[1.0] RimWorld Minions Ver7.2

Started by WalkingProblem, February 17, 2017, 10:59:10 PM

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WalkingProblem

Anglewyrm - Noted on that. I also thinking about it too, as they would make them really useful. But need to find out how to make that happen since I'm not really a coder; I will try to find if it can be done without doing C# development coding.

SpaceDorf

There is a Train to Hunt Mod which works on your Minions too

I have 2 tamed now, but don't get around to training because my new playthrough keeps on dishing out the good stuff ..

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

WalkingProblem

Spacedorf - I cant find the "train to hunt" mod. Would you kindly put the link here?

AngleWyrm - I looked at the codes, I not sure how we can distinguish Minions to be able to do cleaning, while others can't. I think need to create a totally new level of intelligence for that to happen. And I afraid that would require some hardcore coding

SpaceDorf

With pleasure, since I used the wrong name ..

it is Nandonalts Hunt for Me! mod.

https://ludeon.com/forums/index.php?topic=29627.0
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Bob_Namg

Quote from: SpaceDorf on February 20, 2017, 09:26:49 AM
There is a Train to Hunt Mod which works on your Minions too

I have 2 tamed now, but don't get around to training because my new playthrough keeps on dishing out the good stuff ..
Creating minions that thirst for blood...
Dear God WHY
"Hon hon hon"
-Anonymous, France

SpaceDorf

Quote from: Bob_Namg on February 20, 2017, 04:48:26 PM
Quote from: SpaceDorf on February 20, 2017, 09:26:49 AM
There is a Train to Hunt Mod which works on your Minions too

I have 2 tamed now, but don't get around to training because my new playthrough keeps on dishing out the good stuff ..
Creating minions that thirst for blood...
Dear God WHY

As always, the short answer is .. for !!SCIENCE!!

well the good stuff in my playthrough consists randy extreme and crashlanding hard (mod) with no reroll and random startsite.
Of the 8 colonists that did not die instantly on the crash only 2 did not die later by fire or infection. All they could rescue from the crashing weapons, food, animal, cloth and ressource modules where one cow and a few bottles of smokeleaf milk, a bionic hand, a bionic foot and a lung.
The whole map burned down, because it was not raining for five days.
The survivors settled down in a brick shack and cut the grass around it ..
The bionic foot is laughing at me, because one of the survivors is missing a foot, but I have neither the medicine nor the skilled doctor to make use of it ..

All that is left of the ship is the huge reactor in the center of the map, that keeps poisoning the land around it ..

I am only in fall now, but so far the map burned down two times more,
There were 2 or 3 heatwaves, from which one killed a promising prisoner,
My 5 survivors consist of an elderly lady, the guy with no foot, a great guy I recruited from some traders ( hospitality mod ), which made the faction my enemy, a former pop idol and one of the tribals who chased her ..

I can tell you not having a researcher and miner sucks ..

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

WalkingProblem

Omfg.....

This story need to be made into a movie...

SpaceDorf

Back on topic ..

my three minions are now trained to haul and my two female minions gave birth to about a dozen baby minions .. thing are looking up, since my people are now free to do important stuff.

Off-Topic : after I build a double bed for my female prisoner my warden gave finally in to her charm and moved into prison with her  :o
A few days later, she was finally convinced to join us  ;D
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

SpaceDorf

Sadly my first Minion Colony died some slow mod-related FPS Death,
just after I renamed my Colonists with the Names from Despicable Me.

So second try :)
I love those tiny yellow dudes .. for the Wishlist and things they should do :

Enable them as Caravan Animals with tiny little Backpacks ..

If cleaning works out, I am thinking If you could train them in a manual labor job ( crafting, building, growing ) but they would be pretty crappy at it and only one type of job per minion.. 

And will there be purple Minions as well ?
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

WalkingProblem

#24
SpaceDorf - I'm so happy you love the mod. I'm loving it too, seeing the Minions being important part in my colony give me lotsa happiness.

I have been thinking about expanding the mod further seriously; but I'm just stump on the parts where requires C# coding - things that I can't just do on the current vanilla engine.

Some ideas I thinking of:
- removing minions spawning in biome (this is because it clashes with the Denser Forest Mod or any mod that made changes to the biome defs, and also because its making minions too common; in the future, you need to set minions as starting animals to have them in the colony)

- limiting minions appearance only in manhunters event <-- which mean, you need to first prove that you are a badass villain/boss by defeating them, and then recruit them after knocking them out; although I will try to find a way to make minion manhunter event more common

- adding the Purple Minion (officially known as "Evil Minions") which are faster and more powerful, also only in manhunters event. But these version of minions will be quite alot harder to tame (perhaps almost like a wolf-level of difficult)


- Giant Minion <--- as I have no idea how to create a thrumbo-type event, as it needs C# coding, I will make it a manhunter event, but rare and hopefully only 1 will appear


- For the one type of job per minion <-- thats exactly what I wish to do, once I find a way / learn how to code it. Every "job specialist" minion will have their own outfit for the job, like the minions in the movie.

- good idea for the little backpacks as caravan animals, I will go find out how to make it happen.

- and also, if I am able to, I do want to make more "variant" of minions, some would be tall, some short, some have one eyes.. etc...

----------

It will take sometime for me to make the update for the above, since I'm currently very busy with work; need to clear my work before I'm able to find time for working on the mod. Hopefully early March

SpaceDorf

Good Ideas, all of them.

I like the manhunter Ideas best, for the Evil Minions I would even suggest having them at a warg level of wildness or higher, since they are really like rabid dogs and barely useful for anything.

On the other Hand I think if its to hard to get some Minions it kind of defeats the purpose of the mod. In year four with armies of hauling pigs and 30 Colonists I sure don't need Minions anymore.

I think purples would be great manhunters

But yellows should get something like the thrumbo or joiner event ( some tame animals join your colony )

In one of the more events mod there is also a "migration" event where a bunch of animals pass through your map without stopping .. this would also fit the theme ..

I just imagine the migration event being three minions walking across your map,
and half a year later you are joined by another 100-200 Minions :-D

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Wintersdark

While this isn't something I'd use in normal day-to-day Rimworld, I just wanted to take a moment to say it's incredibly awesome.

Seriously, man, this is just great.

kcirdor


Perq

I'm nobody from nowhere who knows nothing about anything.
But you are still wrong.

WalkingProblem

Quote from: Wintersdark on February 23, 2017, 04:16:50 PM
While this isn't something I'd use in normal day-to-day Rimworld, I just wanted to take a moment to say it's incredibly awesome.

Seriously, man, this is just great.

Thanks! You should give it a try, it feels very different from other vanilla animals~

Quote from: SpaceDorf on February 23, 2017, 12:39:08 PM
Good Ideas, all of them.

I like the manhunter Ideas best, for the Evil Minions I would even suggest having them at a warg level of wildness or higher, since they are really like rabid dogs and barely useful for anything.

On the other Hand I think if its to hard to get some Minions it kind of defeats the purpose of the mod. In year four with armies of hauling pigs and 30 Colonists I sure don't need Minions anymore.

I think purples would be great manhunters

But yellows should get something like the thrumbo or joiner event ( some tame animals join your colony )

In one of the more events mod there is also a "migration" event where a bunch of animals pass through your map without stopping .. this would also fit the theme ..

I just imagine the migration event being three minions walking across your map,
and half a year later you are joined by another 100-200 Minions :-D


I totally agree. As much as I can, I will want to make Minions as natural as possible - rather than a "try too hard" mod. Yellows' existence in the Rimworld must make sense and feels natural.

But I also notice (since Minions reproduces so quickly), wild animals dun mate.