Quote from: ManWithNoName on February 19, 2015, 08:14:13 AMYeah, I was thinking of something like the Pitch Black creatures. The only issue would be making them flee to the dark at dawn. Since they can only search for nearby dark spots you'd have to keep a list of places that are dark during the day for them to run to when the sun comes up, in case they can't find any dark places nearby.
Interesting, be good if they only liked the night then you could make a mod like Pitch Black haha.
Could be useful with mountains and finding an unexplored area where a laod of creatures come out and attack you =) if only i could mod =(
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#166
Mods / Re: [Experiment] Dark-loving creatures
February 19, 2015, 02:49:25 PM #167
Outdated / Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
February 19, 2015, 06:37:40 AMQuote from: RinDitirini on February 19, 2015, 04:18:39 AMMake sure you create a new world and a new game after you activate the mod. If you already did that, try doing it again and see if it fixes the problem. I can't replicate the issue.
Great mod and glad to have it back.
I noticed one thing that is causing a bit of an issue though.
Friendly faction folks that get zombified do get marked hostile(turning from blue to red). They'll still behave like zombies, biting, chasing, attacking...Buuuuuuut the turrets will not automatically target them.
#168
Mods / [Experiment] Dark-loving creatures
February 19, 2015, 06:01:30 AM
I was inspired by the Darkness mod to experiment with making creatures that try to stick to the shadows. I currently don't plan on making a full mod out of this so I figured I would post it here as an example for anyone who might be planning something similar. There are a plenty of interesting creature ideas that could use this.
Here is a short video showing the result:
http://youtu.be/TKhPHuXkceE
The source is included with the download. I just made one small change to the JobGiver_Wander class to make it check the light level of the destination tile.
Some notes:
- These creatures just prefer the dark. They do not necessarily try to avoid the light.
- They can only find dark places that are nearby. If they are caught out in the open in the middle of the day, they will just wander around aimlessly as usual.
[attachment deleted due to age]
Here is a short video showing the result:
http://youtu.be/TKhPHuXkceE
The source is included with the download. I just made one small change to the JobGiver_Wander class to make it check the light level of the destination tile.
Some notes:
- These creatures just prefer the dark. They do not necessarily try to avoid the light.
- They can only find dark places that are nearby. If they are caught out in the open in the middle of the day, they will just wander around aimlessly as usual.
[attachment deleted due to age]
#169
Outdated / Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
February 18, 2015, 09:55:33 PMQuote from: dareddevil7 on February 18, 2015, 09:41:35 PMThe Airborne incident doesn't kill or infect any of your colonists. All it does is make it so corpses will reanimate even if they weren't bitten by a zombie while they were alive.Quote from: Justin C on February 18, 2015, 09:33:13 PMin that case i need to find a way to have my colonists bash the doomed one's head inQuote from: dareddevil7 on February 18, 2015, 09:17:29 PMNope. Unfortunately the chance is completely removed from the defs. Sorry.Quote from: Justin C on February 18, 2015, 09:16:03 PMwell then for the time being would it be possible to go into the defs and prolong the time until its goes airborne?Quote from: dareddevil7 on February 18, 2015, 09:09:47 PMThat's probably the most-requested feature for this mod. The option will come eventually, but I am not making any promises about when it will happen.
would it be possible for it to get to a point where you can choose if you want the virus to go airborne?
The airborne event is designed to be really rare as it currently is.Quote from: Dragoon on February 18, 2015, 09:30:13 PMI separated it from the Storyteller because it didn't happen rarely enough, and sometimes it happened much too soon in the game. Rare incidents still seem to happen almost every single game when the Storyteller controls them. I wanted this to be an event that doesn't happen to you every game.
It's random because it is up to the storyteller isnt it?
If a person dies after being bitten their corpse will reanimate after one in-game hour. If a person dies without being bitten it will stay dead unless the virus is airborne, in which case it will reanimate after about six in-game hours.
#170
Outdated / Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
February 18, 2015, 09:33:13 PMQuote from: dareddevil7 on February 18, 2015, 09:17:29 PMNope. Unfortunately the chance is completely removed from the defs. Sorry.Quote from: Justin C on February 18, 2015, 09:16:03 PMwell then for the time being would it be possible to go into the defs and prolong the time until its goes airborne?Quote from: dareddevil7 on February 18, 2015, 09:09:47 PMThat's probably the most-requested feature for this mod. The option will come eventually, but I am not making any promises about when it will happen.
would it be possible for it to get to a point where you can choose if you want the virus to go airborne?
The airborne event is designed to be really rare as it currently is.
Quote from: Dragoon on February 18, 2015, 09:30:13 PMI separated it from the Storyteller because it didn't happen rarely enough, and sometimes it happened much too soon in the game. Rare incidents still seem to happen almost every single game when the Storyteller controls them. I wanted this to be an event that doesn't happen to you every game.
It's random because it is up to the storyteller isnt it?
#171
Outdated / Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
February 18, 2015, 09:16:03 PMQuote from: dareddevil7 on February 18, 2015, 09:09:47 PMThat's probably the most-requested feature for this mod. The option will come eventually, but I am not making any promises about when it will happen.
would it be possible for it to get to a point where you can choose if you want the virus to go airborne?
#172
Outdated / Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
February 18, 2015, 09:02:48 PMQuote from: leted on February 18, 2015, 08:40:58 PMYeah, this is sort of my way of apologizing for skipping Alpha 8.
Well then. Didn't expect zombie apocalypse to be one of the first mods to change to Alpha 9. That was such a good job.
#173
Outdated / Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
February 18, 2015, 08:36:07 PM
All right guys, the Alpha 9 version of Zombie Apocalypse is now available for download on Nexus, and it is currently awaiting approval on ModDB.
Patch Notes:
I will have the usual release article on ModDB tomorrow once I finish putting a new gameplay video together.
Patch Notes:
Code Select
v 1.1 - 02/18/2015 -------------------------------------------------
- Updated the mod for Alpha 9.
- Corpses no longer reanimate if their brain has been damaged or destroyed.
- There is now a minimum of one in-game hour between when a pawn dies and when it is reanimated. This is usually only a few seconds in-game.
- Zombies have been slowed to 60% of the speed of humans, from 80%.
- Extended the damage bonus to zombies for cutting weapons to include stabbing weapons.
- Changed the way raid sizes are determined.
- Brought Zombie point cost in line with units from other factions. This should greatly reduce the size of end-game zombie raids.
- Zombies now deal more damage, but attack more slowly.
- Removed the extra damage taken by infected humans. Non-colonists no longer succumb more quickly to the zombie infection than colonists do.
- Changed the naming scheme for zombies. All reanimated zombie names will be "Zombie [Name]" whether they were enemies or colonists.I will have the usual release article on ModDB tomorrow once I finish putting a new gameplay video together.
#174
Outdated / Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
February 15, 2015, 05:29:17 PMQuote from: Oxidus on February 15, 2015, 05:42:41 AMWhen it's released. Tynan never sets a date.Quote from: Justin C on February 15, 2015, 04:03:07 AMAnd when that will be?Quote from: Wykin on February 15, 2015, 01:59:40 AMThe port to Alpha 9 is already complete. It will be released the day Alpha 9 is released.
If anyone could port this to alpha 8 that would be amazing, this mod is great and should be implemented in the core game
#175
Outdated / Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
February 15, 2015, 04:03:07 AMQuote from: Wykin on February 15, 2015, 01:59:40 AMThe port to Alpha 9 is already complete. It will be released the day Alpha 9 is released.
If anyone could port this to alpha 8 that would be amazing, this mod is great and should be implemented in the core game
#176
Outdated / Re: [MOD](Alpha 8) Horrors
February 14, 2015, 07:03:35 AMQuote from: Zandor on February 14, 2015, 07:01:49 AMDid you generate a new world after activating the mod?
Well I have put in about 20 hours and so far still have not seen one horror.
#177
Outdated / Re: [MOD](Alpha 8) Darkness
February 14, 2015, 07:01:45 AMQuote from: fuman200 on February 12, 2015, 03:21:40 AMThis mod works fine with it without any modifications.
I was just thinking about this the other night. There should be a mod to make the night more dark. This will go great once the zombie mod is updated and with the spotlight turret mod will make this all a complete experience.
@Viceroy should go talk with the zombie mod creator and see if you guys can get it working together =)
I was just testing this with Zombie Apocalypse and my colony started out at night, in the dark. The first thing I did was build a campfire and I was immediately reminded of Don't Starve. This mod definitely has a lot of potential to be something bigger.
#178
Outdated / Re: [MOD](Alpha 8) Horrors
February 12, 2015, 12:17:33 PMQuote from: drakulux on February 11, 2015, 07:01:46 PMThere are plenty of easy ways to do it. I have a MapCondition that loops through the corpses every second or so to handle reanimation of bitten corpses. Corpses hold onto the original Pawn, and I just keep the bitten flag inside my custom BiteablePawn class, which I replace the original Pawn class wtih. In your case you can just spawn a cocoon at the position of the corpse, and then destroy the corpse.
For the cocooning you could look at the zombie apocalypse mod and see how he did it,basically I think it would be something like, if pawn killed by "X" then do "Y"(delete pawn and replace with first graphic of cocoon then, monster after "Z" mins?)
You could also make the worker creatures seek out corpses and actually go up to them and turn them into cocoons. That will be a bit more complicated, but it will also probably look cooler in the game with a swarm of creatures going from corpse to corpse, cocooning them.
#179
Off-Topic / Re: WTL Programming Language
February 07, 2015, 01:26:08 AM
If you want to learn how to make games then you should start with a language that you can use to make games. You're going to find it a lot easier to stay motivated if you are making games on day one.
RimWorld was made using the Unity engine. Unity is free, so you could download it right now and start learning with it. Unity lets you work with C# and JavaScript, which are pretty similar languages that should be fairly easy to learn. I'd recommend going with C#, since JavaScript is rarely used in game development.
I've also had some fun with the Love2D engine lately, if you want to work with a scripting language like LUA. The engine will be a lot easier for you to work with than Unity, but LUA has some odd quirks to it that make it a less than desirable first language.
RimWorld was made using the Unity engine. Unity is free, so you could download it right now and start learning with it. Unity lets you work with C# and JavaScript, which are pretty similar languages that should be fairly easy to learn. I'd recommend going with C#, since JavaScript is rarely used in game development.
I've also had some fun with the Love2D engine lately, if you want to work with a scripting language like LUA. The engine will be a lot easier for you to work with than Unity, but LUA has some odd quirks to it that make it a less than desirable first language.
#180
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 06, 2015, 06:02:37 PMQuote from: SundayTuesday on February 06, 2015, 02:48:07 PMIt should be possible.Quote from: numen0r on February 05, 2015, 03:41:18 AMThis would be pretty cool but I don't know how possible that would be.
how possible is it to make enemy factions try to break their imprisoned faction members out of jail OR negotiate their release for some silver as their main goal for attacking, instead of the standard kill-all-humans story?
1) Find a prisoner belonging to your faction.
2) Find the room they are contained in.
3) Attack the door or walls of that room until the prisoner escapes.
You'd have to do some poking around in the code to see how things work, but I am pretty sure enemies will attack doors by default if their target is inside a room.
The hard part would be dealing with all of the creative prisons people will start building to try and break the mod.