[A16][Pre-Release][Updated:04/01/2017] RimWorldComputing

Started by Grim, December 28, 2016, 11:08:12 AM

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Grim

RimWorld Computing UPDATED

Description:
RimWorld Computing aims to fill a gap I thought there was in the current builds of the games, we have space ships, laser weapons, advanced AI and power armor but we can't network our devices?


RimWorld computing is still in a early phase but the main function of the mod is in place, that is

- Toggle the power of any Flickable building (Turrets, Lights, Power Switches, Plant Growers)
- Remotely detonate IED's
- Adjust the temperature of heaters and coolers.

all from the new Data Tab menu.

N.B: there is a device per group limit implemented (39 currently PER group not total) currently until a later stage.

Not yet Implemented but planned features

- Create Custom Device groups, so you can toggle power to entire groups of turrets, or hydroponics basins.
- Add a few new devices including a target-able turret and water sprinklers and more.

Author
Grim-

Download
https://github.com/Grim-/RimWorldComputing

How to install:
- Click "Clone or Download" on the Github page
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Grim-

Darque

How about the terminal be used to play games? (joy provider)

ChaosChronicler

Dumb idea... Using the terminal to not only toggle turrets on/off but take direct control? Basically set priority targets.   

sulusdacor

sounds super interessting :O

some ideas that come to my mind when reading this:
- since the terminal seems like some power grid / machine maintance thing: maybe it could lower the chance for the breakdown event.
- a bit in the same realm, with maintance, there could be some special events tied to it: like that the technican has overloaded your power sources/optimized them for some surplus (if the player strugles with power, otherwise this would make no sense^^). on the other hand there could have gone something wrong when managing/terminal and the console/power grid drains more power then needed. you could probably do both of these on the terminal building class itself, if it just produces (optimization event) or consumes (draining event). for the good option maybe add a timer, like some days or so. for bad option you would prob need some sort of need to fix the problem. like a worker needs to come and put some work in, otherwise it drains more or will have the breakdown event itself, or results in some sort of solarflare event (since it's grid connceted).
- remote flicking of the switches you can build (i assume you have already thought of that one ^^)

Grim

Quote from: Darque on December 28, 2016, 11:15:20 AM
How about the terminal be used to play games? (joy provider)

- Nice idea, I will add a building that is some sort of Pinball machine or Arcade machine, will try to keep it fitting RimWorld's Firefly vibe.


Quote from: ChaosChronicler on December 28, 2016, 01:33:17 PM
Dumb idea... Using the terminal to not only toggle turrets on/off but take direct control? Basically set priority targets.   

- This is something I am looking into :) I just first wanted to decide how users will control these devices, I did notice a OrderAttack function in the TurretGun class.


Quote from: sulusdacor on December 28, 2016, 07:47:05 PM
sounds super interessting :O

some ideas that come to my mind when reading this:
- since the terminal seems like some power grid / machine maintance thing: maybe it could lower the chance for the breakdown event.
- a bit in the same realm, with maintance, there could be some special events tied to it: like that the technican has overloaded your power sources/optimized them for some surplus (if the player strugles with power, otherwise this would make no sense^^). on the other hand there could have gone something wrong when managing/terminal and the console/power grid drains more power then needed. you could probably do both of these on the terminal building class itself, if it just produces (optimization event) or consumes (draining event). for the good option maybe add a timer, like some days or so. for bad option you would prob need some sort of need to fix the problem. like a worker needs to come and put some work in, otherwise it drains more or will have the breakdown event itself, or results in some sort of solarflare event (since it's grid connceted).
- remote flicking of the switches you can build (i assume you have already thought of that one ^^)
- Ok I'll answer these back in bullet points :)

  • The terminal is now being removed but your idea of a Server type object that for story purposes would manage these devices/be maintained by a pawn with the Repair job def (or does that fall under construction?) is a very good one! I will look into it
  • Another nice idea, incident events for things like the Server, as you say allocating power, or sometimes mis-allocating power
  • It shames me to admit this but no I didn't even think about Flickable Switches, Will fix that!