[1.2] Sparkling Worlds - Glittertech on the Rim

Started by Albion, August 29, 2017, 10:09:24 AM

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wwWraith

Quote from: Albion on March 09, 2018, 03:46:12 AM
I'm hoping Rimworld version 1.0 will be released soon-ish and I'll adjust research costs during the transition from B18 to v1.0.

I'd not bet on it: https://ludeon.com/forums/index.php?topic=39311.msg400573#msg400573
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Albion

I'm aware that it'll probably take at least till June until the next version gets officially released but changing the research costs and releasing that patch now will mess with the savegames of subscribers on steam so I want to keep it as is right now and wait for the next opportunity.

Vlad0mi3r

Quote from: Albion on March 09, 2018, 03:46:12 AM

In conclusion: Yes my recipes are cheap compared to other mods but I feel like they are expensive enough and it is actually the other way around and other mods are overpriced. Since I now presented hard data how do you feel about it? Should I increase recipe costs? Are you okay with the way they are currently implemented?

Regarding the research costs: You got me there... the required research is on the cheap side. I plan to increase research costs but at least right now I'm hoping Rimworld version 1.0 will be released soon-ish and I'll adjust research costs during the transition from B18 to v1.0.

It's an interesting way to come up with cost/value using market value which for baseline gear is logical. However I think what is not taken into account is the benefit or buff that your awesome glittertech items give. As an example I recently had my high level crafter make a good quality gauss rifle. That bad boy doesn't have its accuracy fall under 90% with 12 damage and a reasonably high rate of fire. Hell I was using it to pot shot at sappers in and out of a door and it messed up both the sappers and the guy with the doomsday rocket launcher, I digress. I think you should pay a premium for top shelf items, maybe redo the math with someone with social skill 1 doing the trading.

Good to hear about the changes to the research. I think you'll get the mix right.

Looking forward to when 1.0 gets released keep up the good work.

Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

Vlad0mi3r

Has anyone else used pain sticks on a mechanoid? namely the caterpillar variety. Well if you want an easy solution to these minigun wielding bad boys I suggest you do use them. Also its funny to watch them wandering around when they come to with no weapon equipped.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

Albion

Huh... I never actually thought about the possibility to down a centipede with a minigun, forcing it to drop it. The pain effects goes away slowly but eventually the centipede will get up again but without it's weapon.
It's not a bug, it's a feature  8)

On another topic: progress was slowed on new content due to me having a severe cold and settling into a new job.
However I'm almost done with the mechanoid hive ship crash and a Glitterworld hospital bed.

Canute

Wooohooo,
finaly another mechanoid event. Too bad the Mechanoid terraformer event is limited to HCSK so far.

Dupla

Hi! Is it possible to install only the matterweaver from your mod?

Albion

Hey, sorry but no it is currently not possible to only use the matterweaver.
However you can use the Core Mod instead of the Full mod to have a reduced list of features which still includes the matterweaver.

Once version 1.0 of Rimworld hits I plan to split up the mod some more so people can pick and choose better what kind of features they want to use. It'll take at least until june though before Tynan releases the next version.

nefarian11

Hey, loving the mod (60hrs played with the mod always enabled :D) but i feel like the mod could be even better with one or two damage-oriented melee weapons in it, and maybe a new shield. Do you intend to add them at some point?




Albion

Great to hear you love the mod. Feedback and appreciation is the fuel modders are running on (at least the ones without a patreon page).

What kind of damage oriented melee weapons do you have in mind? Can you give me an example or two?
Currently there is the burn stick that kind of fits that category since it deals burn damage.

What would be your suggestions in regards to shields? Just more powerful ones?
I personally like the way Rimworld deals with shields like in Dune where bullets are stopped but melee damage gets through. I therefore wouldn't want to create shields that only block incoming damage.
If you want shields like that I guess the Enhanced development mod found here will satisfy your needs.

Canute

About the shield's
3 kind of shield belt's would come into my mind.
Fast recharge belt, halt the capacity but double the recharge, and nearly no recover time when the shield run at zero.
High Cap. belt, tripple or more capacity, but very low recharge.
Animal shields ? :-)

And a mellee block shield belt, that can absorb mellee hit's only but not block range attacks.

Albion

I guess it could be possible to create some code to flip the shield from one way to another. That would require quite a bit of advanced code though so I won't touch that for now.
Simply making different shield variations would be the easier option but to be honest I was looking for a different idea than shifting the capacity/reload ratio.

A shield belt that only blocks melee damage but not ranged ones sounds fun but I'm not sure about the actual usefulness of that one. However I got another idea: How do you feel about an actual shield? Like the medieval one.
It should be fairly easy to implement a shield that increases melee dodge chance plus a high-tech variation that increases it even more.

Canute

#87
So long that shield would prevent pawn from using 2h weapons, but since there isn't such a class yet  you can use a minigun together with shield.

Sure such a shield with any mellee weapon would be useful. And if they can even use normal shield belt's such a pawn could be very powerful even vs. range attackers.
But since i don't know any mod (on forum) that add high tech shield, it is still a neat idea! :-)

Edit:
I just dig a bit around your recipes since i use that mod ! :-)
Printing Bionic is pretty cheap compared to RBSE craft recipes. If there wouldn't be the Luciferum need.
And when you print Luciferum, 1 AI persona core geeeeshhh, reprogram the drop core geeeeshh but ok.
What do you would think to add the AI persona core the the 3D printer building cost and remove it from the luciferum printing and add some steel or plasteel instead.
It is far more lucrativ to buy any luciferum from trader then to print them.



Albion

Quote from: Canute on April 04, 2018, 09:27:05 AM
I just dig a bit around your recipes since i use that mod ! :-)
Printing Bionic is pretty cheap compared to RBSE craft recipes. If there wouldn't be the Luciferum need.
And when you print Luciferum, 1 AI persona core geeeeshhh, reprogram the drop core geeeeshh but ok.
What do you would think to add the AI persona core the the 3D printer building cost and remove it from the luciferum printing and add some steel or plasteel instead.
It is far more lucrativ to buy any luciferum from trader then to print them.

As you might know the issue of cheap bionic printing was already raised on page 5 of this topic. I still firmly believe that my bionic recipe prices are on the cheap side compared to RBSE, but still fair and balanced compared to vanilla Rimworld. I opted to use luciferium in the recipe due to the scarcity and high value of the item. You can still craft it though using an AI persona core (which you can craft too) you therefore technically still craft luciferium out of plasteel, steel, some gold, uranium and components but not directly. You should also note that you produce 35 units of luciferium from one persona core so it is actually not that expensive compared to buying it.

In regards to the shield: unfortunately it's not possible to limit the use of other weapons like guns when equipped with a shield... At least not without extensive coding. I think I won't pursue this idea for now but put it on the list for future updates.

nefarian11

#89
Quote from: Albion on April 03, 2018, 06:02:06 PM
Great to hear you love the mod. Feedback and appreciation is the fuel modders are running on (at least the ones without a patreon page).

What kind of damage oriented melee weapons do you have in mind? Can you give me an example or two?
Currently there is the burn stick that kind of fits that category since it deals burn damage.

What would be your suggestions in regards to shields? Just more powerful ones?
I personally like the way Rimworld deals with shields like in Dune where bullets are stopped but melee damage gets through. I therefore wouldn't want to create shields that only block incoming damage.
If you want shields like that I guess the Enhanced development mod found here will satisfy your needs.

I was thinking of a slow, hard hitting weapon, like an halberd. the Praetorian Guards from Star Wars or the Grey Knights from Warhammer 40k have some interesting weapons.

Altough most melee weapons used by the Grey Knights use psychic stuff and don't really fit in the Rimworld universe (unless it's transcendent tech level), there are some weapons they use that become sheated in energy fields that allow them to cut or disrupt matter, making it an effective weapon (and more "realistic").

Star Wars just uses vibroblade technology, which imo is probably more appropriate for a universe like Rimworld.

For the shields, some simple variations like  +HP -Recharge and viceversa is more than enough. It adds flavor to the game without disrupting anything.