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Author Topic: [B18] RimWorld Minions Ver5.0  (Read 81762 times)

Walking Problem

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[B18] RimWorld Minions Ver5.0
« on: February 17, 2017, 10:59:10 PM »



Tame your minions, raise an army and defeat all your enemies!
…but are you willing to be their boss and evil overlord?

Did I mention that they can help you out with cleaning, mining, harvesting and more… ?



BACKSTORY:
Felonius Gru, railing from the bitter divorce with Lucy Wilde, decided to leave Planet Earth for good.

There is nothing left for Gru on Earth. He quit his job with the Anti-Villain League, by setting of a nuclear bomb right in the middle of the AVL Headquarters; after all three of his adopted daughters were brutally murdered by a super arch-villain that was previously captured by Gru. Silas Ramsbottom, the director of the AVL, however released the super arch-villain, after his secret lover whispered enchanting words into ears, controlling the man that was thought to be uncorruptable. Dr. Nefario was also killed when he was trying to protect the girls from the super arch-villain’s vengeance against Gru.

Gru’s wife, unable to accept the truth of their daughters death, blamed Gru for his failure to protect them. An ugly public divorce than captured the world’s attention. Gru decided enough was enough, he built a spacecraft and left Earth with his Minions on the morning he was supposed to be in court for the divorce proceedings.

The spacecraft eventually came upon a habitable planet at the rim of the known universe – but disaster struck when the landing mechanism failed during landing. The spacecraft crash landed onto the new world – instantly killing Gru. The minions however survived the crash.

The grieving minions split into 2 distinct factions after disagreeing on the history of event. One group of minions believed that it was humanity that killed – went mad and wander across the planet to kill of any humanoid beings that they encounter. Some of hatred and anger was so deep, the PX-41 that was dormant in the blood vessels triggered, turning them purple. The other group believe that it was simply time to move on, and went on a new journey in search of a new master to serve and to call boss.

 



 

WHAT ARE MINIONS?
Minions are small, yellow creatures who have existed since the beginning of time, evolving from single-celled organisms into beings who exist only to serve history’s most despicable masters. They are extremely loyal and dependable servants to whoever wants to be their master.

HOW TO GET THEM?
They will appear as tribes wandering across the world looking for a new master. So to get the Minions, you can either start the game with them, or you can tame them when they do appear on the map when they travel across your land. Or if you want, you can also down them when they come manhunting, and then tame them afterwards.

FEATURES
– grow up from baby to adult in a year
– breeds quickly
– virtually immortal
– literally immune to fire, toxic and psychic attacks
– require little to be fed
– can punch quickly albeit not powerful
– tame and trained like animals
– they are very out of place with their bright yellow. LOL
– authentic minion sound
– do not produce a lot of meat (thus wont become overpowered)
– Bright Yellow Leather!
– they help out in a number of chores in your colony (provided you train them)
– they are also extremely good at keeping the mood up in your colony
– They may not appear all the time; so if they appear, dun waste the opportunity – recruit them!

The idea is that, you can quickly raise a very loyal and dedicated army to fight for you – they will die for your cause as long as you are willing to be their boss and evil overlord.

HOW TO TELL THEM APART?
Male Minions have 2 eyes, Females are 1 eyed. Baby and Toddlers wear a different outfit, and they becomes the short minion when they are child, the “medium” size minion when they are teenager, and the tall minion when they become an adult!

CARAVANS!
Minions can help to carry stuff as part of the caravan and they would change into their brown outfit (the outfit they were in their home in the artic, before they found the blue jeans overalls in the Minions movie)

NUZZLE GALORE!
The Minions will also assume an important role in keeping any “Great Villains” sane, with their constant nuzzling! Just like in the movies, they are cute, adorable and extremely caring. They spare no effort in keeping your colonist in good mood, regardless of how dire the situation is!

THEY DO CHORES!
On top of the hauling ability, they can clean/sweep the floor (require Obedience), pressing buttons or flicking buttons as call it in Rimworld (require Obedience), and can help out with some of the chores like chopping trees (require Haul), harvesting plants (require Haul), mining (require Haul), rearming traps (require Rescue), deliver resources to construction sites/frames (require Haul - currently unavailable due to B18 update), deconstruct furnitures and buildings (require Haul) and even repair damaged furnitures and buildings (require Rescue)!!!

HOPE YOU GUYS ENJOY THE MINIONS!

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=30647.0
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=912714398
NON-STEAM DOWNLOAD: http://walkingproblem.com/2017/11/28/b18-rimworld-minion-5-0/
DEVELOPER’S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
LBE’s A Dog Said Easy Patcher: https://steamcommunity.com/sharedfiles/filedetails/?id=944381237 or https://ludeon.com/forums/index.php?topic=33512

KNOWN MOD CONFLICT:
"Hunt For Me" mod - seriously affect work to only sporadic mining/sweeping
"Hardworking Animal" mod - causes the slaves/minions to only sweep floor, will not do other jobs

——

CHANGELOG VER5.0
– update to B18
– the ‘deliver resources to construction frames’ is disabled due to some deeper coding issues to resolve due to B18 changes

CHANGELOG VER4.3
– added ability for Minions to use animal parts. Now Minions can use both human and animal parts in the bodypart replacement operations.

CHANGELOG VER4.2
– added “A Dog Said” mod support via “LBE’s A Dog Said Easy Patcher” mod (For Information: Minions uses Human parts)
– added Deliver Resource to Construction Site/Frame ability to Minions (require Haul)
– added Deconstruct ability to Minions (require Haul)
– added Repair ability to Minions (require Rescue)
– improved efficiency in cleaning, mining, harvesting and chopping ability with ChJees’ codes.
– added missing Child Minions backpack textures
– Thank you to ChJees for sharing his codes with me!

CHANGELOG VER4.1
– fixed a looping error bug caused by the code for RearmingTraps

CHANGELOG VER4.0
– updated to A17
– removed Minions and Evil Minions from vanilla manhunting events
– created Minions’ own manhunting event
– created Evil Minions’ own manhunting event

CHANGELOG VER3.1
– added new chanceperhour function specially for minions
– added Flick ability to the Minions
– Minions can now work more frequently and efficiently

CHANGELOG VER3.0
– added texture for all gender and agegroup
– added caravan abilities with special texture
– redone the codes for planting cutting, harvesting, and mining
– added ability to rearm traps
– added nuzzling ability
– added new texture for evil minions (both genders)

CHANGELOG VER2.1
– Reduced manhunting frequency for Minions and Evil Minions
– Reduce baseHealthScale for Evil Minion
– Increase CombatPower for Evil Minion (which means lesser of them during manhunting events)

CHANGELOG VER2.0
– Purely event driven now. You will only encounter Minions during specific events and if you started the game with them.
– No longer clashes with Increased Forest Density mods (since Minions no longer appear as wild animals)
– Trained Minions will now help out in cleaning (req. obedience), mining (req. hauling), harvesting (req. hauling) and chopping tasks (req. hauling)
– Added Minions Passing Event
– Added Minions Manhunting Event
– Added Evil Minions Manhunting Event (good luck if they appear, they will give even the best defended colonies a run for their money)

CHANGELOG VER1.1:
– MeatAmount set to 20
– LeatherAmount set to 5
– Minions are now Psychic and Toxic insensitive
– ComfyTemperature level added (they literally will survive from -100 to +250 in temperature)
– Meat Label changed
« Last Edit: November 27, 2017, 05:53:01 PM by Walking Problem »
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Napple

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Re: [A16] Minions for RimWorld!
« Reply #1 on: February 17, 2017, 11:06:32 PM »

Can you make them actually do work like normal colonists like misc's robot mods.
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Walking Problem

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Re: [A16] Minions for RimWorld!
« Reply #2 on: February 17, 2017, 11:10:12 PM »

That would probably be the next version.

Because I'm still new to modding for RimWorld, so I'm still trying to get the hang of how to add non-vanilla functionality. 

Let me go download the robot mod and learn from misc's codings~ =}

Navy1227

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Re: [A16] Minions for RimWorld!
« Reply #3 on: February 18, 2017, 10:34:58 AM »

That would probably be the next version.

Because I'm still new to modding for RimWorld, so I'm still trying to get the hang of how to add non-vanilla functionality. 

Let me go download the robot mod and learn from misc's codings~ =}
That is a great idea to do, referencing is good. The mod is also a great mod too, I love it. I'm almost tempted to make a colony that comprises of just one human with a nice little army of robots to do all the building, cleaning, crafting, etc... I mean when I think of the "Rich Explorer" scenario, and I have that mod, I think to myself; "Why doesn't this guy have his own personal robotic servants if he's so rich?"

This being said; I look forward to this mod, simply just because of how much could be done with it. I'd love to offer a helping hand but I have no experience in the creation of mods so I'm next to useless haha.
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SpaceDorf

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Re: [A16] Minions for RimWorld!
« Reply #4 on: February 18, 2017, 10:55:50 AM »

My Kids will love this one :)
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Walking Problem

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Re: [A16] Minions for RimWorld!
« Reply #5 on: February 18, 2017, 11:11:07 AM »

Navy - ah~ dun say that~ Ideas are important too.

Just that ideas need to be practical to the game engine - especially since i can't do C# coding (which can be used to alter the hardcodes); at least not yet. May be tempted to learn so to do some of my ideas.

Do download and try the mod, see if you think the minions work for you; or you think if there is any ideas i should implement~

But if the minions were changed to the robot style - then you will not be able to tame and train them like our animal pets. The game play would differ.

SpaceDorf - do give it a try! Let me know of any feedback.

The minions' "hello" call can be quite irritated after some time~ LOL

Navy1227

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Re: [A16] Minions for RimWorld!
« Reply #6 on: February 18, 2017, 12:41:46 PM »

Seeing as you also seem to be new to the modding department, what do you use to do that craziness, if I may ask? Notepad or some kind of tool? And your download links also points to a website that hosts "Dinorim" is this also your production? I know - I could just PM this to you and I should but yeah.

On topic; One day I feel the minions should gain some kind of bonus or mood bonus when being around others of their kind. Like a combat bonus if they attack a pawn together for kind of like a swarming modifier. I know this is something much later on in the development though.
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Bob_Namg

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Re: [A16] Minions for RimWorld!
« Reply #7 on: February 18, 2017, 02:42:02 PM »

why... why u make this
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AngleWyrm

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Re: [A16] Minions for RimWorld!
« Reply #8 on: February 18, 2017, 06:30:55 PM »

Fun stuff, love it.  :D
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Seeker89

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Re: [A16] Minions for RimWorld!
« Reply #9 on: February 18, 2017, 09:04:32 PM »

Finally... a mod that lets me kill them all.. 
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Walking Problem

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Re: [A16] Minions for RimWorld!
« Reply #10 on: February 19, 2017, 05:57:03 AM »

Navy1227 - I used Notepad++, Adobe Illustrator, Adobe Photoshop, Audacity.

DinoRim is the main mod that I'm working on which would take some time. And the website and download links are all hosted on my own server.

Mood bonus... they are already persistently happy and pretty much immune to psychic events - so i not sure how much happier they can get? LOL

Anyway I checked out the Misc Robot already.. that mod is madness... I not exactly sure how to work from scratch for that (since I'm not C# or software development trained), I might perhaps ask the Misc developers for permission to reuse most of their codes and then credit them for it. But as of now, I'm play testing it... so far so happy with it. Once you managed to train them to haul, life gets a lot easier for your colony.

Walking Problem

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Re: [A16] Minions for RimWorld!
« Reply #11 on: February 19, 2017, 01:04:02 PM »

My first new generation of Minions born in my first proper game with this mod! 10 females minions giving birth to more than 40 babies!



The first major combat with my minions fought as the vanguards! War of the Pigs (15 x manhunting wildboars)



Close up on the main force with babies in tow


Victory with no combatant deaths!


The wildboar's injuries
« Last Edit: February 19, 2017, 01:06:26 PM by leonlim007 »
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SpaceDorf

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Re: [A16] Minions for RimWorld!
« Reply #12 on: February 19, 2017, 02:21:48 PM »

Looks Awesome :)

You should do something against them getting sick in their old age :)

I have something like a Minion Retirement Home walking around on my map

---- EDIT ----

That guy became a Manhunter btw. thats how I noticed.
It was like being attacked by Dr. Nefario in his Scooter.

[attachment deleted by admin due to age]
« Last Edit: February 19, 2017, 02:35:24 PM by SpaceDorf »
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Walking Problem

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Re: [A16] Minions for RimWorld!
« Reply #13 on: February 19, 2017, 02:57:34 PM »

A lot of things can happen to a minion when its like thousands of years old.. LOL!

But they still fought well. I have minions who get confused all the time (azheimer) and some heart attacks from time to time~

AngleWyrm

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Re: [A16] Minions for RimWorld!
« Reply #14 on: February 19, 2017, 03:02:26 PM »

Suggestion
Add cleaning job to their set of abilities.
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