Quote from: fatm3l on July 30, 2018, 11:24:18 AMYes this mod can be savely added to any existing savegame. However it is encouraged to start a new game since the custom faction won't show up otherwise. Enjoy the mod.
Is this mod safe to add to an existing save game?
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#136
Releases / Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
July 30, 2018, 11:44:03 AM #137
Releases / Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
July 28, 2018, 10:07:14 AM
There was an issue with the latest build published by Tynan.
It's fixed now. If you download the latest version of my mod with this Dropbox link for manual download it should work properly without errors.
Thank you for reporting this bug. Keep the feedback coming.
It's fixed now. If you download the latest version of my mod with this Dropbox link for manual download it should work properly without errors.
Thank you for reporting this bug. Keep the feedback coming.
#138
Releases / Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
July 25, 2018, 07:11:44 AM
Glad to hear you enjoy the events Cassiopea.
If you don't like the other stuff you can always switch to the More Events Addon which is a standalone and works without the other stuff. However since you're playing unstable 1.0 that's not an option yet. I'll update all Addons and stuff to 1.0 once it gets officially released.
For now I only have the work-in-progress dropbox manual download of the Full mod.
If you don't like the other stuff you can always switch to the More Events Addon which is a standalone and works without the other stuff. However since you're playing unstable 1.0 that's not an option yet. I'll update all Addons and stuff to 1.0 once it gets officially released.
For now I only have the work-in-progress dropbox manual download of the Full mod.
#139
Releases / Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
July 24, 2018, 03:21:30 AM
Well I'm currently still occasionally occupied with the unstable 1.0 version of my mod. Just yesterday I had to update it again to be compatible with the latest build. You can download it here: Dropbox link for manual download
It also includes a new event called hunting lodge and some other new features. Full changelog will be provided once 1.0 gets officially released.
Regarding other upcoming features it's always a changing process. I don't have a fixed shedule what comes next but rather a list of features I want to eventually implement and I just pick what I'm most motivated to do next.
Small excerpt from said list:
Recently I also started work on a new mod of mine Gen-spliced Xenohumans. It's still under development and once it's done I'll get back to modding Sparkling Worlds but it'll divert my attention for a few weeks.
It also includes a new event called hunting lodge and some other new features. Full changelog will be provided once 1.0 gets officially released.
Regarding other upcoming features it's always a changing process. I don't have a fixed shedule what comes next but rather a list of features I want to eventually implement and I just pick what I'm most motivated to do next.
Small excerpt from said list:
- Glitterworld military raids - drop pod raiders with highly advanced gear that gets destroyed in death. (might become a own mod or only triggers on higher difficulties)
- Abandoned military outpost - crumbling ruins but you might find a weapons stockpile or various other loot. There will probably be some danger protecting it though
- Abandoned lab - crumbling ruins that may include a cure for luciferium and other high-tech loot. Danger will be present
- Spin-off mod for Glitterworld flora and fauna - various genetical engineered plants and animals. This will be in the far future however
Recently I also started work on a new mod of mine Gen-spliced Xenohumans. It's still under development and once it's done I'll get back to modding Sparkling Worlds but it'll divert my attention for a few weeks.
#140
Releases / Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
July 23, 2018, 09:20:20 AM
Well I'll write it down and keep it in mind. A kind of king of the hill or last man standing event was an idea I was playing around with anyway.
However I got quite a few other features I plan to implement first so it might take a while before I get around to it.
However I got quite a few other features I plan to implement first so it might take a while before I get around to it.
#141
Unfinished / Re: [1.0] Gen-spliced Xenohumans
July 23, 2018, 06:50:31 AM
@SpaceDorf: That is exactly like the wolfmen are currently designed. They don't have any social drawback except for the bloodlust trait which doubles the chance for social fights. I think I'll keep it that way.
@mcduff:
I get where you're coming from but from a story/worldbuilding perspective I don't feel like there would be many accountant soldiermorphs.
Militaries would probably put safeguards in place to prevent soldiermorphs from deserting. Also retirenment isn't really an option for them.
The few that actually get sold off or escape are first or at most second generation. The reason for that is simply that they mix with normal humans and their genetic traits get diluted (if they can even produce offspring). Even a second generation soldiermorph only has some of the traits still available to him and by the third or fourth generation they should be mostly gone or indistinguishable from normal mutation every human has.
Also the way soldiermorphs are described in the fiction primer is mostly as grunts (or officiers which are not included in this mod).
An excerpt from said fiction primer:
For example, records tell of an entire world repopulated by the descendants of a small group of bio-engineered soldiers; the only survivors of a planetary nuclear war. Everyone on this world carried an obsessive sense of duty, minimal sexual impulses, and little sense of creativity. This culture became dominated by a conservative pan-planetary religion with little interest in technology. It lasted eleven centuries in this state until it was invaded by a stellar neighbor (who wisely avoided ground combat in favor of orbital bombardment).
In that case they only "stayed" soldiermorphs because there was no-one else to breed with to freshen up the genpool. Also that socienty didn't seem very effective. Probably only a slightly advanced tribe.
In conclusion: I think soldiermorphs should and will be rather restricted. Sure there will be the occasional deserted or decendant background but most of them had a violent past which will be reflected in their backstories.
I'm not yet sure on how exactly I can balance them properly but I will try my best. I want them to be interesting and hopefully more so than just: Have a stat increased soldier.
Designermates are a different story. They are not that strictly regulated and depending on the culture of the planet are allowed to mate, live their own lifes or are enslaved or sold off at will. Their backgrounds are way more diverse and some may even made it to the leading position of a pirate group.
@mcduff:
I get where you're coming from but from a story/worldbuilding perspective I don't feel like there would be many accountant soldiermorphs.
Militaries would probably put safeguards in place to prevent soldiermorphs from deserting. Also retirenment isn't really an option for them.
The few that actually get sold off or escape are first or at most second generation. The reason for that is simply that they mix with normal humans and their genetic traits get diluted (if they can even produce offspring). Even a second generation soldiermorph only has some of the traits still available to him and by the third or fourth generation they should be mostly gone or indistinguishable from normal mutation every human has.
Also the way soldiermorphs are described in the fiction primer is mostly as grunts (or officiers which are not included in this mod).
An excerpt from said fiction primer:
For example, records tell of an entire world repopulated by the descendants of a small group of bio-engineered soldiers; the only survivors of a planetary nuclear war. Everyone on this world carried an obsessive sense of duty, minimal sexual impulses, and little sense of creativity. This culture became dominated by a conservative pan-planetary religion with little interest in technology. It lasted eleven centuries in this state until it was invaded by a stellar neighbor (who wisely avoided ground combat in favor of orbital bombardment).
In that case they only "stayed" soldiermorphs because there was no-one else to breed with to freshen up the genpool. Also that socienty didn't seem very effective. Probably only a slightly advanced tribe.
In conclusion: I think soldiermorphs should and will be rather restricted. Sure there will be the occasional deserted or decendant background but most of them had a violent past which will be reflected in their backstories.
I'm not yet sure on how exactly I can balance them properly but I will try my best. I want them to be interesting and hopefully more so than just: Have a stat increased soldier.
Designermates are a different story. They are not that strictly regulated and depending on the culture of the planet are allowed to mate, live their own lifes or are enslaved or sold off at will. Their backgrounds are way more diverse and some may even made it to the leading position of a pirate group.
#142
Unfinished / Re: [1.0] Gen-spliced Xenohumans
July 22, 2018, 04:40:19 AM
@Call me Arty: I have a discord for my other mod which you can find here: Discord invite
XML is actually not super hard once you get your head around it. I can explain it to you some time.
@Scavenger:
Some things are easier to do than others. Having work speed depending on temperature is possible I guess but not easily done. It was an idea I had too but I'll need to look into it if it's achievable.
Regarding the wolfmen: they should technically get a taming penatly because they look like a predator. I think for now I'll get it as it is and make them dangerous and prone to social fights.
Soldiermorphs not being able to get various happy thoughts sounds interesting. I'll look into it what kind of thoughts I could replace or make unavailable to them.
Also for now I'll stick to the grunts. Generals are more difficult to balance and I'm not sure if they would be really interesting.
Shortmen are difficult. I'm still struggeling to balance them properly. What would be an interesting drawback? Remember they're not actual dwarves but rather humans adapted to a high-g environment. An increase to hauling capacity therefore makes sense but not necessarily other manual labor.
XML is actually not super hard once you get your head around it. I can explain it to you some time.
@Scavenger:
Some things are easier to do than others. Having work speed depending on temperature is possible I guess but not easily done. It was an idea I had too but I'll need to look into it if it's achievable.
Regarding the wolfmen: they should technically get a taming penatly because they look like a predator. I think for now I'll get it as it is and make them dangerous and prone to social fights.
Soldiermorphs not being able to get various happy thoughts sounds interesting. I'll look into it what kind of thoughts I could replace or make unavailable to them.
Also for now I'll stick to the grunts. Generals are more difficult to balance and I'm not sure if they would be really interesting.
Shortmen are difficult. I'm still struggeling to balance them properly. What would be an interesting drawback? Remember they're not actual dwarves but rather humans adapted to a high-g environment. An increase to hauling capacity therefore makes sense but not necessarily other manual labor.
#143
General Discussion / Re: To RNG or not to RNG
July 21, 2018, 04:24:20 AM
I personally like the balance and randomness of Rimworld. Sure I savescum a lot myself if a pawn dies in a firefight or I get a toxic fallout when I'm super low on food and my rice is just at 40-50%.
However I think that's part of the game and part of the individual player because they or rather I want to get a decently perfect colony. On the other hand it's also a hint that I should "git gud" or play on another difficulty. Or accept the loss and continue on. Not every pawn death is colony ending but I still try to avoid it.
I personally think its better the way it is because usually I can avoid the reason I savescummed after doing so because I was using a suboptimal tactic before or the RNG was just not in my favor.
What I'm trying to say here is: there is a reason why there is a commitment mode and why people play ironman modes and other people don't.
Investing 20+ hours in one colony and seeing their favorite starting colonist with his wife and 10 bonded animals shot in the head can be frustrating. But mostly because of the time commitment, attachment and the feeling of "RNG fucked me". However that's what saves are for aren't they? In a single player Shooter you reload to the last checkpoint and no-one complains. In Rimworld I reload to the last auto or player save and try again.
Honestly, if rimworld wouldn't be so challenging I would probably have played it once and then cast it aside to play something else. Having to constantly struggle is what makes it engaging. That's actually what kills most 4x strategy games for me. There you struggle until you're eventually ahead of the AI and just casual stroll to victory but essentially just have to grind to get there.
In Rimworld you struggle to get your base running and once you do you can grind until the ship is done. However you still have to struggle since the next raid can destroy your colony, the next disease can cripple you or the next food shortage can starve you. You never actually achieve the state of "nothing can touch me now". I'm talking about the vanilla experience here obviously...
Randomness is also great for another reason: you never know what you get. It keeps things interesting. That's why the ship crash event in my mod has high randomness in regards to the layout of the crashed ship, the rewards inside and even the enemies inside.
However I think that's part of the game and part of the individual player because they or rather I want to get a decently perfect colony. On the other hand it's also a hint that I should "git gud" or play on another difficulty. Or accept the loss and continue on. Not every pawn death is colony ending but I still try to avoid it.
I personally think its better the way it is because usually I can avoid the reason I savescummed after doing so because I was using a suboptimal tactic before or the RNG was just not in my favor.
What I'm trying to say here is: there is a reason why there is a commitment mode and why people play ironman modes and other people don't.
Investing 20+ hours in one colony and seeing their favorite starting colonist with his wife and 10 bonded animals shot in the head can be frustrating. But mostly because of the time commitment, attachment and the feeling of "RNG fucked me". However that's what saves are for aren't they? In a single player Shooter you reload to the last checkpoint and no-one complains. In Rimworld I reload to the last auto or player save and try again.
Honestly, if rimworld wouldn't be so challenging I would probably have played it once and then cast it aside to play something else. Having to constantly struggle is what makes it engaging. That's actually what kills most 4x strategy games for me. There you struggle until you're eventually ahead of the AI and just casual stroll to victory but essentially just have to grind to get there.
In Rimworld you struggle to get your base running and once you do you can grind until the ship is done. However you still have to struggle since the next raid can destroy your colony, the next disease can cripple you or the next food shortage can starve you. You never actually achieve the state of "nothing can touch me now". I'm talking about the vanilla experience here obviously...
Randomness is also great for another reason: you never know what you get. It keeps things interesting. That's why the ship crash event in my mod has high randomness in regards to the layout of the crashed ship, the rewards inside and even the enemies inside.
#144
Unfinished / Re: [1.0] Gen-spliced Xenohumans
July 20, 2018, 03:08:10 AM
I added the reduces cold resistance and increased tiredness factor to the scaleman.
Unfortunately it's not just pure xml since adding a health modification to a generated pawn is not super trivial. However I found a way to do it with some c# code and was planning to do that anyway.
Regarding the soldiermorphs and designermates:
I want to restrict their backstories simply for the reason that pawn with exactly that race have their race traits rather dominant and are within 1-5 generations. Sure there could be the insurance worker soldiermorph or a corporate CEO designermate but those should be rather rare. Breeding with normal humans or other races also dialutes the gene pool and therefore the genetic modifications which turns their offspring into normal humans after a few generations.
A person might be the grand-grand-grand-grand-child of a designermate but it's only visible because of their weird eye colour or that constantly changing hair.
Let's agree on this: I'll limit the backstories but I won't be super restrictive.
@Call me Arty: I'm not sure if I can directly affect things like shooting skill and crafting speed. I'll look into it though and will rework some of the stats. That way would be better than simply buffing or nerfing things like sight or manipulation.
Also I would be very interested in your custom backstories. Feel free to write some. However please try to stay canon.
You could also save me some work and directly write them in a xml file. If you already know the basics here is a guide on how to do custom backstories using the humanoid alien framework: Guide to backstories
Unfortunately it's not just pure xml since adding a health modification to a generated pawn is not super trivial. However I found a way to do it with some c# code and was planning to do that anyway.
Regarding the soldiermorphs and designermates:
I want to restrict their backstories simply for the reason that pawn with exactly that race have their race traits rather dominant and are within 1-5 generations. Sure there could be the insurance worker soldiermorph or a corporate CEO designermate but those should be rather rare. Breeding with normal humans or other races also dialutes the gene pool and therefore the genetic modifications which turns their offspring into normal humans after a few generations.
A person might be the grand-grand-grand-grand-child of a designermate but it's only visible because of their weird eye colour or that constantly changing hair.
Let's agree on this: I'll limit the backstories but I won't be super restrictive.
@Call me Arty: I'm not sure if I can directly affect things like shooting skill and crafting speed. I'll look into it though and will rework some of the stats. That way would be better than simply buffing or nerfing things like sight or manipulation.
Also I would be very interested in your custom backstories. Feel free to write some. However please try to stay canon.
You could also save me some work and directly write them in a xml file. If you already know the basics here is a guide on how to do custom backstories using the humanoid alien framework: Guide to backstories
#145
Releases / Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
July 19, 2018, 02:03:45 PM
ChJees pointed out a bug in the psychic emitter event that was causing constant animal insanity pulses. I fixed it and uploaded the new version.
Youn can still find it under the Dropbox link for manual download.
Enjoy.
Please report any other bugs you might encounter and feel free to contact me with any suggestions or feedback.
Youn can still find it under the Dropbox link for manual download.
Enjoy.
Please report any other bugs you might encounter and feel free to contact me with any suggestions or feedback.
#146
Unfinished / Re: [1.0] Gen-spliced Xenohumans
July 19, 2018, 04:46:56 AM
A higher mental break risk sounds interesting but is not easily achieveable. I think I'll not do that for now.
Do any of you guys have an interesting idea for a drawback for the Scaleman? Just limiting movementspeed ist not that interesting unfortunately.
Do any of you guys have an interesting idea for a drawback for the Scaleman? Just limiting movementspeed ist not that interesting unfortunately.
#147
Releases / Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
July 18, 2018, 04:57:40 PM
There are several different ways to achieve what you are trying to do depending on how exactly you want to do it.
Lets talk somewhere else about this so we don't spam this topic. Can you contact me on my discord? Invite to discord sever
Otherwise just send me a message here on the forum and we'll figure it out.
Regarding actual Sparkling Worlds stuff:
The latest unstable 1.0 version is still available via Dropbox link for manual download. It is compatible with the latest version (1968 right now). If there are any updates that might be incompatible I'll try to fix them within 24 hours (probably sooner). Please give me feedback and report any bugs/errors you might encounter.
Lets talk somewhere else about this so we don't spam this topic. Can you contact me on my discord? Invite to discord sever
Otherwise just send me a message here on the forum and we'll figure it out.
Regarding actual Sparkling Worlds stuff:
The latest unstable 1.0 version is still available via Dropbox link for manual download. It is compatible with the latest version (1968 right now). If there are any updates that might be incompatible I'll try to fix them within 24 hours (probably sooner). Please give me feedback and report any bugs/errors you might encounter.
#148
Releases / Re: [B18] Sparkling Worlds - Glittertech on the Rim
July 18, 2018, 08:14:20 AM
Unique rewards are technically not really possible since they could be picked multiple times by the random reward generator.
You would need to create a custom c# class that handles unique rewards and keeps track if they have already been created or not.
In that case you'll also need custom events that can spawn these rewards. This is because they can't be selected for vanilla events since they are locked behind your custom class. With the use of harmony you could technically add them to vanilla rewards too but that is up to you (I never used Harmony so far).
Also something else to consider: You would have to keep track if these items get destroyed/sold or make them indestructable/untradeable.
So in conclusion: Yes it's possible but not super easy.
You would need to create a custom c# class that handles unique rewards and keeps track if they have already been created or not.
In that case you'll also need custom events that can spawn these rewards. This is because they can't be selected for vanilla events since they are locked behind your custom class. With the use of harmony you could technically add them to vanilla rewards too but that is up to you (I never used Harmony so far).
Also something else to consider: You would have to keep track if these items get destroyed/sold or make them indestructable/untradeable.
So in conclusion: Yes it's possible but not super easy.
#149
Unfinished / Re: [1.0] Gen-spliced Xenohumans
July 18, 2018, 04:34:38 AM
I gave it a second pass today and changed some minor things.
I'm still not exactly sure about the soldiermorph but I think the -20% Consciousness is a decently heavy drawback because it translates to -20% Manipultaion, Moving, Sight and some others too. This is why I buffed Sight with +40% to compensate for the loss in sight and make them shooting as accurately as before.
I also removed the bearman and changed the wolfman a bit to make him more comfortable with low temperatures but also gave him the bloodlust traits which will lead to deadly social fights combined with the higher natural damage compared to normal humans.
Small update: I had a chat with erdelf yesterday because the Alien framework doesn't support selective vanilla backstories so far but he'll look into it and get back to me with a solution to that.
I started work on the mod and might be able to present a work-in-progress version some time next week. Maybe sooner...
I'm still not exactly sure about the soldiermorph but I think the -20% Consciousness is a decently heavy drawback because it translates to -20% Manipultaion, Moving, Sight and some others too. This is why I buffed Sight with +40% to compensate for the loss in sight and make them shooting as accurately as before.
I also removed the bearman and changed the wolfman a bit to make him more comfortable with low temperatures but also gave him the bloodlust traits which will lead to deadly social fights combined with the higher natural damage compared to normal humans.
Small update: I had a chat with erdelf yesterday because the Alien framework doesn't support selective vanilla backstories so far but he'll look into it and get back to me with a solution to that.
I started work on the mod and might be able to present a work-in-progress version some time next week. Maybe sooner...
#150
General Discussion / Re: Every canonical mention of Xenohumans, plus my opinions on why we need them.
July 17, 2018, 11:18:18 AM
Well I decided to give this a try... I was considering to do some kind of race mod for a while and since it's canon I'll try to implement some of these ideas in a mod.
You can find the releated topic here.
You can find the releated topic here.