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Messages - Draegon

#122
I reloaded the page, turns out the image/icon hadn't loaded. Curse you crap wifi!
#123
I feel like I must be blind but where are the links for the mods themselves? I don't see a link for any but the terraforming one.
#124
Ideas / Traders set up shop at the colony.
December 23, 2016, 12:40:01 PM
I was thinking last night that there should be a rare event where a trader will ask to set up shop at the colony. They would be able to be denied as they will only sell and buy goods and care for their themselves (maybe help defend the colony if the attackers are their enemy). Each trader that sets up would be a different type depending on the type of caravan they came from. They would occasionally get shipments of more silver and goods, depending on what they sell or how much they've bought. Shipments would likely just be one muffalo and some guards. The stuff they've bought could either stay in their shop inventory or be shipped back to their home colony upon receiving a shipment. Traders would require a room to themselves to live in, perhaps with their own joy items and such as they're not a true member of the colony. They would likely need to get food from the colony though, but perhaps they could buy food if they run out.
#125
Ideas / Re: New Map Idea - Underground Caves
December 21, 2016, 05:19:55 PM
Me and my team had also started on a cave biome before I became aware of Rikki's, but ours will be part of a larger mod collection/series that adds new biomes to the game. https://ludeon.com/forums/index.php?topic=28140.0
#126
Help / Biome mod team looking for programmer.
December 18, 2016, 03:51:01 PM
I am currently looking for a programmer/coder to do the heavier coding for my mod. I have a small team that can do some minor programming and I can do textures but we need someone that can program more (Terrain generation and such). The mod is part of what will be a collection of mods that will add new biomes to the game. The three planned biomes are currently Caves, Tropical Island, and Ocean Floor. Currently we are working on a Cave biome and have gotten a fair amount of work done. So far we have the biome generating on the world map but not generating the way needed for the colony map. It's currently just a bunch of long tubes essentially. We have a river generating but it's all just deep water at the moment and a bit too jagged. We have a new race of mushroom people added thanks to our smaller coder. We plan to have at least 2 new races, one of which has been added but does not yet spawn normally. I have a file with the work we have done so far that was done by our previous coder for potential coders to check out.
Below is the file of what we have done mod wise and some textures I have done.
http://imgur.com/gallery/bN6TD
https://www.mediafire.com/?p5ks18j2rz9idrp
I detail our plans a bit more on this post.
https://ludeon.com/forums/index.php?topic=28140.0
Feel free to post here if you have questions. :)
#127
Unfinished / Re: Biomes! Mod Series
December 17, 2016, 01:48:47 PM
And don't forget that we NEED a new programmer that can do the biomes! the ones we have can only do minor stuff like add animals and items.
#128
Unfinished / Re: Biomes! Mod Series
December 17, 2016, 01:45:38 PM
Feel free to post any suggestions or feedback :D
#129


I have made a new Thread for the mod https://ludeon.com/forums/index.php?topic=33530.0





So I started a team a while back to make some biome mods starting with the Cave biome. We recently got a new programmer so progress is being made. I figured that I could showcase what we have done and detail what we have planned for and after the cave biome so far and hopefully get more thoughts on what we have done so far.
There should be an attached picture showing some of what we have done biome wise and I shall link to some textures.
http://imgur.com/gallery/bN6TD
The purpose of this mod is to add more variety in Rimworld and to add new and interesting biomes.
What we have done so far:
We have the biome generating in the world
The biome generates relatively well (not quite how I'd like it but getting there)
We have rivers generating in the biome
We managed to add a mushroom humanoid race to the game (only spawn via dev mode currently)
Mushroom "trees" spawn in the world
We have textured most of the animals and some objects for the biome
We have a new terrain type added
Below is a link to the current progress:
http://www.mediafire.com/file/5pzag6r8nsnpe6g/CaveBiome.zip

What we have planned:
Adding a second race to our roster - troglodyte humans (blind humans that have adapted to the caves)
Finish the generation of the biome (add ravines that let in light, edit the river a bit, have caves fill the biome less, add in ant "hives")
Adding new ruins types (less random empty rooms)
Adding new ore such as fossils, obsidian, and crystal.
Adding in the animals and plants to the biome (Giant snails, giant ants, tiny blind shrimp, Crystal crab, Cave Salamander, Slime Creature, etc)
Adding new plants and fungi (general mushrooms, glowing plants and fungi, giant roots, etc)
Adding the new crops that will grow in darkness to low light (Button Mushrooms, Cave beets, Rock beans, etc)
Remove normal animals from the biome
Adding new events and weather (Earthquakes, bat swarms, fungus spore disease, drilling pirates, etc)
We have more planned for the biome than that but I don't want to give everything away ;)

Other Biomes we have planned:
Tropical island - Island that might spawn with a volcano, tropical plants, fishing, etc.
Sea Floor - Underwater biome, Airlocks, Sea life, Kelp forests, etc.
Riverlands/River Delta - Large River cuts through the map, islands inside the delta may be good for a fortress, fishing, etc.
Mountain Valley - Cold and rocky biome, plenty of stone and minerals but poor soil generally, very windy, etc.
Swamplands/Marsh - Very wet biome, tends to rain, mosquitos can = disease, generally poor soil, marsh terrain makes for hard building, etc.
Volcanic lands - Hot biome with rich ashy soil, Sun can get blocked by ash, lava flows and pools, obsidian, lava rock, sparse plants & animals, etc.

We are always willing to take on new artists and programmers if they are willing to assist as this is going to be a rather large project. Merely message me or post on this thread if you would like to offer assistance.














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#130
Ideas / Re: Wild and Wacky Biomes
December 14, 2016, 11:56:37 AM
I did gather a small modding team for my ideas, but sadly we lost our coder due to life interfering.
#131
Stories / Re: Triple Colony
November 28, 2016, 10:54:23 AM
What mod adds rivers?
#132
Stories / Re: Triple Colony
November 28, 2016, 10:54:08 AM
Your map has rivers??
#133
Ideas / Re: Beach Biome
November 18, 2016, 11:55:37 AM
We're working on a tropical island biome soon.
#134
Ideas / Re: Prisoners give conditions for recruiting them
November 14, 2016, 11:06:55 AM
This would make things far more interesting regarding prisoners :D I approve!
#135
Ideas / Re: Incentives for livestock
November 07, 2016, 10:50:08 AM
This seems like a good idea, animal husbandry is pretty much not worth it right now.