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Messages - Call me Arty

#136
 Didn't expect this to actually get two good responses as the first replies and so soon. Neat. Thanks, my dudes.

Also, dammit, thought I had an original bone in my body.
#137




AlignmentLawfulNeutralChaotic
GoodLawful GoodNeutral GoodChaotic Good
NeutralLawful NeutralTrue NeutralChaotic Neutral
EvilLawful EvilNeutral EvilChaotic Evil

Y'know. This kinda thing. I just had an argument with a bunch of friends about how  this would look for superheroes, and thought it'd be neat for the various things in Rimworld. For example:





AnimalsLawfulNeutralChaotic
GoodThrumboMuffaloChicken
NeutralCowPigBoomalope
EvilTimber WolfAlphabeaverManhunter Yorkies

Technically, they'd all be neutral from a roleplaying point of view, but it's the way you encounter them in the game that altered my feelings about them. The black hole of frames that is an out-of-control chicken population, the fact that no amount of turrets can seem to defend against a bunch of tiny yellow (and adorable) targets, etc.

Maybe an overly dumb or nerdy idea, but I feel like there's a lot of strong opinions that this forum can agree on.

If you want the setup I used in my tables, I believe quoting this will show the setup, then you can just paste the new stuff over what I have. Ctrl-F helps.
#138
Quote from: eugeneb on June 05, 2018, 01:44:02 PM
I agee, I think whichever way implemented the base relocation quest is so far a missed opportunity for a late game challenge. Ohhh ohh and I also want to have random lootings and destructions happening to the base while away so that I can hide valuables inside mountain sealed behind many doors and later launch a quest to retreive valuables that were left behind. May be even fight some pirates who settled the base or navigate bug-infested decaying ruins.

To be honest, I've always liked people's suggestions of legacy modes. Things get overgrown, more dirt roads pop-up, starting-up a lost tribe might even have a couple familiar last names from a previous colony. Hoping the mod or update will come soon.
#139
Huh. This is really neat and appreciated, feel like it should've been there for a while. Thanks for the mod!
#140
 Okay Kirby to be 100% honest that was such a good response that I've had this window open ever since trying to think of a good comeback. I've got nuthin'. I still dislike killboxes though.
#141
 One room is a laboratory, and another is a workshop. You know this, because one has a research bench in it, and the other has a machining bench in it. The walls didn't help, because they're made from the same material, either due to the fact that you're on a flat map and only have access to wood, or because you're on a large hills or mountainous map and there's no reason to not have the maximum durability and minimum flammability you could. Same deal with the floors. You could differ things with art, but you can't pick what design you get, making things tough. You could designate one room a flower, but there are only two flowers and picking one or the other's pretty arbitrary. How is this solved? I propose two suggestions.


  • The Terraria. As the developers had to balance two dimensions with it's being a building game, a lot of focus was put into keeping things distinct. This took two forms, one being decorations, and the other being backgrounds. These rarely had a purpose, but it was easy to tell what a room was just by looking. This meant that you had a lot of variety in rooms, just look at the difference between this and this. It can mean the word! That being said, I'm aware that Rimworld's only got one wall to work with. Despite that, there's plenty of room for decoration. A wallpaper could feasibly be applied to granite walls to maintain their integrity while styling things up a little. Wood paneling could add some proverbial warmth to an otherwise cold stone bedroom. Marble tile would make a bathroom (in the top thirty highest-rated mods of all time on Steam, it's safe to speculate that bathrooms aren't uncommon on the Rim) feel distinct from marble slabs on a hospital, rather than the flat design we'd be stuck with if we wanted similar motifs in vanilla. There are other things to enjoy, however. Catacombs could bring life to walls in tombs, and lava lamps could make for groovy rec rooms.

  • The Dungeon Keeper. This oldie has a bit more similar of a design theory to Rimworld,  sharing a slightly angled top-down view. On another note, both have dedicated rooms, though only you make a box and place things inside it. Whereas Rimworld has laboratories, bedrooms, and farms, Dungeon Keeper has libraries, barracks, and hatcheries. The neat thing is that they're just ordinary boxes until you designate them as otherwise (not unlike making zones or stockpiles in Rimworld). Then, they acquire predetermined designs to more reflect their role. Now, this wouldn't meld too well with what Rimworld does, though it could still work well enough. While you couldn't just throw a bunch of pillars or bookshelves in the middle of a room, the walls are still fair game. You could have a blank room, but the placing of a stove in their could add pots and pans hanging from the walls, for example. Additionally interesting would be updating the appearance of some items depending on the room they're in. For example, the lamps you'd find in a rec room, prison, and hospital all look fairly different from the standing lamp we've got (though you could certaintly argue about player choice, and whether or not it would be wiset to clutter the architecture menu with so many variations of lamp).

So, what do you guys think? Why is this a terrible suggestion? Let me know!

P.S. Credit to RIMkea for being able to add so much personality to various rooms without the ability to do much to walls. It spices things up in a real nice way. It deserves a bit more attention than it has (page 4 of most popular mods on Steam, what a shame!).
#142
Sorry to tell you bud, but no headway too far in your direction. There have been some pretty interesting developments, though.

Dubwise made a mars-mission mod a while back, which has some really damn interesting systems pretty close to what you were looking for. I'd check the link for more info. Unfortunately, it's a couple updates old. If you want some more recent work from Dubwise, he's also done some equally interesting stuff with nuclear power and it's consequences, and the same with hygiene (no thirst, but some water systems and the need to stay clean and. . . empty).

Rim of Madness is a real cool modpack, particularly it's Vampire mod. Maybe a bit too fantastical, but it does actually add blood as a meter you have to keep track of akin to food or sleep.

Death Rattle is alright, though maybe not close enough to what you're looking for. It doesn't add in biological systems, but it pretends like they're important. Losing lungs or taking severe damage to the neck isn't a death sentence, but you only have a short window before the resulting oxygen deprivation permanently screws with your colonist's head. Similiar effects for other organs.

Welcome back to the community, and I hope I could help.
#143
Quote from: Ramsis on June 02, 2018, 04:21:32 PM
Between the multiple complaints made against you, the scathing evidence you've supported their claims with, and of course the very hostile and rude PM I received you're going to deal with a 3 week ban tmo.

You are banned for multiple breaks of rules 1 and 2; I hope when you come back you will be willing to accept claims from others without spinning up violently.

Tyrannical mod! You should've banned all the people disagreeing with him! He had a fool-proof idea and all these mean people were crapping all over him! Oh, and while you're at it, ban everybody who disagrees with me in my posts, plz.
#144
Quote from: Jibbles on June 02, 2018, 05:03:06 AM
The fact that you posted in suggestions made me think it's a feature you want implemented by Ludeon.  XML is what they chose to simplify the modding process.

Making simple edits like you suggested would only takes a few minutes in xml.  It's the texture bit that would require more time.
I was thinking that in order for the tool to be versatile and useful for many players, then you'd be dealing with just about the same amount of tags as you would in xml, even if it's just a simple mod.  You can point to that wiki and say how there are only three values, but you know as well as I do there are more stats/differences involved in-game among those stones. I guess my original concerns of the topic are a bit silly.  I'm not against it if it would indeed help out the modding community.

I will say that I greatly appreciate your continued attempts to be grateful to the guy who's asking for the world to change around him rather than adapting to it himself. I understand that I look a bit like a punk. I also have the issue of poorly expressing my ideas in an initial post and only really getting it across in later posts. Lastly, kinda screwed-up on that stone part, I'll admit. Stone blocks are very simple, name, description, a few stats, texture, that's about it. Breaking it's different, though. Thirteen different stats not counting texture or color is something else.

I still feel strongly for my original post, however. Yes, it's still just pointing-out numbers, but there are thirteen different links in the post you suggested (yes, some redundant, or covering different things). After looking through some of those, I'd say that they alone can link to about double that, and others are a great many pages. Read through that, absorb all of it, still go back any difficulty you might have, test, track down errors if you screw something up in the .xml-wall-of-symbols-and-numbers, and then you have a mod. I just can't keep up with it. Maybe I'm lazy, maybe I'm just not committed enough, I don't know. Despite this, I made a couple functional (though not very pretty) things in Scribblenauts, and am very proud of my stockpiles. A system like that - at least for me - is far more welcoming and noob-friendly for someone without those big-picture ideas.
#145
Quote from: Kirby23590 on June 02, 2018, 01:14:06 PM
I'm okay with it since you're supposed to avoid your building such as turrets to be destroyed by raiders and man hunting animals and such.

Oh man, really? Shoot, this whole time, I've been letting my turrets get attacked. . . come to think of it, I've let my pawns get attacked too. I'll probably do far better now that I just don't let anything get attacked.
In all seriousness, though, it's not that simple. Animals can be pretty ovewhelming in groups for a poor turret. The average manhunter group is around seven or so critters, so even if two turrets could expertly curve their bullets mid-burst to heart-shot each 100% of the time, there'd still be one very angry animal coming for it. As for humans? Turrets are out-ranged by

  • Sniper Rifles (Range: 45)
  • Doomsday Rocket Launchers (Range: 40)
  • Bolt-Action Rifles (Range: 37)
  • Greatbows, Miniguns, and Recurve bows (Range: 32)
  • Assault Rifles (Range: 31)
  • Short Bow (Range: 29)
  • Every Mechanoid Weapon (Charge Lance: 37, Centipedes have: 32-27 range)
  • Revolvers (Range: 26)

So, out of the twenty-four ranged weapons in the game, the turrets are out-ranged by half of them. Of those, four are found on mechanoids, and three are neolithic. Now do you see why it's a bit tough to avoid? It's one thing to clear all the cover for 25.9 tiles around a turret, it's another to clear 45 tiles.

Quote from: Kirby23590 on June 02, 2018, 01:14:06 PM
Also leaving Steel Slag Chunks in the open might give enemies cover so it's best to hide them somewhere around your colony all of them.

You're right, same deal with rock chunks and trees. It would obviously be the wisest decision to dedicate space that could be used for a resource stockpile, hospital, farmland, or power production, for a bunch of uprooted trees, stones, and chunks of metal. Sure is a shame that none of those are usable in any way whatsoever, and certainly wouldn't compose, like, the only viable building materials in the entire game (aside from plasteel, which is still prohibitively expensive in most cases).
#146
Ideas / Re: Blood types?
June 02, 2018, 01:57:59 AM
 It'd be a neat level of complexity, but I personally think it would need to be toggleable, like permadeath mode, or the planetkiller. Otherwise, I just see myself getting way too angry someone died because I couldn't find anyone who's also O- (can give to everyone but can only receive more O-).
#147
 The reason I'm suggesting this is because I have looked into all of that line of code. I spent a full day a couple months back trying to make the 2019 LAPD Pistol from Blade Runner, and there wasn't one thing I did that didn't crash the game or produce an unplayable amount of red errors. There are half as many scenarios on Steam as there are mods, and it sure as hell ain't because they're twice as hard to make. The only reason there's more than a couple - I believe - is because the scenarios are so easy to make. No worrying about lines of text to find the lines to set any specific item value, no toggling if something is "true", it's a simple case of picking categories and values. Rather than reading through dozens of lines of text and knowing codes to translate to get "start with item: True, item: turkey meat, item amount: 458", it's just "Start with item -> Turkey meat x458".

Additionally, the intention wasn't for "unique", it's specifically for simple items. A gun that shoots glue? That's real neat, but not what this potential mod-creator is made for. Want a new time of stone to go with the five we've got? I just checked the wiki. You've got a name, description, and three values. That sounds as simple as a couple drop-down menus and text boxes. Something like a new animal seems complicated, but it's also just a series of values on an image, when you get down to it. A process like that could make nearly every animal mod that I know about, and it would allow for anybody with the patience to make a scenario (plus a venture into MS Paint or Photoshop, maybe).

I'm not sure how much time goes into .xml coding, but I'd imagine if it had the addition of better readability in addition to red-error proofing, who'd have an issue to speed-modding say, penguins into the game after only about an hour of work? "Man, I wish I had a golf club as a weapon." Make a texture, and fill maybe six text boxes or so. Point is, you could get almost any of the basics covered for near any idea you have without needing to spend a while researching and proof-checking your code. Hell, even if you were making one of those complicated mods that needed more than a forum post to make, it would probably be appreciated. Cosmic Horrors? Buncha standard animals who have odd names for their anatomy and turn into weird things when you butcher them; when you break things down to their lowest level (heh). Getting all of that out of the way before working on things such as the sanity system or the special summoning requirements.
#148
 For those who aren't familiar with a not-overly popular children's game from six years ago.

What I'm proposing, essentially, is a tool for making simple mods, similar to the creation of objects and creatures in Scribblenauts. It's really not too much more complicated than moving around shapes and setting-up some "if this, then that" processes.

I've always wanted to go and make some simple mods for the game, though simply lack the coding knowledge to do so (I tried, trust me). That being said, the system that Scribblenauts came-up with is one I'd love to see in Rimworld somehow someway.

How would it work? I could see the various parts of Rimworld split into various categories ( Weapon - Ranged, animals, plants, stone types, etc ) with various ways to modify them. For example, let's say you select "Weapon - Ranged."  Then, you could set the range, damage, velocity, cooldown, etc. After that, maybe you could export an image from another program or even an in-game one to apply to the item and it's projectiles.

This would, of course, take a lot to work to make. However, I could see it doing a lot for the community. Having to look through lines upon lines of code to try to make your own weapon can be real prohibitive to people who lack the time or just the right tick in the brain. Credit to the people who worked to make them with all of their interesting and original ideas, but a system like this could give anybody who understands cause and effect the ability to make their very own Rimsenal, Vegetable Garden, and Cosmic Horrors (again, credit where it's due, but these are essentially really neat guns, armor, plants, and animals)!
#149
Ideas / Re: Online Mode
June 01, 2018, 02:53:53 PM
 Alright everybody, take a shot.

Search
Exists
For
A
Reason.

It's your first post, but I encourage you to browse the forum before suggesting things, and to also search for keywords. It's not always to easy to find your doppleganger post (I've had the issue on a few occasions), but it helps cut-down on a slew of the same posts that have been established to not happen.
#150
Quote from: Headshotkill on June 01, 2018, 01:20:34 PM
DLC could result in the community and modding-scene completly falling apart as now everyone has this dlc or that dlc or all dlc or no dlc installed.

If Hugslibs, Alien Framework, or Jectstools were deleted today, the modding community would be crippled. These are important, because they are the foundation for a lot of things that you would otherwise not be able to do. Currently, Rimworld is limiting the kinds of mods that can be made. Due to the way it's build, it's extremely unlikely we'll see a first person camera, unlikely that vehicles will be overly functional, we'll see half-blocks that function as such, and many other things that are either impossible in the current game or could only be made in an imperfect or abstract way.

As Rimworld is reaching the final stretches of major development (as can be assumed from the information we have now) the modding community is likely to soon reach a stagnation point of possibility. Thusly, DLC that adds new systems would open up so many more possibilities for modding. We've seen examples time and time again. The capacity for making recipes is added, we get Rimsenal. The ability to add custom meters is added, we get Cosmic Horrors and Bad Hygiene. If You want advice for DLC, XCOM 2 has added a fair amount of them, and the vanilla game hasn't suffered at all. There are still plenty (majority, even) of mods that can be accessed with no additional content, but modders just use the additional assets and tools found in those expansions. I know that at the very least, The Binding of Isaac: Rebirth, has had dozens of "impossible" items made possible due to the additional ways to screw with things.