Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - demeggy

#121
Cheers bud, had some great PM's so far! Grand community vibe going on.
#122
Help / Re: Forcing PawnDef apparel
October 19, 2016, 02:22:50 PM
Ah I removed it in the end! I'll add it back in shortly, see if it re-occurs, and if so, will pop the .xml up!
#123
Progress Update... so far so good. Initially, this was a bolt-on mod, adding content to the game. However as I've gone further into testing the build, realized some of the core assets (fauna for example) somewhat ruin the illusion of the SW Universe, and I've therefore opted to convert most of the standard content to the lore.
With that in mind, I'm pleased to confirm all fauna in the game has been replaced with 'similar' opted creatures from the Star Wars Universe. I've been mindful not to throw any old twoddle in, so expect to see Tauntaun's only in snowy biomes, Banthas grazing in dusty and grassy plains, and Rancor's and Rathta's making rare, but interesting appearances.
Weapons and Apparel wise, I've added, rather than replaced, existing gear and outfits - as I feel most of the Apparel in there is suitable enough already.
We've got 3 main factions in at current (Rebels, Imperials, Tusken Raiders) with a 4th (Hutt Clans) in development. Apparel and weapons are unique to each, so expect to see plenty of familiar gear from the lore of the films.
I've also added Droids as 'pet' pawns. Droids can't mate for obvious reasons, and don't roam wildly, but if bought from a Trader at your Colony's Spaceport/Landing Pad (another change made to the Orbital Beacon/Trading system) - can serve as trusty companions from a series of astromechs and protocol units to add to your collection.

We've also got changes to the materials you'll be coming across, flora and some research tree changes.

Now the interesting bit....

I'm giving myself 1 month from today to get this all in. With a lot of confidence, I reckon we're going to be seeing some visual action within the next fortnight, as I'm currently focusing on getting the framework in over the visuals and sounds at first.

Next update should hopefully be confirming the frameworks completed and that I've started, or will be starting the visuals!

Keep the Force

Demeggy
#124
Help / Re: Forcing PawnDef apparel
October 18, 2016, 04:07:00 PM
Yup:

Free typed the tags in anyhoo rather than copy/paste, whacked my thingDef apparel in there - equips the apparel, but throws a personal shield over the top.
#125
Help / Re: Forcing PawnDef apparel
October 18, 2016, 03:23:12 PM
Alas, weirdly, that forces them to equip a personal shield (despite them wearing the designated apparel).
What I did do as a temp workaround was to increase each pawns apparel money allocation to an insane amount, and lower the cost of the apparel.

    <apparelMoney>
      <min>100000</min>
      <max>1000000</max>
    </apparelMoney>

Still sometimes though, Pawns rock up partially nude. Any ideas?
#126
Help / Re: Forcing PawnDef apparel
October 17, 2016, 04:15:41 PM
Quote from: kaptain_kavern on October 17, 2016, 03:51:25 PM
Have you tried :

<apparelRequired>
      <li>ThingDefName</li>
</apparelRequired>


Fantastic! Thanks :) I was hoping <weaponRequired> would do a similar thing, alas, it doesnt exist...
Found it in /Core/Defs/PawnKindDefs_Humanlikes/PawnKinds_Mercenary.xml, line 212 (for forcing slasher to wear shield in Vanilla)
#127
Help / Forcing PawnDef apparel
October 17, 2016, 03:15:35 PM
Evening all!

So I've noticed a quirk in my WIP: I've created a faction, setup PawnDefs spawned by that faction, all works swimmingly - with the exception that some of the PawnDefs refuse to wear the Armour and Helmet tagged in their ThingDef Apparel.xml tags, nor be equipped with the weapon as tagged in their ThingDef Apparel.xml tags.

I can see there's an Apparel costing element to apparel that if I understand, is picked up by the PawnDef's min/max money allowance.

Is there a much easier way to force them to wear specific outfits?

Thanks,

Demeggy
#128
Hi folks,

Demeggy here. I thought it was time to announce the development of a small conversion mod I'm working on that brings the Star Wars Universe to Rimworld.

I've seen a few other mods that have had a crack at this, and whilst they're all stonkingly good, I feel like bringing some of my own to the table.

So, with that in mind... let me introduce you to....



Mod Status:

Framework (Def/Language): 95%
Art: 45%
Sound: 25%

Currently Implemented:

Natural Resources (inc. buildables):
Dunestone, Moonstone, Korribanite, Shinestone, Spice Ore, Compacted Durasteel, Compacted Permacrete, Kyber Crystal

Plants:
Bactillia, Tuber, Rootleaf, Alderaanian Blossomflower, Force Blossom, Ithorian Rose, Marcan Herbs, Muja Fruit

Weapons:
DL-22 Blaster, DL-44 Heavy Blaster, E-11 Blaster Rifle, EE-3 Carbine Rifle, E-5 Sniper Rifle, Vibroblade, Lightsaber, Thermal Detonators

Traits:
Force Sensitive

Apparel:
Stormtrooper Helmet, Stormtrooper Armour, Scout Trooper Helmet, Scout Trooper Armour, Rebel Soldier Helmet, Rebel Soldier Combat Vest, Rebel Scout Helmet, Rebel Scout Duster, Mandalorian Helmet, Mandalorian Armour, Ubese Raider Helmet, Ubese Raider Cloak, Corellian Blood-Stripe Pants, Smugglers Vest, Tusken Cloak, Tusken Mask

Fauna (inc. Droids):
Super-Battledroid, Battledroid, Astromech Droid, Protocol Droid, Falumpaset, Ewok, Ice Cat, Shaak, Hoover, Gnort, Peko-Peko, Reekcat, Endorian Chicken, Ghhhk, Vine Snake, Gundark, Nerf, Kaadu, Eopie, Reek, Tauntaun, Mynock, Sungwa, Ikopi, Tooka, Gurrek, Jerba, Ysalamari, Akk Dog, Anooba, Rancor, Kowakian Monkey Lizard, Bantha, Varactyl, Nexu, Worrt, Wampa, Momong, Womprat, Vjun Fox, Dewback, Snowmouse, Gorg, Boar-Wolf, Sleen, Nuna, Vornskr, Orray, Mooka, Rathtar

Objects:
Holonet Terminal, Bacta Tank, 2-1B Medical Droid, Dejarik Board, Sabaac Table, Carbonite Freezer, Moisture Vaporator

Items (inc. Various Hides/Furs/Wools/Eggs):
Blue Milk, Jedi Holocron, Sith Holocron, Moisture Pack

Drugs:
Jawa Juice, Ryll Spice, Sansanna Spice, Glitterstim Spice, Bacta Patches, Medpac

Research Projects:
Spice Refining, Hyperdrive Construction, Carbonite Freezing, Moisture Farming

Factions (inc. Randomised NameBanks):
Rebel Alliance, Galactic Empire, Tusken Raiders, Hutt Cartel

Full list to be provided closer to release

Special thanks to Berengar for donating their Rimtrooper assets, which have gone towards saving me creating weapon and Imperial/Rebel armour assets!
---

Rimworld obviously fits the SW bill incredibly well. The Outer-Rim worlds of the SW Universe are unexplored, dangerous territory. Set during the era of the Galactic Civil War, the emphasis won't be on players to take up arms against the Empire. It won't be for players to play a major part in the lore of the SW Universe. It will simply be for you to build your story of a small colony, struggling to survive.

Most of Rimworld caters for what's needed already, which makes it a great platform for me to one-man develop this.
Initial plans are to bring some of the flora and fauna into the gameworld, with creatures as Wampas, Banthas and Ronto's already in.
I've also included a Force Sensitive Trait for colonists (a rare chance indeed), with some great buffs that will allow them to become the Protectors of your colony.
We've also got an Imperial Outpost faction, complete with Grand Moff, Officers and Stormtrooper battalions, not to mention Rebel Alliance and Tusken Raider factions that are being worked on right now.
We're also looking at custom minerals such as Kyber Crystals, Durasteel and Permacrete.
Additionally, weapons from the saga such as the DL44 and Imperial Blaster Rifle will be making an appearance, along with trainable Astromech and Protocol droid 'Pets'.

I'm focusing on the actual functionality over looks and sounds to begin with (best place to start in my humble opinion), but I intend on keeping the smooth, basic appeal of Rimworlds aesthetics for all graphics (no realistic crops here).

I'll try to keep this post updated, I'm terrible for communicating development - but if you're interested in what I'm doing, get posting below and let me know I've got some support behind me!

May the Force (of modding and self-motivation) be with you,

Demeggy