[1.2] Sparkling Worlds - Glittertech on the Rim

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

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Yoonic

Thanks for your reply Albion!

The thing is I'm currently trying to make a mod that (i think) would be more interesting if there are some pieces of sacred (custom lore) note that scatter around the world waiting for the player to get from quest events given by factions.

But being the xml script kiddie that I am, I currently have no skill in C#. Would it possible if you point me to some example for this kind of coding so that I can get started somewhat?

Albion

There are several different ways to achieve what you are trying to do depending on how exactly you want to do it.
Lets talk somewhere else about this so we don't spam this topic. Can you contact me on my discord? Invite to discord sever
Otherwise just send me a message here on the forum and we'll figure it out.

Regarding actual Sparkling Worlds stuff:
The latest unstable 1.0 version is still available via Dropbox link for manual download. It is compatible with the latest version (1968 right now). If there are any updates that might be incompatible I'll try to fix them within 24 hours (probably sooner). Please give me feedback and report any bugs/errors you might encounter.

Albion

ChJees pointed out a bug in the psychic emitter event that was causing constant animal insanity pulses. I fixed it and uploaded the new version.
Youn can still find it under the Dropbox link for manual download.
Enjoy.
Please report any other bugs you might encounter and feel free to contact me with any suggestions or feedback.

Ruisuki

woooow gotta be honest im hesitant to add more weapons mods to my game. I really have too many. But those events....look too damn delicious. The game could always use more and im glad whenever modders tackle them.

Ruisuki

#169
I suggested it to Jecrell for his rimquest mod but ill post it here in case it fits with your liking instead

a 'wave mode' where the mission is you have to protect an escort until his ride arrives. It can be to endure for a set time or if not possible make it so the enemy spawns from outside the map gradually instead of all at once, to simulate an endless assault ending when a certain amount of raiders are dead

Albion

Well I'll write it down and keep it in mind. A kind of king of the hill or last man standing event was an idea I was playing around with anyway.
However I got quite a few other features I plan to implement first so it might take a while before I get around to it.

Ruisuki


Albion

Well I'm currently still occasionally occupied with the unstable 1.0 version of my mod. Just yesterday I had to update it again to be compatible with the latest build. You can download it here: Dropbox link for manual download

It also includes a new event called hunting lodge and some other new features. Full changelog will be provided once 1.0 gets officially released.

Regarding other upcoming features it's always a changing process. I don't have a fixed shedule what comes next but rather a list of features I want to eventually implement and I just pick what I'm most motivated to do next.
Small excerpt from said list:

  • Glitterworld military raids - drop pod raiders with highly advanced gear that gets destroyed in death. (might become a own mod or only triggers on higher difficulties)
  • Abandoned military outpost - crumbling ruins but you might find a weapons stockpile or various other loot. There will probably be some danger protecting it though
  • Abandoned lab - crumbling ruins that may include a cure for luciferium and other high-tech loot. Danger will be present
  • Spin-off mod for Glitterworld flora and fauna - various genetical engineered plants and animals. This will be in the far future however
I'm also currently working on some code for mods from Mehni and ChickenPlucker. It won't take too much of my time but it's still time I'm currently not investing in Sparkling Worlds.
Recently I also started work on a new mod of mine Gen-spliced Xenohumans. It's still under development and once it's done I'll get back to modding Sparkling Worlds but it'll divert my attention for a few weeks.

Ruisuki

alright all that sounds like fun good luck man

Cassiopea

I'm going to be honest, I'm not that much a fan of the items and research additions. However, I do enjoy your mod, a lot. The events you introduced are really fun. My best story of 1.0 so far is three party raid between me, a hostile salvage team and the space bugs of the crashed ship I visited. Thus, I'm glad to see you are adding more events. It would be awesome to have several things on the world map at any point, forcing you to choose what to do, dispel boredom from late colonies and give the world a living feeling.

Albion

Glad to hear you enjoy the events Cassiopea.
If you don't like the other stuff you can always switch to the More Events Addon which is a standalone and works without the other stuff. However since you're playing unstable 1.0 that's not an option yet. I'll update all Addons and stuff to 1.0 once it gets officially released.
For now I only have the work-in-progress dropbox manual download of the Full mod.

eatingtofu

I found an error with Infested ship chunks, You can not kill the chunks and get an error from it. I even tried using dev tools destroy and still would not let me take them out. So far that is all I found. it worked in the past I am guessing an update happen now the mod is bugged out.

System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.Lord.LordTick () [0x00018] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Group\Lord.cs:327
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00015] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Group\LordManager.cs:41
  at Verse.Map.MapPostTick () [0x000e6] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:581
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Map:MapPostTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:582)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:358)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

Albion

There was an issue with the latest build published by Tynan.
It's fixed now. If you download the latest version of my mod with this Dropbox link for manual download it should work properly without errors.
Thank you for reporting this bug. Keep the feedback coming.

fatm3l

Is this mod safe to add to an existing save game?

Albion

Quote from: fatm3l on July 30, 2018, 11:24:18 AM
Is this mod safe to add to an existing save game?
Yes this mod can be savely added to any existing savegame. However it is encouraged to start a new game since the custom faction won't show up otherwise. Enjoy the mod.