[Mod] (Alpha 5D) Rimworld Extended v0.8

Started by Chiko, July 21, 2014, 05:41:20 AM

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Chiko

This mod adds new content to the game and changes some vanilla features. These changes make the game harder and they extend/slows the technological progression of your colonists to make players take a bit longer to reach the ideal settlement.

RESOURCES
Buildings now require mostly manufactured resources instead of raw ones and most of them are also sold/bought by traders as well. Wood Planks, Metal Bars, Animal Hides, Leather, Cloth, etc. Early campaigns get harder because of this.

APPAREL
Most of these can now be crafted in the Tailor Table or destroyed in the Furnace. There's also a new armor, Leather Vest, which is a bit weaker than Armor Vest but can be manufactured.

WEAPONS
Most weapons have been rebalanced and given more simple names. There are some new ones like the Revolver and Submachine Gun.

MEALS
Made some changes to them. Most of them have new names, graphics and descriptions but there is new stuff like Slop Meal, which is quite nasty.

BUILDINGS
Some of the vanilla ones have been replaced and I also added a couple more. They can do more things than before like apparel and basic weapon crafting. There's also new furniture and security buildings.

RESEARCH
Most of the buildings need to be researched now so you start with very basic tech like turrets that need to be manned like the mortar ones. There are also new tech to research.

Screenshots:





TIPS
-The first thing you will need to build is a Basic Workshop. It's the working station you need to build planks, stone blocks and metal bars, which are needed in all buildings and most crafting recipes. Failing to build one at start might hinder your development for months, or you will depend on those random crash pods with resources.
-The Butcher Table can also produce meals. It's of horrible quality but it's still better than raw food in the early game.
-Trading can really make a difference now since building and crafting need manufactured resources, so it's a good choice to make a Comms Console and a Trade Beacon instead of a Research Table and other metal requiring buildings.


PLANNED FEATURES:

Hide Coats: These will be early versions of the duster or jackets, offering less protection and affecting movement more.

Sling: An improvement to throwing rocks by hand with increased range and damage. These will be carried by tribesmen.

Leatherworks Table: As the name suggests, this will be the workstation to turn hides into leather and leather apparel crafting. I will only implement this if I create too many leather items for the Tailor Table, though.

Weapons Rebalance: I want to make weapons even more unique, with advantages and disadvantages. For instance, long range weapons could be really accurate at long range but not at close range or add movement penalties to heavy weapons, which usually deal a lot of damage.

AI Chip uses: So far, they can only be used to build autonomous sentry turrets but I want to add more uses for them. I could add autonomous Mortar Turrets or maybe make them a required ingredient to build food dispensers. I saw some player controlled mechanoid mods around here, which are good ideas but adding new playable "races" need dll handling, which I have no idea about.


DOWNLOAD LINKS:

Normal Version
http://www.mediafire.com/download/7c43wlp6dcir432/RMExtended08.rar
Copy the mod folder inside and paste it in the mod section inside the game.

Compatibility file for Colonist Creation Mod
http://www.mediafire.com/download/6bt6677q86jxw53/RMExtended-CCM02.rar
Copy the Defs folder inside and replace it with the one inside the CCM.

Spare74

#1
I'm downloading it, gonna give it a try.

edit: I played it a little bit, the fact that you need to research to smelt the metal ore is kinda hardcore because it makes you run arround the map to collect scrap while you're researching...
that was my 1st piece of feedback

Dr. Z

Sounds really good to my on paper, will try it with my next colony, but I wonder if you could add a list of planned features since this is labeled as 0.1.
Prasie the Squirrel!

Chiko

Quote from: Spare74 on July 21, 2014, 08:21:37 AM
I'm downloading it, gonna give it a try.

edit: I played it a little bit, the fact that you need to research to smelt the metal ore is kinda hardcore because it makes you run arround the map to collect scrap while you're researching...
that was my 1st piece of feedback
Yeah, it's usually a crawl for me early in the game because of that. I was wondering if more people would feel it like that. Most of the buildings need Metal Bars but I'm thinking about making them mid game materials, meaning I'm thinking about adding crude buildings that only need a minimal amount of metal but more Stone Blocks and Planks. I'm also open to suggestions in this regard.

Quote from: Dr. Z on July 21, 2014, 11:21:38 AM
Sounds really good to my on paper, will try it with my next colony, but I wonder if you could add a list of planned features since this is labeled as 0.1.
Sure. I'll add the list between the Tips and the Download Link. There are some things I'm working on right now and a lot more I have in mind. Most of them will probably require dlls, which I'm not familiar with, though. :P

Spare74

where do you make the cloth bolt needed to build a bed ? I though it would be on the tailor bench but it's not.

Chiko

Quote from: Spare74 on July 21, 2014, 11:57:00 AM
where do you make the cloth bolt needed to build a bed ? I though it would be on the tailor bench but it's not.
I haven't implemented that yet. You can only buy them from Industrial Traders for now. They might also be dropped by random crashing pods. Might be a good idea to butcher animals to also skin them to make Hide Beds early in the game.

Dr. Z

QuoteRaw Materials Trader: I have no idea if it's possible to add a new Trader Ship but if it can be done, this one will trade them with you.

It's possible, but only for resources which is the case here I think. Just copy paste a trader from core and replace name and goods.
Prasie the Squirrel!

Chiko

Quote from: Dr. Z on July 21, 2014, 12:55:31 PM
QuoteRaw Materials Trader: I have no idea if it's possible to add a new Trader Ship but if it can be done, this one will trade them with you.
It's possible, but only for resources which is the case here I think. Just copy paste a trader from core and replace name and goods.
Thanks! I will see if it works. this will be added in the next update if it does with no problems.

Chiko

Update time, lads. This update addresses the problem with not being able to manufacture cloth, which is no longer the case and it also add some extra stuff:

-Butchering and skinning Muffalos takes a bit longer but it will also yield Fiber Bundles, which can be turned into Cloth Bolts in the Tailor Table.
-Turning Hides into Leather now yields a bit more.
-Added Assault Shotguns. They are faster and slightly more accurate than pump-action Shotguns.
-Rebalanced revolvers and pistols with higher firing speed and pump-action shotguns to be slower.
-Added a new trader ship, Raw Materials Trader.  It will trade Logs, cheap planks and stone blocks, and metal ores.
-Renamed Food Trader ship to Agricultural Trader, which also deals with fiber and hides besides food.
-Industrial Trader has no discounts in planks and stone blocks but it might have a bigger stock of them.

Download link in the main page. :3

Chiko

What do you lads think about adding uranium as requirement is some buildings? For instance:

Battery
50 Metal Bars
30 Uranium

Fertilizer Pump
25 Metal Bars
20 Uranium

Improvised Turret
60 Metal Bars
25 Uranium

Explosive Mortar
200 Metal Bars
50 Uranium

Incendiary Mortar
200 Metal Bars
75 Uranium

Sentry Turret
90 Metal Bars
50 Uranium
1 AI Chip

forsaken1111

What would be the purpose of adding uranium to their costs?

How about a new class of lights which use radioactive decay lighting? Uranium isn't really the best material for it but it would work. 10 Uranium and 25 Metal to make a light that requires no power? Would be nice for lighting up the map outside.

Chiko

#11
Quote from: forsaken1111 on July 22, 2014, 01:55:13 PM
What would be the purpose of adding uranium to their costs?
To simply make reaching top tech a bit harder. The more the high tech is the item, the more exotic materials it should need. Wood and Stone will be the most low tech requirements for buildings and stuff. Metal will be in the middle. Uranium, which is used in a lot of things, like weapons, armor, tools, power generation and shielding, will be needed in more advanced tech.

Quote from: forsaken1111 on July 22, 2014, 01:55:13 PM
How about a new class of lights which use radioactive decay lighting? Uranium isn't really the best material for it but it would work. 10 Uranium and 25 Metal to make a light that requires no power? Would be nice for lighting up the map outside.
I read something similar to that in wikipedia, when I needed a quick idea about this. Radioactive Glazes in materials like glass and pottery or for glow-in-the-dark dials in equipment using an uranium waste called radium.

About your idea and what I just mentioned, though. What about glowing tiles and walls? I dunno if it's possible for them to generate light but maybe I could try and if it works, they should generate like a little amount of light on their own but maybe enough to give a dim illumination in a room to negate the darkness penalty in your colonists, perhaps?

Edit: It can be done with walls but not with floor tiles. I can do this with a lot of things, tough, like glowing tables, chairs and maybe beds. :P

There's only one problem... they need to be powered to work. Otherwise there's no glow at all.

Chiko

Scratch that, actually. There's a way to make these walls glow without having to be connected to the power grid.

Interestingly enough, these "radium walls" are somehow shielded against solar flares, which is actually an unexpected property of this new kind of lighting.


I will add a new research, Radium Lighting. Which will unlock these radium walls, radium lamps and maybe radium furniture.

Dr. Z

I like the idea of uranium being requiered for high tech-buildings, but there should be a way to refine it and you should make the improvisesd turret better if you desing it for late game.
Prasie the Squirrel!

Chiko

Quote from: Dr. Z on July 22, 2014, 04:10:18 PM
I like the idea of uranium being requiered for high tech-buildings, but there should be a way to refine it and you should make the improvisesd turret better if you desing it for late game.
I always got the idea uranium in this game was already refined since you can only buy it. I'll think about that.

Also, what do you mean with making improvised turret better? I forgot to mention this in the main page but the turrets actually do more damage than the vanilla ones. :P
Improvised Turret also doesn't need power, it works like the mortars, meaning you have to man them.

There an improved version of this turret, I called it Sentry Turret, which is what the original was, so it needs power, attacks automatically but does more damage. It also has a different look. I'm thinking about making automatic versions of the mortars too.