[A16][RELEASE OUT] TiberiumRim - A C&C mod for RimWorld

Started by Telefonmast, December 11, 2016, 12:39:04 PM

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Telefonmast



Welcome to Tiberium - A mod for RimWorld.

The basic idea is to add Tiberium from the C&C games to RimWorld.
Posing a danger or advantage when used correctly.

Take a look at the mindmap I've created, to see everything that is planned and being worked on!

////---Update---////
The mod is having incredible progress!
A big thanks to Profugo for helping me with the C# code!!
Without him this would be a dead project.

Added:
Check the mindmap.

Worked On:
TiberiumRim 1.0 is soon to be released.
Anti radiation suit against Tiberium lethality is left.

Planned/WorkedOn/Finished things viewable at the mindmap.

I'm also open to add things if you have any ideas, feel free to tell me!
NEW!!! Submit ideas here!


Telefonmast - Ready to give you good phone connection!
- My mod project

14m1337

what would be the benefit of tiberium appearing on the map ? sounds as if it would cause only problems so far.
Quick_Silver - The One And Lonely
My posts may sometimes be filled with (sarcastic) humor - it's up to you to find it out on your own.
Usually drunk on Mondays from 21:00 to 03:00 CEST.

Thyme

Tiberium is the solution!

Where do you want to go with Tiberium? In CnC it's plain resource production and in later the downfall of mankind. Yes, downfall. CnC 4 doesn't exist for me.

PS: OP, are from Austria?

Sent from my HTC
I'm from Austria. If I offend you, it's usually inadvertently.
Snowmen army, Chemfuel Generator, Electric Stonecutting, Smelting Tweak

Telefonmast

#3
Quote from: 14m1337 on December 11, 2016, 03:56:59 PM
what would be the benefit of tiberium appearing on the map ? sounds as if it would cause only problems so far.

I still need to think about it! But it could be just like an infestation, a little annoying thing that you need to take care of, would add a bit more challange for those seeking it.
But as I mentioned with buildings like powerplants and refineries it could be a power source.
Or also a currency as it is in the C&C games.
Also it could be made less lethal with reasearch options like Tiberium Injection to make your colonists immune.
There are many possibilities as I also plan on adding faction based paths, GDI and NOD, and also the Scrin as an enemy faction.
Telefonmast - Ready to give you good phone connection!
- My mod project

Telefonmast

Quote from: Thyme on December 12, 2016, 02:07:49 AM
Tiberium is the solution!

Where do you want to go with Tiberium? In CnC it's plain resource production and in later the downfall of mankind. Yes, downfall. CnC 4 doesn't exist for me.

PS: OP, are from Austria?

Sent from my HTC

I'm from Germany, but at Austria's border, so yeah, you were close ;P
And I just made a post to the other guy saying what I'm planning, so you might take a look at that.

In the end it's a huge idea I'm having but very little knowledge of how to make it reality, I'm still studying the game code and am taking a look at what and how other modders made it work.
Any help would be appreciated as I really have very little understanding of how to make certain functions as I want them to be - For example I'm looking at the shippartcrash code to use it as a base for the Tiberium Meteor Crash event as that should be the beginning event of the mod.
Also I got the idea of making biomes like red, yellow and blue zones with corresponding amounts of Tiberium danger on them.

I also hate C&C4, poor franchise, EA fucked it up so bad.
Telefonmast - Ready to give you good phone connection!
- My mod project

Grishnerf

Born in Toxic Fallout
Drop-Pod Escape Artist

JadedApprentince

This seems pretty cool from an idea perspective, and your mindmap does point out some great ideas, in fact I've also been thinking about adding other resources such as titanium and aluminum for use in my mod, but I'm not sure.

It also is interesting that this is the first mod I've seen that might actually depict radiation exposure, and like you said, I don't think this is going to be simple XML code. C# might be needed to actually get it to spawn and its effects, particularly the radiation. Next, onto radiation:

If you do decide to put in radiation, it would be pretty cool to see it go through walls and rocks if you want to get into it, only using a formula, using the idea of "Half-Value Layers."
Also that would mean the fact that storing it in a general stockpile would irradiate all the items in the room in a nice bath of warm radiation. Okay, back to H.V.L.:
If your trying to protect something from a radiation source, specific materials will have a different attenuation amount for radioactive exposure, here's the set up:
Source:                      Steel / Lead Plate
Iridium-192 ----------> |||||||||||| -----------> Object
As the radiation hits the plate, it will lose energy (attenuate), every time the radiation level becomes half of the past amount (1>0.5), counts as a half-value layer. For steel this is 0.50 inch, or 12.7 mm for metric users, for lead this is 0.19 inch, or 4.8 mm. This would be different for materials in the game, even uranium is pretty good at blocking radiation surprisingly. Just a thought if you want to make realistic radiation exposure, something you can probably just create off of the toxic buildup code.

Anyway, good luck, this mod shows great promise. Who knows, maybe this might be put on uranium in the vanilla game!
Mods I've made:
Combat Extended Artillery :  https://ludeon.com/forums/index.php?topic=33979.0

Profugo Barbatus

I'd be interested in helping with this, actually. I've some experience modding with XML files, and I do have programming experience (Although I've never made anything for rimworld on that front) so I'd be willing to try and wrangle some of the C# functions.

Lore wise, Tiberium is valuable because it does have concentrated resources in it. I could see letting the player refine Tiberium into some basic resources and byproducts. If I remember correctly, a small percentage of its composition is just "unknown" so there'd be a bit of leeway in so far as what we let them refine it into.

I'd also be fine with making Tiberium unstoppable. With A16, players have the option of evacuating their bases. So if the Tiberium event triggers, and they can't control the spread, they can vacate. Combine that with its refining potential, and it could turn into an interesting risk/reward of keeping tiberium to mine, without getting out of control.

JadedApprentince

Quote from: Profugo Barbatus on December 14, 2016, 05:43:25 PM
Lore wise, Tiberium is valuable because it does have concentrated resources in it. I could see letting the player refine Tiberium into some basic resources and byproducts. If I remember correctly, a small percentage of its composition is just "unknown" so there'd be a bit of leeway in so far as what we let them refine it into.

I'd also be fine with making Tiberium unstoppable. With A16, players have the option of evacuating their bases. So if the Tiberium event triggers, and they can't control the spread, they can vacate. Combine that with its refining potential, and it could turn into an interesting risk/reward of keeping tiberium to mine, without getting out of control.

I like the idea behind the risks of tiberium, it would be pretty similar to how we handle uranium today, or it can be modeled after thorium, which is much more abundant and produces less waste than uranium. The risks of radiation exposure to colonists or pets could really make an area devoid of life, especially if not handled correctly.

I think that it would be good to also require that the tiberium be required to be refined before it can actually be used. Raw tiberium would also be slightly radioactive because of specific isotopes, like in uranium. Uranium 238 is mainly stable and Uranium 235 is unstable, giving off most of the radiation inside a radioactive uranium source like ore or refined bars. Raw tiberium could also follow this same principle, making the ore slightly radioactive posing a risk to those that build mountain colonies or mine carelessly using unprotected shafts. The refining process could also add a centrifuge or similar refining machining to purify the tiberium.
Mods I've made:
Combat Extended Artillery :  https://ludeon.com/forums/index.php?topic=33979.0

Telefonmast

#9
Sorry for the absence!
I am struggling with studies and get very little time to check on here!
So let me answer your replies.
Quote from: JadedApprentince on December 12, 2016, 08:20:19 PM
It also is interesting that this is the first mod I've seen that might actually depict radiation exposure, and like you said, I don't think this is going to be simple XML code. C# might be needed to actually get it to spawn and its effects, particularly the radiation. Next, onto radiation:

If you do decide to put in radiation, it would be pretty cool to see it go through walls and rocks if you want to get into it, only using a formula, using the idea of "Half-Value Layers."

Source:                      Steel / Lead Plate
Iridium-192 ----------> |||||||||||| -----------> Object

Anyway, good luck, this mod shows great promise. Who knows, maybe this might be put on uranium in the vanilla game!
That is something I have been thinking about!
I wanted to use the idea of light in RimWorld as a way to spread radiation, also values like temperature in closed-up areas could be of use to determine (concentrated) radiation levels.
The half values are a good idea, but I need to look deeper into that, as I personally don't think it's too good to make it go through walls (especially as I don't know how to make that happen - maybe give every type of wall a "vent" ability but for radiation instead of temperature)
But first I want to keep that for the last step.

Quote from: Profugo Barbatus on December 14, 2016, 05:43:25 PM
I'd be interested in helping with this, actually. I've some experience modding with XML files, and I do have programming experience (Although I've never made anything for rimworld on that front) so I'd be willing to try and wrangle some of the C# functions.

Lore wise, Tiberium is valuable because it does have concentrated resources in it. I could see letting the player refine Tiberium into some basic resources and byproducts. If I remember correctly, a small percentage of its composition is just "unknown" so there'd be a bit of leeway in so far as what we let them refine it into.

I'd also be fine with making Tiberium unstoppable. With A16, players have the option of evacuating their bases. So if the Tiberium event triggers, and they can't control the spread, they can vacate. Combine that with its refining potential, and it could turn into an interesting risk/reward of keeping tiberium to mine, without getting out of control.
Thank you! I will write you a message with more contact info.
I really need some help with the coding as a lot of it is tedious to do and I'm getting confused with C#.
And yes, the refine ability could prove some use in getting resources but I need to think about that a bit more.
A16 really gives more opportunities to this mod, so spread will surely be an important part of it.

Quote from: JadedApprentince on December 14, 2016, 07:12:33 PM
I think that it would be good to also require that the tiberium be required to be refined before it can actually be used. Raw tiberium would also be slightly radioactive because of specific isotopes, like in uranium. Uranium 238 is mainly stable and Uranium 235 is unstable, giving off most of the radiation inside a radioactive uranium source like ore or refined bars. Raw tiberium could also follow this same principle, making the ore slightly radioactive posing a risk to those that build mountain colonies or mine carelessly using unprotected shafts. The refining process could also add a centrifuge or similar refining machining to purify the tiberium.

Tiberium will definitely be in need of being refined, but don't see it as an ore!
The only way of getting it is with a special event or starting a colony in red- or yellow-zones.
It will constantly be radioactive as there is no way to go around that, it's an extraterrastrial mineral that can only be eliminated by either taking it apart (in the refinery), destroying it with sonic waves or storing it in special containers in it's liquid state.
Telefonmast - Ready to give you good phone connection!
- My mod project

JadedApprentince

Quote from: Telefonmast on December 15, 2016, 07:28:53 AM
Sorry for the absence!
I am struggling with studies and get very little time to check on here!
So let me answer your replies.

That is something I have been thinking about!
I wanted to use the idea of light in RimWorld as a way to spread radiation, also values like temperature in closed-up areas could be of use to determine (concentrated) radiation levels.
The half values are a good idea, but I need to look deeper into that, as I personally don't think it's too good to make it go through walls (especially as I don't know how to make that happen - maybe give every type of wall a "vent" ability but for radiation instead of temperature)
But first I want to keep that for the last step.

Thank you! I will write you a message with more contact info.
I really need some help with the coding as a lot of it is tedious to do and I'm getting confused with C#.
And yes, the refine ability could prove some use in getting resources but I need to think about that a bit more.
A16 really gives more opportunities to this mod, so spread will surely be an important part of it.

Tiberium will definitely be in need of being refined, but don't see it as an ore!
The only way of getting it is with a special event or starting a colony in red- or yellow-zones.
It will constantly be radioactive as there is no way to go around that, it's an extraterrastrial mineral that can only be eliminated by either taking it apart (in the refinery), destroying it with sonic waves or storing it in special containers in it's liquid state.

Don't worry about it, I'm sure lots of modders including myself are getting ready to do finals or other important school studies. Good luck to you, and thanks for replying to the comments.

Your ideas around the use of light and vent code to modify walls and radiation seems good, just will take some time to set up.

Thanks for clarifying on Tiberium's properties.
Mods I've made:
Combat Extended Artillery :  https://ludeon.com/forums/index.php?topic=33979.0

Telefonmast

Quote from: JadedApprentince on December 15, 2016, 10:42:52 AM
Don't worry about it, I'm sure lots of modders including myself are getting ready to do finals or other important school studies. Good luck to you, and thanks for replying to the comments.

Your ideas around the use of light and vent code to modify walls and radiation seems good, just will take some time to set up.

Thanks for clarifying on Tiberium's properties.
I'm trying my best to keep the work up.
Sadly I'm still kinda getting frustrated at the limit of my knowledge of how things work as this is my very first try to mod - especially something of this scale.
So coding is being kept to xml atm.
And no problem, you can find out more right here: https://en.wikipedia.org/wiki/Tiberium
Telefonmast - Ready to give you good phone connection!
- My mod project