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Messages - Albion

#16
Unfinished / Re: [1.0] Go Explore!
July 24, 2019, 02:32:25 PM
The time has come!
I finally publish the finished version of the mod.
Here is the link to the forum topic in the Release section.

You can download the finished mod from these two sources:
Steam Link
NexusMods Link (manual download)

Enjoy the mod and its new events!
#17
Releases / [1.2] Go Explore!
July 24, 2019, 02:05:44 PM

Go Explore!

This mod provides new events and exciting opportunities for exploration.

Go explore ancient cities and try to capture a space ship.

Download links
Steam Link
NexusMods Link (manual download)

If you enjoy the new events and want to support me, please consider to buy me a coffee:


New Events

Lost City
An ancient city got somehow destroyed.
You can travel there and loot resources and items but beware the danger!

There are currently 3 different "Lost Cities":

  • Bombarded city - The city is under constant orbital bombardment. Grab your loot before it will be destroyed.
  • Infested city - The city is infested with insect hives. Try to avoid them and grab some loot or exterminate them all.
  • Toxic city - Everything is under a constant toxic rain. The former inhabitant build some shelters to survive and store their stuff. Open them up at your own risk.

Ship core startup
You detect a neraby energy signature of a ship core that is powering up!
Go investigate. Maybe you can take over the ship or scrap it down for parts.
You'll have to kill the former owners though...


Ambrosia addicted animals
There is a large ambrosia sprout nearby!
However some animals seem to be hooked on the fruits and will defend them from intruders.


New settlement
A faction expanded and created a settlement in your general area.


Research request
A non-hostile factions is stuck with a problem and is requesting your best researcher to help them out.
If you send a good researcher you will end up with a boost to your relationship and some research points to a random unfinished research.


Prison camp
A non-hostile factions asks you for help to free some of their prisoners from a camp near you colony.
You have to defeat the hostile defenders or help the prisoners flee.

Intercepted message
Your comm unit intercepted an unencrypted message. It indicates a nearby location where some loot is stored.
You suspect it could also be a trap to lure your caravan into an ambush.


Compatibility

  • Yes you can add it to an existing savegame
  • Yes the mod is fully compatible with all commonly used mods
  • Yes it is even compatible with CE - Combat Extended

If you encounter any issues, please report them and I'll try to fix them.

Credits

  • Albion - creator of this mod and most of the code
  • Mehni - helped with the code for the prisoners in the prison camp events
  • Chicken Plucker - did the awesome preview
  • Halno - created the textures for the storage boxes



License
This mod is licensed under CC BY-NC-SA 4.0

You can therefore adapt, transform, and build upon this mod but I want credit and a short pm if you publish it.
However do not re-upload this mod without my consent and don't publish any translated version.
If you want to translate my mod please contact me and I can send you the necessary files. I'll incorporate any translations and credit the translator.
#18
Unfinished / Re: [1.0] Go Explore!
July 24, 2019, 09:01:57 AM
Yes. Today is release day. However I'm still at work, so you'll have to wait for another 6 hours.
I'll post here and lock the topic afterwards once I uploaded the final version.
Expect a release around 7-9 pm UTC.
#19
Unfinished / Re: [1.0] Go Explore!
July 22, 2019, 04:00:25 AM
@Vehicular_Zombicide: I wasn't aware of that mod. My version of the prison camp will be much smaller. Basically a small-ish settlement outpost with an additional building that houses prisoners.
You can try to sneak in and free the prisoners or attack the outpost head-on and kill the guards.
Not sure how the large prison camp does it but you also can't recruit the prisoners in the version in my mod. You just free them at which point they start exiting the map. The faction pays you with some reward and a relationship increase.

@ManHuntingSquirrel: Thank you for sharing the idea. It's certainly interesting but doesn't fit the theme of the mod unfortunately. I tried to create events that have some element of going out and exploring the world map.
Additionally I'm currently in the process of polishing the mod and getting ready to finally release the finished version.
I might add events at a future point but won't promise anything because my first child is on its way and babies tend to eat all of your available time ;)
I'll definitely still maintain the mod and fix bugs and mod conflicts though.
#20
Unfinished / Re: [1.0] Go Explore!
July 18, 2019, 01:01:29 PM
Yeah you can add the mod to an existing savegame.
The mod is fully compatible with most mods and savegames.

Stay tuned for the release in about a week
#21
Unfinished / Re: [1.0] Go Explore!
July 17, 2019, 04:30:39 PM
I'm glad that you're as excited as I am about the mod.

And yes! The mod is fully CE compatible. However the ship core startup mod will fuck you up. The ship is defended by at least 6 mortars which are very deadly in CE.

Abandoned laboratories are unfortunately not specifically part of the mod but might be implemented in a future update. You'll have enough to explore without them though. Especially if combined with other event mods like Sparkling Worlds or More Faction Interaction this fleshes out the lore and expands on opportunities to go out and explore the world.
#22
Unfinished / Re: [1.0] Go Explore!
July 17, 2019, 04:56:38 AM
Development is finishing up!
The prison camp event still needs some work but will be done in the coming days.

I settled on next Wednesday (24.07.) as the final release date and will finish up work by then.

The prison camp event will be released with the final version.

Release will happen both on Steam and Nexusmods. I'll post the links in this topic.

The hidden cave event is discontinued for now. Maybe I'll pick it up later and add it to the mod but I won't promise anything.

If you have feedback to the mod please feel free to post it. I'm always looking for ways on how to improve the balance.
#23
The ate without a table can depend on his job.
The search radius for a nearby table is rather small and if he works far enough away he'll usually just eat the meal he brought with him on the floor.
I personally build a few extra small tables with just a chair or two exactly to mitigate this issue.

The cold on the other hand is another issue. Check the Gear tab. It should show the current comfortable for the pawn. Remember that various apperals lower the maximum comfortable temperature. You should equip him with a duster and maybe a cowboy hat which both increase the max comfortable temperature.
Just check the gear tab and try to keep him in a temperature range that is within those limits.
#24
Unfinished / Re: [1.0] Go Explore!
July 07, 2019, 04:56:47 PM
I updated the current stable version to now include a new event:

Research request
A non-hostile factions is stuck with a problem and is requesting your best researcher to help them out.
If you send a good researcher you will end up with a boost to your relationship and some research points to a random unfinished research.

As usual you can download the latest stable version from this link.

I feel like the end is in sight.
The prison camp event still needs quite a bit of work and bug fixing and I still need to create most of the hidden cave event but this should be done in the coming weeks.
Except if I get some more awesome ideas for great events I think I'll call this mod done and publish it, once those last events are implemented.
I expect this release to happen by end of July, maybe early August depending on the speed of progress.

On a semi-related note: I decided that this will probably be my last Rimworld mod. I'll obviously continue to support all my mods but probably not develop any additional features.
The reason for this is that I don't play much Rimworld myself anymore and part of my main motivation was to create great mods I would/could use myself. Additionally my job got way more time consuming and my first child will be born in a few months so I won't have much time for modding anyway.
#25
Unfinished / Re: [1.0] Go Explore!
July 05, 2019, 03:15:19 AM
@Canute: Richtig, aber bei über 30°C programmiere ich nicht mehr so gerne sondern esse lieber Eis und liege unterm Baum im Garten.
------------------
As I already mentioned I got the doctor request event already implemented in Sparkling Worlds.
I also don't want to create a ton of skill-related request events. That could fill a whole mod by itself ;)

I think I'll just go with the research request. I'll have to see if it is actually possible to apply research points to unfinished open research but if there is a way I'll implement it.

Thanks to ChickenPlucker there is now an actual preview for the mod. I'll add it to the mod with the next "update".
The preview might still change though.
#26
Unfinished / Re: [1.0] Go Explore!
July 04, 2019, 10:34:30 AM
Sorry for the week long silence but work is pretty busy right now and the heat wave in central Europe wasn't good for progress either ;)

Progress is still being made and I hope to bring you the next event soonTM.

Your ideas are interesting. I might rework some of them into an event.
Keep them coming!

What would you guys think of an event that requires you to go someplace (maybe a nearby settlement) to help a non-hostile faction that is struggling with some research?
If you send a competent researcher you get a small relationship bonus, the pawn some research experience and maybe some research points towards your current (or a random open) research project.
Basically similar to the peace talks from vanilla or the doctor request from my Sparkling Worlds mod but with research.
#27
Hey,
I don't know the franchise but I got some insights into Rimworld modding and let's put it this way:
The project you got before is quite a big one. Even as an experienced modder I would estimate the development time to exceed 2 months easy, probably more like 6 months or more, depending on the amount of time you're able to dedicate to this.
Just want you to know what you're getting into. Maybe start with something smaller/easier to understand the concepts before starting this beast of a project. I have seen many people start with ambious ideas, never to be heard from again... There are exceptions but they are rare. The ones that start with something small and grow from there are usually the ones that tend to stay...
Also try to compartmentalize and start with specific features which you can develop one after another.

I too started with a very small mod and just some xml stuff but eventually graduated to more complex features including C# code.

But if you still want to develop the whole thing here is some advice and some pointers:
- As you already figured out, you'll probably need the Humanoid Aliens Framework for the custom races. It works wonders and erdelf can probably help you with questions.
- On the same note: Get onto the Rimworld discord! There are various other modders there that can help you with questions and can give you advice.
- Jectools is not necessarily required in my opinion but it can provide various useful methods.
- Get a reader for dll files if you don't have one already. You need it to check out vanilla code and access code from other mods if they didn't provide the source code. I personally prefer dnSpy.
- Just as a note regarding the above: If you copy code from other mods, credit the authors!
- Craftable animals/pawns are certainly possible but probably not easy.
- Growing and disappearing body parts are even more complex though. Maybe there is an easy solution but I would abandon the idea, sorry.
- Looking at other peoples mods/code is the best and easiest way to understand how to create your own mod. It's how I started out too. Try to start with an easy/small mod and work your way up from there. Understanding a huge mod and how it all interacts is obviously more difficult than with a small mod. Again: Credit authors if you use their work.
#28
Unfinished / Re: [1.0] Lets Go Explore!
June 28, 2019, 08:02:07 AM
I was actually planning something similar with the hidden cave event.
It depends on getting the map generation running properly. It'll require quite a bit of work but if I got it running I'll implement it.

I'm also looking for some great event ideas that not necessarily require an actual map but just a point on the map similar to the vanilla peace talks event.

@Mehni: thanks for the praise. I'm doing my best and think the mod will be great once it's fully implemented.

Progress report: progress has been quick the last week. Due to the heatwave in central Europe and the demands of my job I probably can't keep this speed but I'll try my best.
Mehni is helping me with the new prison camp event and I already implemented the new settlement event.
#29
Unfinished / Re: [1.0] Lets Go Explore!
June 24, 2019, 03:48:50 PM
I just uploaded the latest version which you can download from this link.

It includes the newly finished ship core startup event.
Additonally ambrosia addicted animals are now actually addicted to ambrosia.

Keep the feedback and new ideas coming.
#30
Unfinished / Re: [1.0] Lets Go Explore!
June 24, 2019, 09:35:06 AM
Although those are interesting ideas, I don't really want to touch on stuff that is too complicated and already partly implemented by other mods.
The terraformer is as you already mentioned part of HCSK and RimRoads is a good mod for building roads.

I will rather stick to "simpler" events that spawns an event site or a site similar to the vanilla peace talks event.

I'll have to look into it first but another event might be a prisoner camp event. A friendly faction asks you to raid a site where some of their members are held prisoner in order to free them.