[Project] Lost Colony Mod

Started by JanBlair, March 31, 2014, 08:25:51 PM

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JanBlair

Lost Colony - Rimworld Mod
Status: In development

About:
Lost Colony aims to add depth to the game of Rimworld. Through advanced research trees, complex buildings and deep research trees the mod aims to add complexity to the game. Attached is a copy of the current research tree.

Modding Team:
JanBlair
mrofa (art)
Joshwoo69 (tester)
Yonben (tester)
a89a89 (tester)

Longterm Features/Goals:
-Reworked Research Tree (started): When a janitor, surgeon and commissar land on a planet, it doesn't make much sense for them to know how to make a solar panel right off the bat. I have began reworking the starting system and almost any form of technology/building will require some research.

-Weapon Modifications (started): I have added a workbench which allows settlers to add scopes and extended mags to certain guns which increases performance. I have only made it compatible with the vanilla weapons. However, I would like to expand it to a bigger gun pack after I have a chance to look at some of the mods.

-End Game Techs (started): It would seem that technologies take seconds to unlock and build, so end game becomes quite boring except for the occasional raid. Using the reworked research tree I hope to add end game goals such as extremely advanced technologies that require rare materials which are far better than the standard buildings.

-Advanced Defenses (not started): I would like to add more advanced defenses to the game. I realize some mods are adding pits and pillboxes, but I would like to add more things like barbed wire and traps also.

-Decorations (started): Add more items that can make your base look snazzy. Hopefully I can make these items also have a useful purpose other than boosting morale.

Development Plan:
1. Concept Development
2. Research Tree
3. Apply the research tree/collecting graphics
4. Testing for balance
5. Release

If you would like to join my mod team or help make textures please message me right away!

[attachment deleted by admin: too old]

Cala13er

It sounds very complicated what you are working on. And I myself look forward to your mod.

As for gun upgrades & compatibility. I would love for my mod "Industrial RIM" to be compatible with it.

joshwoo69

#2
Barbed wire can take a bit of texture from prison architect but not whole sale copy :) . Can also Add industrial rim weapons? But if cannot find industrial rim then do not include the weapons

iame6162013

Hmm it's sounds like a lot of work but a lot of fun, i'm already looking forward to your mod.
Linus Torvalds: "But it clearly is the only right way. The fact that everybody else does it some other way only means that they are wrong"
Robert J. Hanlon: "Never attribute to malice that which is adequately explained by stupidity."

JanBlair

I am happy that everyone likes these ideas. I have an update on the mod. I will add photos and more information later (I am not currently at home)

On Weapon Modifications:
Currently I have implemented gun attachments for almost every vanilla gun, excluding the LMGs. The two basic attachments are an extended magazine or a scope. As of now each gun only has 1 of these attachments available, which I am not sure that I am happy with. However, making it so the gun could have multiple attachments would be extremely annoying to implement at this current day. Given this I see two options for current gun improving:
1. Each gun type only has one attachment type available (the current setup).
2. Each gun type has multiple attachments available, but you can only install a single one.

I will continue looking into a way of adding multiple compatible attachments to the gun, but at this point it does not seem feasible because of an overcomplicated ui for it.

Also, I think that gun modification would be easy to make compatible with Industrial RIM.

On Reworked Resource:
I have a basic research tree implemented in the game. Essentially you start with only about 3 things to build including a research table where you will need to unlock technologies through research. Almost everything will need to be unlocked which will add to the difficulty quite a bit. Because of this I would like to test it to make sure that the research times are reasonable before I release it. I will add the basic research tree later.

In addition I would like to include a new "age" system with different tiers, which require further research.
ex.
Tier 1: Makeshift stuff-create stuff with scrap metal
Tier 2: Normal stuff-create stuff with refined metal/wood
Tier 3: Advanced stuff-create stuff with refine metal/wood + uranium
(heck, we could make some pretty snazzy graphics for these tiers)

Advanced Defenses:
Not much of an update here. Based off of pathing for the ai, I do not know if thing that the raider walk across would be feasible because the settlers will also walk on it. I was able to remedy this by using a door. Settlers would rather open a door than move past slow terrain, when raiders would rather move across slow terrain than bash a door. I also don't know if I can make the terrain damage a npc when they walk on it. It is probably entirely possible, I just haven't looked into this section of my goals yet.

Thank you,
A.

mrofa

#5
Did look thrugh few of files and it do looks nice.
Well if you up to on research i had a idea to make some basic research, since if you land on alien planet how can you know what to eat or what to mine, not to mention that vicious squirrels running around, but im still poor with coding soo it didnt go to long ;D

Edit:
This might be usefull for defence, just put it in any mod def since it uses ingame textures, make your colonist shot it :D
All i do is clutter all around.

Cala13er

Wow, your detail is brilliant! Makes me really want "Industrial RIM" Compatible with this.

JanBlair

#7
Thank you. I'm finally home, so here are some pictures and the basic research tree.
Power Collection Research:
Power Collection (unlocks circuits)- 1000 speed
                 >Solar Power (unlocks Solar Generator) - 5000 speed
                 >Wind Power (unlocks Wind Turbines) - 5000 speed
                 >Geothermal Power (unlocks Geothermal Generator) - 20000 speed

Power Storage Research:
Power Storage (unlocks basic battery) - 5000 speed ----> Improved Power Storage (unlocks improved battery) - 15000 ----> Advanced Power Storage (unlocks advanced uranium battery) ---> 30000

Communications Research:
Basic Communications (unlocks communication stuff) - 10000 -----> Improved Communications (?increases ship frequency?)

Defense Research:
Basic Defenses (sandbags, turret, etc.) - 5000 ------> Gun Attachments (gun working table) - 5000
                                                                    ------>Advanced Entrenchments (???) - 5000

Furniture Research:
Doors (doors) - 5000 -----> Improved Doors (?) - 5000
Walls (walls) - 5000 -----> Improved Walls (?) - 5000
Floors (floor) - 5000 -----> Improved Floors (?) - 5000
Comfy Furniture (I might split this into 2 sections�unlocks all furniture basically) - 5000
Decorations (pot, +?) - 5000

Food Research:
Basic Food Processing (dispenser) - 5000 -----> Cooking (oven, butcher) - 10000 or 5000?
I also want to add agricultural stuff

Crafting Research:
Stone Crafting - 5000
Wood Crafting - 5000

I want to also add efficiency research, except it is not possible in alpha 2 without coding experience.
PLEASE give me ideas to expand this�PLEASE, PLEASE, PLEASE�I want this to be a good research tree, this is currently just the basic structure (I already have it ready too  :) )

Okay onwards to the picture�it has two tree types and the guns with an upgraded equivalent. To the right is the gun upgrading table.

http://postimg.org/image/uji26usd5/1d453a47/

mrofa

#8
Each wall could lead to a conduction ability for it, some walls could get reinforeced (bonus to hp), integritiy reconstruction would allow some walls to be build with component like light (thers a mod with it alredy perfect for it). Also walls research could lead to door research.

Furinture can be split in two branches like morale(happines) and control (fear)
There could also be separate research branch for prisons.

Recicling and disposal research would be nice to, something like making food from corpses, this owuld require specific tier in furniture fear, and food research.
All i do is clutter all around.

JanBlair

#9
I edited some of the furniture things, and added a starting research for power production. As of now the only items you can build in the very beginning is a grave, sleeping spot, and research table. Tell me if you think I should modify the speeds to make it a bit easier. I need to do a test on the speeds. Since the average researching level is about a 4, I will measure how much the researcher can complete in a single day and work from there.
Do we want something like cremation?
For the control furniture, I will probably place it under defenses.
Prison research is a good idea also.

I may try to make the main building material into cement which can be made with the rocks or something�. that also brings up the problem of rock shortages. The only solution I could thing of was to have stalagmites growing on rock terrain which grow slowly but spread pretty quickly. Any other ideas on that?


***Also, if anyone would like to become a tester or help with graphics please message me and tell me what you are interested in doing****

mrofa

This mod makes rocks from mining, in leater stages you could just add some drill to mine rocks from hte ground.
All i do is clutter all around.

JanBlair

Interesting mod, if I do make boulders fall from mining I would like it to only be a small percentage of time.

JanBlair

If I do add modifications to guns out of a mod, what gun mod pack would everyone prefer?

joshwoo69


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