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Messages - AcetheSuperVillain

#31
Mods / Re: Mod idea: Surviving Mars
October 15, 2019, 08:01:00 AM
Quote from: togfox on October 15, 2019, 02:35:24 AM
Is that possible in STEAM? I don't have the DRM version.

In general, yes, in your Steam settings you can go back to previous versions of games.  Right click on RimWorld in Steam and it's in the properties somewhere.  I haven't tried this in RimWorld since 1.0, so I don't know if you can go all the way back to 0.16. 
#32
Mods / Re: ASV's Mod Reviews
October 12, 2019, 11:56:11 PM
Quote from: Ruisuki on October 12, 2019, 11:32:28 PM
i appreciate the dedication and will take a look at your stuff. Barky used to do video reviews but then he dropped off the planet so nice to see someone pick up the torch

Thanks, I thought about videos, but that would require a lot more work.  Also, for most of these mods, I think saying a few sentences is enough to give people a sense of whether or not a given mod would be a good choice for them. 

Also, if anyone has any questions about any mod, if it's one I've played, I'll try to answer. 
#33
Mods / Re: ASV's Mod Reviews
October 12, 2019, 11:49:00 PM
Next, I'd like to discuss a few "game changing" mods.  These have a profound impact on gameplay. 

Zombieland
https://steamcommunity.com/sharedfiles/filedetails/?id=928376710


Zombieland is based on the popular zombie apocalypse trope and it is by far, the game-changiest of the game-changers.  Your maps will flood with literally hundreds of zombies, banging away at your walls and doors, and gobbling up any idiots that wander outside.  Getting bitten by a zombie will infect you with the zombie virus, changing you into a zombie after a few days.  Also Packaged Survival Meals are retextured and renamed "Twinkies".  What's especially cool about this mod is that you get a lot of options about how your zombie apocalypse to play out.  Zombies can be super resilient and aggressive or just mindless push-overs.  One of the cool options is to choose whether to have zombies appear only at the map edges, or allow them to spawn out of the soil.  Better try some hydroponics. 

One of the fun side-effects of the zombie apocalypse is that zombies will fight off Raiders and Raiders will generally target zombies before your own colonies.  You also have the option of enabling zombies to target wild animals, which means you can watch a herd of elephants go on a crazy zombie-killing rampage, until they're finally overcome by blood loss from a thousand bites and scratches and you can choose whether to venture outside and fight off the zombie scavengers before they gobble up the valuable corpse with its meat, hide and ivory.  Merchants will also attract zombies, but the caravans are generally well armed enough that they can survive the trip up to your front door. 

I definitely recommend giving this mod a try.  I don't particularly like zombie apocalypse stuff, but I love this mod.  I don't play with it all the time, but every once in a while, it's fun to switch it on and hold out for as long as you can.  It's such a game-changer that it's like playing a different mode or a RimWorld sequel.  This mod is especially fun when combined with Rim Cities.  It can also be fun to combine with Vegetable Garden and craft the world's largest stockpile of tequila while the world around you burns. 



Cyberpunk
https://steamcommunity.com/sharedfiles/filedetails/?id=1301071669
and
Cyberpunk Factions
https://steamcommunity.com/sharedfiles/filedetails/?id=1134649225


The idea of these mods is to give RimWorld a gritty near-future sci-fi with new bionic implants, trendy clothing and a shitload of guns.  The Factions add-on fills the world with various non-randomized Mega-corporations.  There aren't any complicated interactions between these factions.  They're all pretty friendly, and their merchants will make it rain guns like a red-neck christmas.  Also, wanderers and new colonists will have a chance to start with random weapons, armor or cybernetics, which makes Cyberpunk games start up a lot faster. 

An important feature to point out is that the combat has been very rebalanced in two major ways.  First thing you'll notice is that gun ranges have been greatly exaggerated compared to Vanilla.  Pistols and shotguns will only be able to shoot a few tiles, while assault and sniper rifles will be able to shoot across almost the entire map.  Second, everything is much more deadly.  What would be a flesh wound in Vanilla will probably be death or dismemberment in Cyberpunk.  Unreliable weapons can also jam when trying to fire, and even very reliable guns will jam once in a while, and given the extra deadliness, this can really turn a battle against you. 

The huge quantity and variety of guns that this mod adds is a little overwhelming, but if you're the type that likes pouring over spreadsheets to find the ideal weapon for your personal style, than this is absolutely the mod for you.  If not, don't worry, the basic labels of "shotgun", "handgun", "assault rife", etc will give you a strong hint of how they operate.  Most of the best Cyberpunk guns are only found in stores, and can't be built by your colony.  If you want a Militech M31-A1 or Arasaka Monokatana, you're going to have to pay money.  Or steal it.  I enjoy this, since I'd rather just farm cocaine and experience the thrill of finally getting a visit from a gun-runner now that I have enough silver to actually buy one.  Also, if you like RimWorld's world travel mechanic, but wish there was more to do with it, it can be fun to go down to the nearest Mega-Corp town to offload cocaine to buy bigger guns.  The Cyberpunk arsenal is not as sci-fi crazy as some weapon mods you can get, but they are plenty deadly. 

The Cyberpunk mod mostly plays along pretty well with other mods.  The extra Mega-Corp factions will provide you with plenty of visitors for the Hospitality mod.  RimCities is a good match if you really want to get into the urban Cyberpunk aesthetic.  Cyberpunk's extra apparel seems to be designed to work around the Visible Pants mod.  If you're playing with other gun-mods, the Cyberpunk mod tends to drown them out.  This can be a good thing, it'll make your other mod's super-sci-fi gun much more rare and exciting once you finally find or build one.  Though to be honest, Cyberpunk's guns can outshine a lot of other gun mods, in particular the guns from Rimsenal will feel overpriced and underpowered by comparison.  The extra deadly gun rebalancing feels fair when you're playing against gun-wielding raiders, but any dangerous wildlife will now be at a big disadvantage.  Hunting sauropods just isn't the epic adventure it used to be.  And that might be a good thing if you'd rather not be dealing with wild animals, and it does feel more realistic. 

However, if you're the type who only wants a few mods, Cyberpunk is a great pick.  It's got such much stuff packed in and such a strong flavor to it that it really stands on its own very well.  I love playing with hundreds of mods going at once, but sometimes I do like to shut them all off and just let Cyberpunk do its thing. 


Xeva Faction:
https://steamcommunity.com/sharedfiles/filedetails/?id=1823549410


This young upstart mod is similar in scope to Cyberpunk or Rimsenal.  Lots of new factions with new weapons, apparel and even storytellers.  There's definitely a lot of cool stuff, but unfortunately all the text is in Chinese, which makes it hard to tell what everything is supposed to do.  You can muddle through it pretty well, since all the normal stats are still in English, but it always feels like you're missing out on the full picture. 

While the artwork is very good and very unique, the actual game balance leaves much to be desired.  It adds more sci-fi flavor, but the guns just aren't as powerful as what you'll find in other sci-fi gun packs.  It's disappointing to know that your Xeva super sci-fi rifle is only about as strong as a Ni'hal pistol. 

But like I said, this mod is young, introduced Aug 2019, and I think it's definitely one to keep an eye on in the future.  Hopefully someone will come up with an English translation, and maybe the contributor behind Xeva Factions will balance up the equipment at some point. 



#34
I play a lot of RimWorld and I use a lot of mods.  I want to make a list of some of my favorite mods and try to explain what they're like, so you can decide if they'd fit well into your style of play.  I'm going to use Steam Workshop links, because that's how I manage my mods, but be aware that most of these contributors are also here on Ludeon Forums or RimWorld Base if you prefer. 

Before I begin, I'll briefly explain my style of play, as that will obviously color my opinion of mods.  I generally get bored with colonies once they get sufficiently developed, so I don't go for much late-game content.  One of my favorite things is being able to tame and raise wild animals, so I do a lot of wildlife mods.  I often wish the base game was more sci-fi, so I'm keen on any alien races, space-man guns and miraculous technology.  I like to explore different biomes, so I also appreciate any introduced technology that makes it more viable to colonize harsher ecosystems, or get out of the mountains. 

To start, let's cover some of my favorite wildlife mods.

Dinosauria:

https://steamcommunity.com/sharedfiles/filedetails/?id=1136958577

If you've never in your life dreamed about having a pet dinosaur, I think there's something wrong with you.  Besides the child-like thrill, these gigantic animals add some interesting gameplay balance, because the largest dinos are easily as strong as most early raids.  Accidentally pissing off one of these walking tanks will lead to complete mayhem, and you can intentionally anger them to attack raiders or caravans.  And if poaching is more your style than taming, a lot of dinosaurs will yield valuable hides or trophies like T-Rex skulls and Triceratops horns.  Also check out Packmules Extended - Dinosauria to allow your dinos to haul loot across the Rim. 

Sauropods are especially interested.  The mod really reminds you how insanely large these creatures used to be.  A sauropod is a dangerous foe, capable of charging through volleys of bullets and squishing pawns into pulp, but you're handsomely rewarded for your efforts with valuable sauropod leather and a mountain of meat that can feed your colony for multiple quadrums.  Sauropods can also eat live trees, like alpha-beavers, making them an annoying presence at times.  I always thought sauropods were a really boring kind of dinosaur, but after hunting and getting squished by them, I have a new respect for these ancient titans. 


Megafauna: 
https://steamcommunity.com/workshop/filedetails/?id=1055485938



Megafauna is like Dinosauria, but with prehistoric mammals, birds, bugs and reptiles instead of dinosaurs.  I recognize a lot of these critters, but most of you definitely won't.  Since most of these animals are larger or weirder versions of modern day animals, it's more fun to think of these creatures as alien or mutant versions than resurrected prehistorics.  In general, these creatures aren't as large and dangerous as the Dinosaurs, but are more dangerous than the vanilla wildlife. 

The Megafauna modder is pretty keen on making compatibility patches with other mods, so Megafauna is very likely to work with whatever your other favorites are. 


Alpha Animals: 
https://steamcommunity.com/sharedfiles/filedetails/?id=1541721856



Alpha Animals is a massively creative and intricate mod that adds a lot of fun things to do and new ways to die to your game.  A lot of the unique animals produce cool resources, like a tree-eating beetle that sheds steel, but there are also a lot of killer events.  Feralisk clutch mothers will pump out a brood of carnivorous spiders that will slowly decimate all life outside the walls of your colony.  Strange Drop Pods will spawn an army of man-hunting plant monsters.  And you'll be raided by the Black Hive, mechanoid-hunting super insects that now run amok throughout the rim.  So not only are you getting more interesting wildlife, but more interesting raids and events as well.  The alien animals also give those RimWorlds a much needed sci-fi feel that the Muffalo just don't quite reach. 

Also check out Alpha Biomes.  I generally don't like Biome mods because they're often buggy and unbalanced and my Dinosaurs won't show up, but at least with Alpha Biomes, you'll still get the Alpha Animals.  There are a lot of cool things in the Alpha Biome mod, if you wish your alien RimWorlds felt more alien, then you should definitely give this a shot. 


MoreMonstergirls: 
https://steamcommunity.com/sharedfiles/filedetails/?id=860692531



I held off on this mod for a long time because I thought it would be creepy and weird, but after finding a comment along the lines of "it's actually not that bad" I decided to give it a shot, and it's now one of my favorite wildlife mods.  It probably will feel creepy and weird for some people, so try at your own discretion, but to me it mostly feels cute and cartoony, and there are just as many monster boys as girls.  The main appeal here is that you get some really beneficial animal friends.  Almost all of them produce useful resources and can be trained to haul, and most of them are very fast, making them great mounts for the Giddy Up mod.  They're also fairly easy to train, so you don't need to be a master Handler.  The catch is that they're pretty fragile, they'll easily get torn to pieces by any dinosaurs or feralisks on your map, so you still need to keep them safe and tame them quickly once they stroll onto your map. 

One could argue that this mod is unbalanced, but if you like the taming/training system and wish you could get more out of it, then this is a mod worth trying out.  These guys are definitely useful, whereas I'm constantly asking myself whether it's worth keeping around a huge hungry Triceratops all the time to occasionally kebob a mechanoid or carry my cocaine down to the market, I always feel like the monster critters are an important part of my colony. 


Yokai Village: 
https://steamcommunity.com/sharedfiles/filedetails/?id=1532938687


If you really want to weeb up the Rim, try out this collection of Japanese mythical monsters.  Most of these are humanoid, but there are a few completely bonkers ones like a walking block of stone with a face on it.  Most of these creatures have a very magical/mythical feel to them, and many produce resources in a similar way.  One of my favorites was the Joru-gumo, Spider Girls, which are dangerous hunters, produce spider silk and only eat fresh corpses and meat, no kibble or simple meals.  A lot of these monster races come in individual mods, if you don't want the entire Yokai family all at once, but the comprehensive Yokai Village mod also comes with a bunch of furniture, food, weapons and armor to give your colony an even more magical feel.  In particular, if you don't like dealing with electricity, Yokai Village offers some magical items that offer alternatives to modern conveniences like air conditioning. 

And if that feels too cushy to be any fun, rest assured, there are some absolutely bonkers hard creatures roaming around in Yokai Village that can single-handedly extinguish an entire colony, and the best magical technology requires the extremely rare ingredients, so there's still plenty of hard work to do and late-game schemes to try.  There are a few things about this mod that might feel kinda creepy and effed up, but the magical/medieval vibe mostly mitigates that feeling.  And if you're used to Japanese yokai stories, they are generally supposed to feel effed up. 


Housekeeper Cats: 
https://steamcommunity.com/sharedfiles/filedetails/?id=1541620640


One of the few stand-alone animal mods I'm going to recommend, Housekeeper Cats are my absolute favorite.  The main attraction is that these little guys will do cleaning work, once they have at least Obedience training.  They can also be trained to haul and will produce small amounts of Housekeeper Cat Wool, which is very expensive.  If you're tired of your colony constantly being covered in blood and puke, this is the mod for you. 


L-Slimes: 
https://steamcommunity.com/sharedfiles/filedetails/?id=1206705240

This mod introduces Slime creatures, like the classic RPG monster.  Slimes come in dozens of formats, there are slimes that produce food, medicine, electricity, heat, cold, gunk, and even ravenous killer slime-babies. 

I used to play with this mod, but I've stopped since I've come to feel that it's too unbalanced.  Your gameplay experience will completely revolve around slimes.  This can be fun, but if you're trying to sample a bunch of other mods, it gets tedious when they are constantly overshadowed by the same old slime tactics.  And to be fair, you're still generally at the whim of the Rim's randomness.  Like sure, it's great to have an electro-slime instead of a power generator, but there's no way to guarantee that you'll encounter one, and even if you do, it might go berzerk or get eaten before you actually tame it. 

The feel of this mod is hard to nail down.  It kinda works for a magical/medieval feel or a super alien/sci-fi feel, but honestly, it mostly feels like some sort of comedy or parody collection.  Some of them even feel more like a gamey hack, like "I don't want to deal with refrigeration, so here's a slime that makes it cold".  But if you wish that RimWorld was a little easier or a little goofier, definitely give this a shot.  And it has been a long time since I've played it, so maybe they've balanced it better since. 


Animal Collab: 
https://steamcommunity.com/sharedfiles/filedetails/?id=1444853494



The Animal Collab Project adds a bunch more natural animals to the ecology of RimWorld.  I really like this, as the default animal selection in RimWorld always felt very sparse to me.  The extra animals make each biome feel a lot more real.  Though this pack is mostly normal animals, there are a few cool critters, like the Dire Wolf, (which seems to be more like the Game of Thrones creature and not the RL prehistoric canine).  If there's a limit to how many mods you can have at once, there are definitely more game-changing wildlife mods to choose from, but if you can work it in, this is an excellent mod to have. 

One ACP animal that I really like is actually the horse.  I've always thought it was weird that there are no horses on the Rim, especially since there's a strong Wild West vibe to much of the game.  If you use the Giddy-Up mod for mounts, there really aren't a lot of animals in RimWorld or all of its mods that fill the niche of a horse, an easy-to-handle herbivore that moves fast and is big enough to carry a person and some cargo.  If you don't want to take on this giant Ark of animals just for horses, the horses from ACP are available as a stand alone mod, and there's another mod simply titled Horses which I recommend if you'd prefer to have more depth in your selection of steeds. 


Magical Menagerie: 

https://steamcommunity.com/sharedfiles/filedetails/?id=1821617793

This mod introduces a plethora of mythical creatures to your RimWorld experience.  While it's obviously cool to have a bunch of magical monsters running around, and the artwork is great, I do have some complaints about this one.  Though it is by the same developer (or at least uploader) as Alpha Animals, this mod lacks the same creativity, most of these creatures are just big predators with a projectile attack that they don't use often enough to be truly dangerous.  Most of the Magical Menagerie are also complete pussies compared to Dinosaurs, Yokai or the meanest of the Alpha Animals.  You might be excited to see a herd of Unicorns or Gryphons enter your map, but they're probably going to be decimated by predators before you can successfully tame them.  It also means that while it sounds cool to ride into battle on a Gryphon, it isn't actually much stronger than a horse or muffalo. 


Bichang's Creatures: 
https://steamcommunity.com/id/Bichang/myworkshopfiles/?appid=294100

This isn't a single mod, but the contributor Bichang has several mythical creatures that fit well together, the Red Dragon, Huri, Frilleus, Kyulen and Sacred White Fox.  These guys have absolutely beautiful sprites, and in general, they are all strong enough to absolutely annihilate entire colonies.  Red Dragons and Frilleus will appear as events, kinda like Thrumbos, while the others just chill out in most biomes.  They are pretty easy to tame, but they're dangerous enough that you can't try it willy-nilly. 

(I haven't played with these critters for a long time because it's a little unbalanced, and there are creatures from the Yokai Village that do kind of the same thing, in fact I get this dragon and that dragon a little mixed up in my head.  But now that the mod loading time has been improved I might give them another shot.  Also, the Cyberpunk damage tweak might give you more of an edge against the Red Dragon.)

#35
Pawns in Rimworld have a tendency to just slowly break down over time.  It would be nice if there was some advantage to keeping pawns around that have been through severe hardships. 

Physical:
I admit that physically, this doesn't make complete sense.  Getting shot in the foot doesn't increase your resistance to bullets.  But since this is sci-fi there might be an alien race (like the seiya-jin) or some bionic implant that does work that way.  It would make some sense with infections.  Someone who has survived an infection (or plague or malaria or whatever) might develop a slight immunity boost in general.  It would also make sense for someone who is in pain regularly to be more resistant to pain, or like someone who has experienced mind-shattering pain won't react to minor pains as strongly anymore, or at least for a while. 

Mental:
It makes more sense that what doesn't kill you makes you emotionally stronger.  A person who has survived great hardship, like loss of a loved one, builds up some emotional armor that numbs them to future stress.  Maybe there's some drawback to this as well, like they are numbed to positive mood effects too, or less socially competent. 
#36
Mods / [Mod Suggestion] Stun Turret
September 23, 2019, 04:41:09 PM
A turret that fires non-lethal ammunition.  Stun lasers, tasers, bean-bag bullets, burn shots, etc.  Put one in your prison and never worry about berzerker prisoners again. 
#37
Mods / [Mod Request] Terra Project Wildlife Patches
July 08, 2019, 12:17:50 PM
I love the maps from Terra Project, but I feel like Rim World is too boring with just vanilla animals.  I know this is a relatively simple thing, if someone can coach me on how to make a patch that anyone can download, I can help out with this myself. 

Here is Terra Project:  https://steamcommunity.com/sharedfiles/filedetails/?id=1598637926

Here are some of the animal mods I'd like to patch in (in order of preference):
Alpha Animals:  https://steamcommunity.com/sharedfiles/filedetails/?id=1541721856
Dinosauria:  https://steamcommunity.com/workshop/filedetails/?id=1136958577
Megafauna:  https://steamcommunity.com/workshop/filedetails/?id=1055485938
Star Wars Animals:  https://steamcommunity.com/sharedfiles/filedetails/?id=1342364585
Monster Girls:  https://steamcommunity.com/sharedfiles/filedetails/?id=860692531
Lost Forest:  https://ludeon.com/forums/index.php?topic=45766.0 (thought is was on steam, but link is broken)
Animal Collab:  https://steamcommunity.com/sharedfiles/filedetails/?id=1444853494
Yokai Village:  https://steamcommunity.com/sharedfiles/filedetails/?id=1510321748
L-slimes:  https://steamcommunity.com/sharedfiles/filedetails/?id=1206705240
#38
Mods / Mod Suggestion: Realistic Research
April 18, 2019, 05:30:12 PM
A thought.  Being able to sift through centuries of technological advancement with a simple wooden bench is a little weird and pretty boring.  A more realistic version could also be more fun. 

Tech Manuals:  Manuals that teach your colony how to use a certain tech.  You need to trade with a trader of the appropriate tech level to obtain one.  You might also get them by raiding other settlements.  Once your society understands the given tech sufficiently, you can trade tech to other factions.  Either once you've learned something, you learn it forever, or you need to have the manual to use the tech, if it gets destroyed or stolen, you can't use that tech anymore. 

Scavenged Tech:  If you encounter a piece of equipment that requires tech you don't have, you can sacrifice it to gain knowledge.  This could be incremental, so like if a tribal colony dissects a pulse rifle, they would get Smithing tech, not jump all the way to Pulse Munitions and the tech branches that build up to it.  (Alternatively, they get a Pulse Munitions Manual that does them no good until they have all the other appropriate tech)  Mechanoid carcasses can be scavenged for random tech.  Maybe insects too. 

Internet Research:  Once you learn to contact ships in space, you can access something akin to the internet, and research existing technology, akin to the way the game already does it.  Allied factions allow you access to their internet accounts, so you can download tech from your neighbors.  This could be incomplete, i.e., you can only access a passing ship's internet while it is in orbit, or you only get access to whatever tech an ally has.  You might be able to hack into enemy factions, passing ships or mechanoids and steal tech, risking a retaliatory counter-hack or raid. 

Personal Memory (Advanced):  And individual pawn knows a specific tech.  So your colony might have one crafter that knows how to build Long Blades but no one else in the colony can.  Pawns who know the tech can write manuals to teach other individual pawns this tech.  Prisoners can be forced to write manuals for tech they know.  Sufficiently advanced colonies might be able to extract information from the brain directly, or upload information to a colonist's brain quickly.  Bionic brain chips allow a pawn to access the internet and use any technology even if they haven't learned it, or perhaps a cellphone or laptop item can allow this at a penalty as long as it's in a pawn's inventory.  A pawn's background should influence their starting tech. 
#39
Mods / Re: [Mod idea] fertilize soil with bodies
March 14, 2019, 09:29:39 PM
The vegetable garden mod has a version of this.  You can cremate bodies into fertilizer at a campfire or crematorium, then use the fertilizer to place Garden Soil or Plowed Soil. 
#40
Got some more test renders

This is what the models might look like in-game:


I tried a couple different camera angles, and I felt like this 45 degree angle for in game matched the existing environment the best, but it's a little harder to see the characters.  So to get the best of both worlds, the character portrait could be at a forward angle. 

And here are some body types:


I'm not completely pleased with this method of bodytyping, there are more complicated methods I might try later that might give a better result.


Also, I had the idea that it might be possible to use an actual 3D model in game.  A 3D camera is off out of view somewhere and it takes a picture of the 3D model and then sends that render to a 2D image texture in the 2D game simulation.  This would allow you to add better animations, if you were going to animate this, and make the swappable parts work better, but of course, it's more complicated to make and would be more things to process. 
#41
By the way, I could be willing to pay money for this mod to be completed, but if so, I would need some advertising space for my 3D model business. 
#42
Mods / Re: [MOD REQUEST] Wave Surival Mode
March 03, 2019, 11:44:00 PM
It does sound like a cool idea.  Having not played the original, I'm daydreaming about ways it might be implemented.

I feel like maybe some kind of story-teller could get pretty close by alternating raids and drop pod events.  I don't actually know how much fine control you can get with storytellers.  That wouldn't inherently have a timer for raids though. 

In the same vein of using the existing RimWorld events, maybe the raiders drop a lot of silver or sell-able merchandise, and a steady stream of traders arrive to provide you with food, guns and slaves between raids.  Although for guns, I also find it fun to take guns from raiders, like I can defeat someone with a better gun through sneakery, and then I've got a gun that lets me get into more dangerous scenarios.  Armor would be trickier because of taintedness, but there are mods that remove taint from armor, so that could balance the scales if you want.  For getting money from raiders, maybe each raider could carry some item like a dog tag or a good luck charm that can't be tainted, and you can sell them to traders after battle.  More difficult enemies could carry more valuable charms.  But if you use traders, you still need to have a Social pawn to get a decent price.  Maybe that would be interesting to some people, do you sacrifice a fighter to bring along a better negotiator?, do you have to protect your negotiator in battle?, but it seems to me like that wouldn't be quite in the spirit of things, so maybe you could mod it so that all shops are always the same price or so that everybody always has the same social score.  I've definitely seen mods with items that increase your social impact, that might be interesting if it's the only way to affect prices. 

Maybe you could provide the player with some sort of machine like the Infinite Chem Reactor that automatically provides you with food at intervals, or maybe a friendly insect hive, or maybe a genetically engineered super muffalo that provides milk at an astonishing rate.  For that kind of thing, you'd have the strategic impetus to defend your food source from raiders, especially if it's the only viable food source you'll ever get in Wave Survival Mode.  It would basically be like those defense games where you instantly lose if your main camp or the core gets destroyed by enemies, except this way, you could still theoretically scrape by for a bit more time.  If it's the super muffalo though, you could get replacements through the "animals join" event, or maybe get more as you get more people. 
#43
It would be interesting to see more of a living world, but I've seen Dwarf Fortress try to do this and there's two big problems to watch out for.  A: there isn't a lot going on that you'll actually see, things will be happening in far off lands that don't really matter to the player, and B: all those things happening will lag the crap out of the game.  If you're going to write a mod like this, you should try to think about working around those problems from the beginning.  And if you somehow got to RimWorld without experiencing Dwarf Fortress, definitely give that a shot, as it has loads of world interactions. 
#44
Mods / Re: [MOD REQUEST] Wave Surival Mode
March 03, 2019, 10:34:23 AM
I think the Ni'hal story teller exclusively gives you raids, or at least well over 90% of events will be raids.  It's pretty brutal.  I think the expectation is that you're playing Ni'hal story teller with a Ni'hal colony, as they tend to start with space-man guns and armor. 
#45
Hi.  I'm an artist.  I've been working on a series of interchangeable 3D people that I call the Acheron Series.  Here's a sample in nearly RimWorld size of some of my most popular models:


Human
Cherufe (Magma Creature)
Devilish
Kitsune
Raptor

I've thought about drawing custom races or new clothes for a RimWorld mod, but I also stop and think, "why aren't I making cool Acheron models instead?"  I'd love to be able to use these models in RimWorld, but I'm not enough of a programmer to want to figure out and rewrite clothing code for a game that's not my own.  If someone out there would like to do the programming, I'd be happy to provide the artwork.  I've got around 20 races done, mostly fantasy races like dragons and unicorns, with more on the way and various hair styles.  I've got a few outfits done, more for females than for males right now, making more will be my next project. 

I'm also a pretty competent animator, here's a recent WIP if you want to see:

I could make some simple animations or at least poses for these characters as well, but I don't know what kind of extra programming that would require. 

It would also be simple enough to use the 3D rig to achieve the different body types.  I've done a few experiments with this, I've got room to improve, but I could definitely make something to work.  The cool thing about the 3D rig is that any body changes can be automatically applied to clothing or new races as well, so no need to redraw things for it.  I'm thinking it would be cool to have more than the default 4 body types, at least I'd want to do M-Hulk, F-Hulk, M-Thin, F-Thin.  I'm assuming it's possible to rewrite that, but I don't really know.