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Messages - demeggy

#31
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
July 22, 2017, 06:01:26 PM
Quote from: Serpyderpy on July 22, 2017, 05:44:07 PM
QuoteFollowing this. Can't wait to see how it turns out.

I appreciate it man, thank you!

QuoteWahey! Lots of operation genesis references in there! Looking good
QuoteDawww - cannot wait for this. Let me know if you need a hand with anything :) Testing, art, coding, xml editing - I'm rather versatile...

Actually, come to think of it, I've thought of a rather nifty way in way you could mine for amber, to extract Dino DNA at a custom lab bench. Give me a holler if you fancy the notes.
JP:OG was and still is my go-to Jurassic Park game, played it when it first came out on PS2 and I haven't put it down since! Gotta have the references in there. You must have read my mind though, I was going to push the last update to contain fossils or amber which you could build things with (the skeletons) but the DNA idea has me intruiged, honestly.

My test guineapig at the moment was disappointed that he couldn't tame dinosaurs without some level of difficulty which is understandable because hell yeah, dinosaurs, but I imagine they aren't going to be the friendliest of things to wander up to and attempt to tame. I don't know if it's possible with .xml only but I do kind of like the idea of getting amber, extracting it for DNA, and using that DNA to make eggs of certain dinosaurs that automatically join your colony when they hatch. I'd be down for some notes on that, definitely.

And again, can't thank you enough, kaptain_kavern, you're the real MVP.

NP - Simple process really, Amber ore generated in map akin to other ores, once amber's mined, can then be used at a special DNA Extraction Stationwith a custom workgiver that produces randomised Dino DNA once the process is complete (would require a colonist to stand there doing their magic, like any standard tool table really). That DNA can then be used in a Dino Egg style recipe at a Hatchery Station, exactly the same as before, but this time round it produces the relevant dino egg. Pop the egg down somewhere, and voila, baby dinos!
#32
Outdated / Re: [A17] Space Worms 0.1 (Beta)
July 22, 2017, 03:58:58 PM
Quote from: InfinityKage on July 20, 2017, 04:48:55 PM
Quote from: diegoaless13 on July 18, 2017, 05:24:00 PM
Just thinking about sending some drop pods with a few infested prisoners right in the center of a friendly faction's base and watch the space worms wipe them out :D

How would you go about doing something similar to this, because I'd like to see it. Is there a way to view an A.I. run colony and then spawn in a worm?

Hmm, that'd be a tricky feat. Easier to do with generated maps.
#33
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
July 22, 2017, 02:37:43 PM
Dawww - cannot wait for this. Let me know if you need a hand with anything :) Testing, art, coding, xml editing - I'm rather versatile...

Actually, come to think of it, I've thought of a rather nifty way in way you could mine for amber, to extract Dino DNA at a custom lab bench. Give me a holler if you fancy the notes.
#34
Outdated / Re: [A17] Space Worms 0.1 (Beta)
July 20, 2017, 01:49:44 PM
Cheers all. Im on vacation at the moment - but have some plans to get in on my return.
#35
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
July 20, 2017, 01:46:54 PM
Wahey! Lots of operation genesis references in there! Looking good
#36
Outdated / Re: [A17] Space Worms 0.1 (Beta)
July 18, 2017, 06:39:13 PM
Quote from: Sebastian Cigar on July 18, 2017, 04:09:44 PM
You can still tell who's infected by the major boost to blood pumping the victims appear to have. Is it possible to make the infestation completely hidden?

Aaah, I was trying to give some subtle clues for those that hadn't unlocked the tech tree. There'll be a way to mask buffs... Ill look into it
#37
Outdated / Re: [A17] Space Worms 0.1 (Beta)
July 18, 2017, 04:19:12 AM
Quote from: Mufflamingo on July 18, 2017, 01:27:34 AM
Can we harvest the larvae and inject it to prisoners.

Or make a bomb out of the larvae and throw it on those annoying siegers.

I like the injection idea... *adds to list*
#38
Outdated / Re: Space Worms 0.1 (Beta) (A17)
July 17, 2017, 07:51:56 PM
Quote from: Sebastian Cigar on July 17, 2017, 07:16:45 PM
Looks very promising, I definitely want that in my game
I love this kind of mods that add complications, here you can either try to counter them and enjoy the show or use it to your own advantage.

Cheers! That's the intention I guess. The next build will be focusing on harvesting the Worms for a rather valuable narcotic... I'm envisaging players setting up their own breeding camps and sacrificing prisoners to the parasites just to get their hands on the left overs *wicked laughter*
#39
Outdated / Re: Space Worms 0.1 (Beta) (A17)
July 17, 2017, 06:56:34 PM
Quote from: kaptain_kavern on July 17, 2017, 06:52:19 PM
Thanks for your work. I have to try that :-D

Cheers Kap :) Enjoy!
#40
Unfinished / Re: [A17 WIP] Scuttlebugs
July 17, 2017, 06:46:02 PM
Hi mods,

I've now gone public with the beta for this over in the Release forum (https://ludeon.com/forums/index.php?topic=34485.0)

Could you please close this thread? Thanks,

D
#41
Outdated / Re: Space Worms 0.1 (Beta) (A17)
July 17, 2017, 06:42:40 PM
Hey folks,

Quick follow up post to my initial launch thread. This is my first public mod release, so please be gentle :)

Inspiration for this is mainly from Alien, but I wanted to try and take a more original angle with it than just work from established material. There's probably a lot to do with it still, hence the beta, but I'm just happy that I've been able to get it up and running for you all to play and enjoy.

Personal tip; make yourselves a quarantine ward... I've had a few test builds go awry 'cos of it ;)

Always on the lookout for feedback!

D
#42
Outdated / [A17] Space Worms 0.1 (Beta)
July 17, 2017, 06:39:45 PM


Rimworld Build: 0.17.1557
Mod Version: Beta v0.1

Mod Author: Demeggy




Features:

- A new parasitic creature called the Space Worm
- A new Level 4 technology (Xenobiology) to research
- A new surgical procedure to extract Space Worm larvae from infected Hosts


Future plans:

- Harvestable Wormskin with incredibly rare narcotic qualities
- New types of Space Worm, including a Queen and Nest Builders
- New incidents to introduce Space Worms into your Colony


How does the mod work?

- An escape pod with an infected survivor crashlands. With a chance of it gestating inside Refugee Pod survivors, it only takes one infected human to wipe a Colony out entirely if not dealt with quickly...
- If your colony has researched the Level 4 technology of Xenobiology, they'll be able to automatically see the Parasitic Infection on the survivors health records, and surgically extract the larvae from the patient with the right medical skills and supplies...
If not, the infected host will birth 1 to 3 Space Worms violently within 24 hours, dying in the process, with the new breed on the hunt for new hosts...

Tips:

- A host is impregnated the second a Space Worm successfully incises a human (the Space Worm will die during impregnation). The human will have approximately 24 hours in-game to be diagnosed and operated on before the larvae breeches, killing the Host in the process.
- Any one Space Worm, can impregnate a Host with up to 3 larvae. Only one operation is required to remove the parasite
- Hosts in Stasis can withhold the gestation process, so if you don't have the tech researched - put 'em on ice!
- Space Worms are fast, but weak. When born, their instant bloodlust will drive them to impregnate the nearest human host - so be prepared with quarantine wards and rapid weapons!

Known Bugs/Incompatibilities:

- Gestation period is approximately between 12 and 24 hours

Special Thanks to erdelf over at the Community Discord for sage C# advice on a rather steep learning curve, and all the others who've helped me with my many questions from time to time

License:

I don't allow anyone to use any of the content without my permission at this time
#43
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
July 17, 2017, 11:55:27 AM
Well isn't this just SPOOKY? I was just thinking of how necessary dino's were in A17 this weekend. If you don't complete this, I will punish you in the cruellest manners possible.

Good luck :)
#44
Unfinished / Re: [A16 WIP] Scuttlebugs
June 12, 2017, 08:53:24 AM
Quote from: Yautja on June 11, 2017, 04:18:02 PM
Quote from: demeggy on June 11, 2017, 11:04:52 AM
Sorry y'all, this sort of fell over as my long term project elsewhere came back to life. I might look into releasing it as is, but it would need updating to a17b.

Relax bro, we all know you have your life! Maybe people just wanted to test it a lil' bit before you stopped hahaha
But I'm happy to know you will try to update for us to use!

Ill have a dabble this week, see if I can get it up to a17 standards and then get it released :)
#45
Unfinished / Re: [A16 WIP] Scuttlebugs
June 11, 2017, 11:04:52 AM
Sorry y'all, this sort of fell over as my long term project elsewhere came back to life. I might look into releasing it as is, but it would need updating to a17b.