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Messages - Swarx

#31
Mods / Re: Gun removal/low-tech mod
September 28, 2018, 06:36:33 PM
It might, but I'm not interested in adding all that extra stuff in the mod.
#32
Mods / Gun removal/low-tech mod
September 28, 2018, 03:35:52 PM
There have been mods for this in the past, but none have been updated for B19. Basically, a mod that removes firearms, grenades, electricity-related research, and high-tech items and armor from the game.

Pirates and outlanders could be modified to spawn with tribal-style gear.

Events like pod crashes and mechanoids don't necessarily have to be disabled, since players could just modify the scenario if they wanted to do that.

Things that could be removed
-Guns
-Grenades
-Marine armor
-Flak armor
-Chemfuel
-Packaged survival meal
-Bionics & prosthetics
-Synthread, hyperweave
-Glitterworld medicine
-Advanced components
-Mech serums
-AI persona cores
-Mortar shells
-Televisions
-and any other hi-tech things I might have missed


I've also suggested a mod for a "medieval" conversion for RimWorld that would do similar things, but I understand it's a rather tall order, and not everyone wants tech disabled for "medieval" reasons.
#33
Good old stronghold.

Also, I added cheese.
#34
General Discussion / Re: Worst 6 traits?
September 27, 2018, 04:42:05 PM
pyromaniac isn't nearly as bad as people make it out to be, at least in my experience. same goes with chemical interest/fascination. if it gets out of hand, they go to jail for awhile.

my main bad traits are:

-wimp
-gourmand
-slothful
-staggeringly ugly
#35
Off-Topic / Re: Count to 9000 before Tynan posts!
September 27, 2018, 04:38:16 PM
8524
#36
Self-explanatory. For people that want to do medieval/industiral-only worlds.

The only drawback might be that it could potentially nullify certain raider classes that would normally spawn with guns, assuming the player disabled all firearms.
#37
Does this make outlanders and pirates spawn with spears, bows, etc. now?

also, plz update <3
#38
I'm basically looking for someone to do the (hopefully simple) coding concepts for this mod idea I have. Whoever does this is free to be the one who posts it on the steam workshop.



In a nutshell, I'm interested in helping create a mod that emulates a medieval world as described in the Rimworld Fiction Primer. I'm interested in keeping this a very vanilla-style mod that only alters and renames things in the base game rather than add completely new content, although it could ideally be compatible with mods that DO add new content. However, I am interested in reviving some content from the old versions of Rimworld, namely the shiv weapon and gibbet cage construct. I'm also planning on (personally) changing a bunch of the character backstories so that the vast majority of them fit the setting, so we're not plagued by space marines and VR gamers on this medieval planet.

Essentially, this is intended to be a vanilla-friendly "low technology/world-limiter" mod with some stylistic changes. More details below!



Imagine a Rimworld where modern technology has been all but forgotten. Perhaps spacers crashed here long ago, but their descendants have regressed. Human advancement seems to have simply halted at the feudal era, with some of the planet's tribal societies not even having reached that level. As such, the land is contested by squabbling kingdoms, evil warlords, and uncivilized clans. Firearms are long-forgotten constructs, with wars being fought by bows and blades. Perhaps some technological artifacts from their long-lost spacer ancestors remain, but to the world's current inhabitants, these concepts would remain impossible to grasp. Perhaps the tales of the old spacers and their wondrous technology have been bastardized into some form of religion in this brutal medieval world.

As is typical of a Rimworld, there is no centralized empire or government. The environment is ripe for independent townships and new tribes to form. Whether you are an up-and-coming clan, or a freelance lord with a handful of trusty peasants looking to form a new settlement, anything is possible in this realm.



Things Disabled

-Ancient ruins
-Items like AI cores, glitterworld medicine, neutroamine, chemfuel, etc.
-Researching electricity and related tech/buildings
-Mechanoids & ship part crashes
-Drop pods (though, there could be an option to enable this, since offworld spacers still exist)
-Bionics, prosthetics
-Other industrial/spacer stuff


Weapon Changes

-No guns
-Shivs re-added ( https://rimworldwiki.com/wiki/Shiv )
-"Gladius" renamed to "Shortsword"
-"Pila" renamed to "Javelins"
-"Ikwa" renamed to "Shortspear"
-"Molotov cocktails" to "Firebombs"


Clothing Changes

-No cowboy hats
-No bowler hats
-No marine armor
-"Tribalwear" renamed to "Rags"
-"T-shirt" renamed to "Plain shirt"
-"Jacket" renamed to "Tunic
-"Duster" renamed to "Surcoat"
-"Parka" renamed to "Thick coat"
-"Tuque" renamed to "Knit cap"
-"Simple helmet" renamed to "War helmet"
-"Advanced helmet" renamed to "Bascinet"
-"Flak jacket" renamed to "Chain coat"
-"Flak vest" renamed to "Chestplate"
-"Flak pants" renamed to "Chain pants"
-Buffs/debuffs given so that plate armor becomes superior to a full "medieval flak" set
-The former "flak armors" can now be made at fueled smithies. The Flak armor research project is renamed to "Chain armor" (with Smithing as a perquisite). Chain armor research needed to make the chestplate, chain coat and chain pants. Chain armor must be researched before the Plate armor project, which unlocks plate armor and bascinets.


Misc. Changes

-Electric smelters are changed to "Fueled smelters", and require wood in order to smelt metal weapons and slag.
-Gibbet cages re-added. Just for fun. ( https://rimworldwiki.com/wiki/Gibbet_cage )


Faction Changes

-"Outlander union" renamed to "Kingdom" & "Prime councilor" renamed to "Monarch"
-"Pirate band" renamed to "Barbarian dominion" & "Boss" renamed to "Warlord"
-Tribes unchanged


Pawn Type Changes

(I have not actually coded new pawn types, the images are concepts.)

Barbarians



Vagabond: Wears rags or no clothes at all, if weather permits. Uses shivs, knives and clubs.

Skirmisher: Wears rags and/or articles of simple clothing. Uses shortbows and javelins.

Forester: Wears simple clothing, possibly with war helmet, chestplate or chain pants. Uses greatbows.

Brigand: Wears layered clothing, possibly with war helmet, chestplate or chain pants. Uses knives, maces, shortspears, spears shortswords.

Warrior: More likely to have armor, as well as a small chance of low-quality plate. Uses spears, shortswords, longswords.


Mercenaries (Joins kingdoms or barbarians)



Mercenary Soldier: Wears simple clothing, possibly with war helmet, chestplate or chain pants. Uses knives, javelins, maces, spears, shortswords.

Mercenary Archer: Wears simple clothing, possibly with war helmet. Uses shortbows, recurve bows.

Mercenary Marksman: Wears layered clothing, possibly with war helmet, chestplate or chain pants. Uses greatbows.

Knight: Wears plate armor and war helmet or bascinet. Uses longswords.


Kingdoms



Commoner: Wears simple clothing. Uses shivs, knives and clubs. May be trader.

Militia: Wears simple clothing. Uses knives, clubs, shortspears, shortbows and javelins.

Footman: Wears simple clothing, possibly with war helmet, chestplate or chain pants. Uses maces, shortswords.

Archer: Wears simple clothing, possibly with war helmet, chestplate or chain pants. Uses greatbows.

Man-at-arms: More likely to have armor, as well as a small chance of low-quality plate. Uses spears, shortswords, longswords.

Lord: Equivalent to town councilman. Wears simple clothing in peaceful visits. In hostile encounters, wears plate armor and war helmet or bascinet. Uses longswords. May be monarch.
#39
Support / Re: Can't see my sent messages
September 25, 2018, 02:11:59 PM
I think I forgot to do that. Thanks!
#40
Support / Can't see my sent messages
September 25, 2018, 01:23:12 PM
I want to look at one of the messages I sent, but it doesn't seem to be working. I go to My Messages, then Sent Items, but it is empty. I have confirmed that the message was properly sent.
#41
Ideas / Construction of hovercaft
September 25, 2018, 12:21:58 PM
I think it might be interesting to have the ability to construct something like a hovercraft or short-distance ship to better move around the Rimworld. It wouldn't be capable of reaching orbit, so it wouldn't provide a means to end the game. However, it would be an alternative "ship construction project" for the folks that don't necessarily want to end the game, but still want to find a use for their advanced components and such. This could also be a good use for chemfuel.

I'm thinking that it could be built in a similar fashion to the spaceship, with the following parts, at the minimum:

-1 ship structural beam
-1 sensor cluster
-1 engine
-1 pilot pod (new)
-1 cargo bay (new)
-Optional passenger pods (new)
#42
-Find a nutrient solution that you can connect to yourself intravenously
-Find another tube to pump stimulants directly into your bloodstream to keep you awake
-Replace your computer chair with a toilet so you never have to get up
#43
Off-Topic / Re: Count to 9000 before Tynan posts!
September 25, 2018, 12:01:06 PM
8513
#44
So, I'm working on a concept for a vanilla-style medieval mod (if anyone is interested in helping, let me know.)

But basically, I'm wondering if it's possible for me to simply copy all the stuff from here ( https://github.com/RimWorld-zh/RimWorld-English/blob/master/Backstories/Backstories.xml ), paste it somewhere like a word document, then manually edit the titles/descriptions of the backstories to fit a more medieval theme, while deleting the ones that can't be spun in a medieval direction, like Hiveworld Drone and such.

If I did that, would it be enough to hand off to a coder to implement into the mod?

#45
Off-Topic / Re: Count to 9000 before Tynan posts!
September 24, 2018, 08:06:29 PM
8508