0/1000], that's human flesh, ofc

The title "I'm a humanitarian" is way better than "Feast on Flesh".
#26
General Discussion / Re: Tropes
June 28, 2015, 09:58:55 PM
Quote from: StorymasterQ on June 28, 2015, 08:58:07 PM
GOD EFFING DAMMIT WHO LINKED ME TO TVTROPES ON A MONDAY NOW I'M TRAPPED SEND HALP I HAVE SO MUCH WORK TO DO TOO MANY TROPES HALP.
TV Tropes will ruin your life.
and
it already ruined mine!
#27
Help / Re: Is it possible?
June 28, 2015, 09:40:43 PM
Quote from: Tynan on June 28, 2015, 09:38:48 PM
To add new humanlike races you'd have to do a lot of work; lots of systems assume they're only human. Sorry.

You don't have to say "sorry", it's your game.  ¯\_(ツ)_/¯ Anyway, thanks!
#28
Help / Re: Is it possible?
June 28, 2015, 09:36:13 PM
Quote from: Tynan on June 28, 2015, 08:48:20 PM
1 is already in the game so yes.

2 and 3 are theoretically supported by the system because it just abstracts "verbs" from each equipment and prosthetic part carried by a pawn. However, I'd say there's a good chance it won't work because of some detail or assumption I put in the code. However, it would be pretty easy to try. E.g. First just try adding the scyther blade attack to the XML for the bionic eye. And then try ranged, and so on. Theoretically it shouldn't even need programming.

Thank you for your answer, Lord Tynan :p

What about the two new questions I made?

Quote from: Caminha on June 28, 2015, 06:54:30 PM
New questions:

1. Add new "human races"?
2. Put those races in the random colonist selection?
#29
Help / Re: Is it possible?
June 28, 2015, 06:54:30 PM
New questions:

1. Add new "human races"?
2. Put those races in the random colonist selection?
#30
Help / Re: [texture help] Energy race mod
June 28, 2015, 04:25:08 PM
Quote from: demacrex on June 27, 2015, 12:28:40 PM
Started working on my first mod (yay) decided that I wanted a race of energy beings (a kinda cross between the Engi from FTL and Dr Manhattan without all the superpowers) and I realized I had no hope in doing so when I tried to edit some of the vanilla textures to give the bodies and faces a fire/electricity kinda look and failed miserably. I've started fiddling with some copies of core files to get base things (so they can work, rest, joy etc) hopefully going to make it so they don't need food (or nearly as often as humans), leave a fire or explode on death, and I've already written it in but have no idea if it will work :P but their melee's are fire :D
But if anyone has any spare time and wants to throw some textures (1 male and 1 female) together for me I put money one them being better than what I can do but until then I'll just keep playing with the code til it works :)

A pseudoartist's tip: Keep it simple.

If you want to make them unique, give them a special set of hairstyles that resemble electricity and stuff.