[Mod Request] More World Events (Successor to Recon and Discovery)

Started by TastyCookies, January 07, 2018, 06:09:01 PM

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TastyCookies

Recon and Discovery was an awesome mod that provided alot of world quests for you to do such as exploring crashed ships, search ancient technology in lost labs, and loot ancient castle. The mod has even added interesting events such as an AI taking over your base's turret system and turning it against you.

Unfortunately, it is impossible to update the mod as the author Several Puffins has been inactive for over 6 months and the source code is unreleased for other modders to look at. So I hope that one day there will be a mod that is almost the same as Recon and Discovery (Or maybe Several Puffins just suddenly appears and updates the mod to B18). Some of the concepts below could be used for the creation of a mod like Recon and Discovery.

-Quest concepts from Recon and Discovery

- Crashed ships: What will you find inside? A wealth of treasures? A crew in need of help? A horde of flesh-eating chinchillas? All three!? It's probably all three.
Whatever it is, be quick, because you're not the only one who saw the ship come down.

-Lost labs: There's a rumour going around that luciferium addiction can be cured. Did the scientists here succeed, or will you get a dose of half-crazed nanites, sick of being poked and prodded?

- Ancient castles: You finally pinpoint the source of one of these damned psychic drones! Is the technology to overcome death itself here on this planet?

- Abandoned colonies: Did any people survive what happened here? Are they human?

- Trade Fairs: Your neighbours have invited everyone they like to send a caravan to them, but remember, their friends are not always your friends.

- Muffalo herds: Massive migrations of these friendly creatures are a great place to tame and hunt the creatures. They may also hold a clue to the source of the manhunter packs.

-Some other concepts

- Warzone between two factions: Help one of the factions in the battle and improve relations with them.

- Abandoned military base: Explore a deserted military base in hopes of finding weapons and other technology but may have enemies inside.

- Caravan in need of an escort: Help (or rob) a caravan that is unable to travel on its own.

- Rare Thrumbo sighting: a small group of Thrumbos have been sighted nearby, you may hunt them or watch them but beware, sometimes other hunters may appear and go after it. Will you stop them and let the Thrumbos roam free, or will you kill the hunters and take the Thrumbo for your own?

Add some of your world event ideas :)

Albion

Hey, I want to note that I started working on this.
The source code for Recon and Discovery is technically still available if you decompile the assembly files with a programm like ILSpy, which is what I'm doing. I never did quest sites before, so checking out how someone else did it is always a great way to start and maybe to improve upon.
I'll ignore a lot of the stuff R&D did in it's mod like the stargate and teleporter but I did start working on my own adaptation of the crashed ship event.
However I want to improve upon the ship and map being generated, which will take quite a bit of time.
Once I'm done I can post here again but you can also check out my mod Sparkling Worlds which will receive the new event. I additionally plan to release a seperate mod with just the events but only once I created multiple ones.
I estimate the release date for the ship crash event to be in about a week and for the seperate mod multiple events in about 3-4 weeks depending on the amount of features, real life and other stuff.

Which events/sites would you like to see the most and are there any other ideas?

Plans for now:

  • Crashed ship - currently in development
  • Abandoned base/castle - will take significant development time
  • Trade Fair - interesting idea and since most of the code is already there I will probably include it
  • Rare Thrumbo sighting - also interesting... I'll have to look into it

TastyCookies

Quote from: Albion on January 10, 2018, 08:25:44 PM
Hey, I want to note that I started working on this.
The source code for Recon and Discovery is technically still available if you decompile the assembly files with a programm like ILSpy, which is what I'm doing. I never did quest sites before, so checking out how someone else did it is always a great way to start and maybe to improve upon.
I'll ignore a lot of the stuff R&D did in it's mod like the stargate and teleporter but I did start working on my own adaptation of the crashed ship event.
However I want to improve upon the ship and map being generated, which will take quite a bit of time.
Once I'm done I can post here again but you can also check out my mod Sparkling Worlds which will receive the new event. I additionally plan to release a seperate mod with just the events but only once I created multiple ones.
I estimate the release date for the ship crash event to be in about a week and for the seperate mod multiple events in about 3-4 weeks depending on the amount of features, real life and other stuff.

Which events/sites would you like to see the most and are there any other ideas?

Plans for now:

  • Crashed ship - currently in development
  • Abandoned base/castle - will take significant development time
  • Trade Fair - interesting idea and since most of the code is already there I will probably include it
  • Rare Thrumbo sighting - also interesting... I'll have to look into it

Thank you so much Albion for bringing world quests to Rimworld :) Your mod Sparkling Worlds just gets better and better! The event that I would like to see the most is an abandoned military base (sorry I know that will be difficult).

Here are some other ideas

-Abandoned Lab: Discover some lost artifacts that were developed and other research materials.
-Caravan Camp: While traversing the world, you stumble upon a caravan that is just camping there for the day. You can offer to trade with them, or you can rob them and loot their goods. (basically a variant of a caravan in need but only this time just idling there)

Still thinking of some more, will post back here when I come up with more.

Thanks again Albion :)

Albion

Quote from: TastyCookies on January 11, 2018, 02:08:18 PM
Thank you so much Albion for bringing world quests to Rimworld :) Your mod Sparkling Worlds just gets better and better! The event that I would like to see the most is an abandoned military base (sorry I know that will be difficult).
Thanks for the praise. I try to provide a great experience with my mod and this is another step on that road.

Regarding the abandoned military base: it's definitly a thing I want to do. However I also want to do it in a great way so I'll probably sink quite a bit of time into that feature. Hopefully it'll look good once I'm done.

The abandoned lab is a good idea too. Inside one could find one of the rare quest rewards, a stack of luciferium or a pack of manhunting wargs. Let's roll the dice.

The caravan camp kind of exists already. Your caravan can get a caravan meeting encounter where you can instantly choose between attacking them and trading.

If you got any other ideas fire away. I'll take them into consideration.

SpaceDorf

Quote from: Albion on January 11, 2018, 08:45:14 PM
The abandoned lab is a good idea too. Inside one could find one of the rare quest rewards, a stack of luciferium or a pack of manhunting wargs. Let's roll the dice.

What I would expect of an abandoned lab would be either a research boost in one field of research ( sadly you can't add a research without activating the predecessors )
or finding some of the unbuildable high tech items.
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

Albion

That's what I meant with rare quest items.
These include but are not limited to the vanadium power cell, psychic emitter and serum that gives you one random technology for free.

SpaceDorf

Sorry I misread the bunch of luciferium and wargs as rare quest rewards.

Do you intend to implement the rare rewards from Recon and Discovery as well ?
The Seraphium Questline or the Sacrophagus ?
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

Albion

I'm using the Recon and Discovery mod as inspiration and want to fill the void its absence created but I don't want to resurrect or reimplement it exactly.
I therefore don't intend to include these rewards in my first roll-out but I might adapt their concepts with a different spin into my own version.

Seraphites negate the drawback of luciferium which throws off the balance for that drug in my opinion.
However implementing it as just a cure to the luciferium addiction is an interesting idea.

The Osiris casket can apparently heal wounds, cure illnesses, reverse aging and revive the dead.
Most of these features are already implemented into the game in different ways by now... Maybe I'll add a casket that is basically a superior glitterworld hospital bed. I'll have to look into it.

TastyCookies

Quote from: Albion on January 12, 2018, 11:16:09 AM
Seraphites negate the drawback of luciferium which throws off the balance for that drug in my opinion.
However implementing it as just a cure to the luciferium addiction is an interesting idea.
Maybe Seraphites can be a randomized reward from a Lost Lab world event.

Albion

Quote from: TastyCookies on January 16, 2018, 09:46:32 PM
Quote from: Albion on January 12, 2018, 11:16:09 AM
Seraphites negate the drawback of luciferium which throws off the balance for that drug in my opinion.
However implementing it as just a cure to the luciferium addiction is an interesting idea.
Maybe Seraphites can be a randomized reward from a Lost Lab world event.
Yeah but as I mentioned the way Seraphites were originally implemented they gave a pawn the same benefit luciferium gives but with no addiction or other downside whatsoever. Seraphites were basically overpowered luciferium. However I'm quite happy with the way luciferium works and don't want to change that.
Therefore if I implement Seraphites I'll have it be a cure to the luciferium addiciton and that it. No other up- or downside.
They'll simply wipe luciferium from a pawns health system.

Anyway... Seraphites are a thing for future updates. Right now I'm still working on implementing the ship crash event which is a pain.
Questsite generation is a bitch to get working correctly but I guess you'll love it once I'm done.

Spoiler ahead:

There will be 3 different potential shiplayouts. 2 layouts with a partially intact ship containing 2 or 3 rooms with loot and/or danger inside.
The third layout is simply a disintegrated ship with nothing leftover than a lot of ship chunks and a structural beam or two.

There is also a (20%) chance that an enemy raid will appear on the questsite after a while disrupting your salvage operations.

Festen

Another nice events mod was this one http://steamcommunity.com/sharedfiles/filedetails/?id=835151481

had some vry good ideas like the Abomination or call for help.
It Can give you some more ideas for your work.

Albion

Quote from: Festen on January 18, 2018, 12:06:33 AM
Another nice events mod was this one http://steamcommunity.com/sharedfiles/filedetails/?id=835151481

had some vry good ideas like the Abomination or call for help.
It Can give you some more ideas for your work.

Thank you. I'll look into the abomination and how it's handled. Maybe I'm able to implement something similar.

I also like the idea of survival drop pods or basically pods containing a selection of things instead of a large stockpile of just one thing.

wwWraith

Quote from: Albion on January 18, 2018, 06:04:24 AM
I also like the idea of survival drop pods or basically pods containing a selection of things instead of a large stockpile of just one thing.

These things exist in the Crash Landing mod (incidents are available even without its scenarios).
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

Good to know. Thanks wwWraith.


I hope you guys are pleased to hear I'm finally done with the spaceship crash event. It took me about 40-50 hours of coding, creating 1000 lines of code but I got it done.
I ended up rewriting the entire thing which significally increased development time but also means it's my own thing now.
The feature is included in the Full version of my SparklingWorlds mod. I might release it as a standalone but I have to investigate how to do it properly. I'm quite fatigued now though and will probably take a break from modding until after the weekend. I never thought modding-burnout might be a thing until now ;D

Enjoy the mod and give me some feedback on how you like it.

TastyCookies

Thanks for your hard work and the update, I'll be sure to try it out and give feedback on the Sparkling Worlds thread. You've earned yourself a great rest :)