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Messages - TastyCookies

#16
Outdated / Re: [A17] Save Our Ship (v1.01)
May 17, 2018, 01:29:42 PM
TolSatha

Do I have your permission to upload this on Steam? I will of course label it as Temp and a statement saying that it can be taken down without notice?
#17
Outdated / Re: [A17] Save Our Ship (v1.01)
April 09, 2018, 03:59:56 PM
Thank you so much for the update, people on Steam are aware now :)
#18
Outdated / Re: [A17] Save Our Ship (v1.01)
March 22, 2018, 04:57:24 PM
I love the concept of this mod and hoping that it will be updated to B18.
#19
Thanks for your hard work and the update, I'll be sure to try it out and give feedback on the Sparkling Worlds thread. You've earned yourself a great rest :)
#20
Quote from: Albion on January 12, 2018, 11:16:09 AM
Seraphites negate the drawback of luciferium which throws off the balance for that drug in my opinion.
However implementing it as just a cure to the luciferium addiction is an interesting idea.
Maybe Seraphites can be a randomized reward from a Lost Lab world event.
#21
Quote from: Albion on January 10, 2018, 08:25:44 PM
Hey, I want to note that I started working on this.
The source code for Recon and Discovery is technically still available if you decompile the assembly files with a programm like ILSpy, which is what I'm doing. I never did quest sites before, so checking out how someone else did it is always a great way to start and maybe to improve upon.
I'll ignore a lot of the stuff R&D did in it's mod like the stargate and teleporter but I did start working on my own adaptation of the crashed ship event.
However I want to improve upon the ship and map being generated, which will take quite a bit of time.
Once I'm done I can post here again but you can also check out my mod Sparkling Worlds which will receive the new event. I additionally plan to release a seperate mod with just the events but only once I created multiple ones.
I estimate the release date for the ship crash event to be in about a week and for the seperate mod multiple events in about 3-4 weeks depending on the amount of features, real life and other stuff.

Which events/sites would you like to see the most and are there any other ideas?

Plans for now:

  • Crashed ship - currently in development
  • Abandoned base/castle - will take significant development time
  • Trade Fair - interesting idea and since most of the code is already there I will probably include it
  • Rare Thrumbo sighting - also interesting... I'll have to look into it

Thank you so much Albion for bringing world quests to Rimworld :) Your mod Sparkling Worlds just gets better and better! The event that I would like to see the most is an abandoned military base (sorry I know that will be difficult).

Here are some other ideas

-Abandoned Lab: Discover some lost artifacts that were developed and other research materials.
-Caravan Camp: While traversing the world, you stumble upon a caravan that is just camping there for the day. You can offer to trade with them, or you can rob them and loot their goods. (basically a variant of a caravan in need but only this time just idling there)

Still thinking of some more, will post back here when I come up with more.

Thanks again Albion :)
#22
Outdated / Re: [A17] SeveralPuffins mods for A17
January 08, 2018, 05:31:07 PM
Quote from: Canute on January 08, 2018, 01:41:48 PM
You should message him over steam, since he wasn't at the forum for a long time.
But since you said he is active at steam, i wouldn't count on that.

He set his account to receive no messages from the public. He is active on Steam but no longer plays RimWorld.
#23
Outdated / Re: [A17] SeveralPuffins mods for A17
January 08, 2018, 11:56:43 AM
I would not like to see SeveralPuffins' work go to waste. He is still active on Steam, do you all think he would be willing to release his source code to the public if he was messaged?
#24
Recon and Discovery was an awesome mod that provided alot of world quests for you to do such as exploring crashed ships, search ancient technology in lost labs, and loot ancient castle. The mod has even added interesting events such as an AI taking over your base's turret system and turning it against you.

Unfortunately, it is impossible to update the mod as the author Several Puffins has been inactive for over 6 months and the source code is unreleased for other modders to look at. So I hope that one day there will be a mod that is almost the same as Recon and Discovery (Or maybe Several Puffins just suddenly appears and updates the mod to B18). Some of the concepts below could be used for the creation of a mod like Recon and Discovery.

-Quest concepts from Recon and Discovery

- Crashed ships: What will you find inside? A wealth of treasures? A crew in need of help? A horde of flesh-eating chinchillas? All three!? It's probably all three.
Whatever it is, be quick, because you're not the only one who saw the ship come down.

-Lost labs: There's a rumour going around that luciferium addiction can be cured. Did the scientists here succeed, or will you get a dose of half-crazed nanites, sick of being poked and prodded?

- Ancient castles: You finally pinpoint the source of one of these damned psychic drones! Is the technology to overcome death itself here on this planet?

- Abandoned colonies: Did any people survive what happened here? Are they human?

- Trade Fairs: Your neighbours have invited everyone they like to send a caravan to them, but remember, their friends are not always your friends.

- Muffalo herds: Massive migrations of these friendly creatures are a great place to tame and hunt the creatures. They may also hold a clue to the source of the manhunter packs.

-Some other concepts

- Warzone between two factions: Help one of the factions in the battle and improve relations with them.

- Abandoned military base: Explore a deserted military base in hopes of finding weapons and other technology but may have enemies inside.

- Caravan in need of an escort: Help (or rob) a caravan that is unable to travel on its own.

- Rare Thrumbo sighting: a small group of Thrumbos have been sighted nearby, you may hunt them or watch them but beware, sometimes other hunters may appear and go after it. Will you stop them and let the Thrumbos roam free, or will you kill the hunters and take the Thrumbo for your own?

Add some of your world event ideas :)
#25
Outdated / Re: [A17] SeveralPuffins mods for A17
November 30, 2017, 07:25:21 AM
I would love to see a B18 version of Recon and Discovery.
#26
Outdated / Re: [A17] SeveralPuffins mods for A17
November 08, 2017, 06:22:31 AM
Quote from: KONO_DIO_DA on November 07, 2017, 06:25:16 PM
Quote from: TastyCookies on November 06, 2017, 06:59:43 PM
Did you clear out an ancient crypt by any chance?

Come to think of it, I DID sweep out an Ancient Danger.
Weird.

Yep, that was the ancient danger bug affecting this mod that comes from A17 itself. The ancient danger bug is where you have an ancient crypt somewhere on your map that has not been cleared or discovered and is causing your colonists to not have any gathering type of events such as a party. This includes the performances from RazzleDazzle as this is considered a gathering event. This bug has been fixed in A18.
#27
Outdated / Re: [A17] SeveralPuffins mods for A17
November 06, 2017, 06:59:43 PM
Did you clear out an ancient crypt by any chance?
#28
Hey Jecrell

I'm not sure if you saw my report on Steam but sorry if I should've posted it here. I am still getting the same results after the update even though I have resubbed both mods. Two other reports have the same results as I do on Steam.
#29
I'm running version 0.3k with the newest version of JecsTools and I am not experiencing any crashing at all. When do you crash? I do know that some people have problems on loading a new game and they would just enable this mod after they started their new world.
#30
Thanks for the quick response jecrell, I'll get back to you once I have a chance test it.