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It's easy. Get in there and give us some mods!
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# ? Oct 7, 2014 07:47 |
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# ? Apr 20, 2024 03:23 |
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My understanding is that, graphics and sounds notwithstanding, it's largely handled by XML and perhaps some Lua scripting.
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# ? Oct 7, 2014 07:48 |
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Demiurge4 posted:How easy is modding in this game? I'm kind of disappointed about the lack of big mods/modpacks that change more than a handful of things. Like there's all kinds of mods that add cool things but what I want is themed mods I can just get in one download that gives me everything Might try and do it myself as a project on my weekends. It's all done in C#. Download Visual Studio Express and open the assembly / unity engine DLL's. You can even download a quick little .sln file to make it simple. I'm working on creating migrant waves, where based on your town's worth and friendliness with colonies you'll get migrants. Then I realized I'd have to balance it with more pirates and poo poo. You can do more basic non-source hacking with Lua and XML editting though.
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# ? Oct 7, 2014 08:56 |
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My 70 year old lady called snotface who had double cataracts.. things just kinda went from there... deebo fucked around with this message at 10:39 on Oct 7, 2014 |
# ? Oct 7, 2014 10:34 |
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Is there any way to specify mod precedence? I noticed that extended surgery mod breaks the zombie apocalypse mod for whatever reason.
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# ? Oct 7, 2014 12:29 |
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deebo posted:My 70 year old lady called snotface who had double cataracts.. things just kinda went from there... I did the same to my little old lady! Mecha-nanna! She was a techophile though and got a very nice mood buff from it.
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# ? Oct 7, 2014 12:55 |
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deebo posted:My 70 year old lady called snotface who had double cataracts.. things just kinda went from there... oh wow, so they are exploratory tunnels to do things like find the steam geyser for your generator?
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# ? Oct 7, 2014 13:32 |
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And sometimes rare minerals, or you can discover a hidden valley that makes a nice defensive position. I tend to play almost exclusively out in the open, and make digging out a mega base in the mountainside my "Let's see how ridiculous I can run this poo poo into the ground" project.
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# ? Oct 7, 2014 13:47 |
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It's not possible to dig downwards, is it?
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# ? Oct 7, 2014 14:10 |
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Tias posted:It's not possible to dig downwards, is it? Z-levels aren't a thing, no I'm not sure if its planned though, when DF did it it kinda came out of the left field for me with a whole lotta "whoa!"
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# ? Oct 7, 2014 14:20 |
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Stele007 posted:The accuracy in this game is pretty silly sometimes. This colonist with a 13 skill in shooting and no impairments is unable to hit a stationary turtle in shock that is literally a foot away. I gave up after 10 bursts or so and just had her grab the snake that she killed while trying to kill the turtle. If you select your shooting colonist then hover over the tortoise it gives you a little breakdown of chance to hit based on target size, cover, weapon, etc.
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# ? Oct 7, 2014 14:36 |
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Demiurge4 posted:Z-levels aren't a thing, no I'm not sure if its planned though, when DF did it it kinda came out of the left field for me with a whole lotta "whoa!" So far as I know it's explicitly not planned as it would add a new layer of complexity to the game.
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# ? Oct 7, 2014 15:05 |
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Yesterday I followed that link in the menu to Tynan's blog. This one. I have to say, this dude blew my mind a bit. Some of that stuff on the first page, but really at the bottom there.. that post about The Simulation Dream. I was just skimming and I found myself reading the whole thing.. continually thinking 'yeah, that's exactly right'. Rimworld being as good as it is isn't a mistake, you can read as he goes into (at times perhaps excessive) detail about his processes and thoughts. Quoting design decisions from Ultima Online was always going to win points with me but as he goes into detail on the concept of apophneia I have to appreciate his perspective. His prototyping logic in development, don't spend time polishing just get new ideas in, quick and dirty and see how they fly.. keep doing that until you hit something that is obviously good.. seems to make a lot of sense. Glad to give my $30 to this guy. edit: ha gently caress, I've never even considered writing a mod but I have the skills and background.. he kinda makes me wanna try it for Rimworld Tony Montana fucked around with this message at 15:16 on Oct 7, 2014 |
# ? Oct 7, 2014 15:14 |
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While I've done some light modding before, you can add a lot of simple things to rimworld pretty quickly with very little foreknowledge. You can add plenty of gameplay changes just by modifying the xml files to add new things for people to use, new things you can build, new things you can craft, and you can play with costs and skill limitations to add whatever progression you want. If you've got an idea for a mod, go for it. I wish my damned copy of photoshop worked properly so I could do more of it myself.
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# ? Oct 7, 2014 15:19 |
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Tony Montana posted:Yesterday I followed that link in the menu to Tynan's blog. This one. https://en.wikipedia.org/wiki/Agile_software_development You might be surprised how much of the games industry, even in big studios, follows a similar philosophy. The iteration often happens in ways that aren't externally visible.
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# ? Oct 7, 2014 15:36 |
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Yeah, content stuff is extremely easy as you can copy chunks out of the Core folder in /Mods/. Make sure you keep the base classes, as they don't get referenced between the files very often. For \Defs\ThingDefs\Weapons_Guns.xml the base classes are BaseGun, BaseHumanGun and BaseBullet - delete everything else and add your custom stuff as you please. I've spent the morning creating some custom embrasures and bean-bag turrets to deal with mechanoids (they have high piercing resist, but much lower crushing resist) as I try to figure out the system. Bionics are probably the most complicated content to modify at the moment, as you have to create the items, the health effects and the operations (humanoid and recipe classes). They're also very, very easy to make unbalanced. Cumulative thirty percent work rate improvements are nothing to be sniffed at. Making system changes such as how turrets explode or making weapons require ammunition is a lot trickier and would probably require DLLs, but if you just want to add new items, materials and recipes it's a very friendly system.
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# ? Oct 7, 2014 15:38 |
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Does anyone have a list of melee weapons? The wiki only lists ranged stuff and I'm curious. This is what I've seen so far. Wood Chunk- Crush Damage 8 Shiv- Pierce Damage 8 Knife- ? Short Sword- ? Club- Crush Damage 14
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# ? Oct 7, 2014 16:02 |
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Leif. posted:https://en.wikipedia.org/wiki/Agile_software_development Mm, yeah, now you say it I remember having this drilled into me back in Uni in like 2001. I liked his stuff about apophneia though.
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# ? Oct 7, 2014 16:09 |
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winterwerefox posted:Does anyone have a list of melee weapons? The wiki only lists ranged stuff and I'm curious. This is what I've seen so far. Are you counting prosthetics if so: Claw hand -?? Scyther Knife Protusion -pierce 16? Also next update it's all gonna change: changelog posted:Melee weapons can now be made of stuff. Reworked stats system and added melee damage and agility stuff stat factors.
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# ? Oct 7, 2014 16:42 |
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Geokinesis posted:If you select your shooting colonist then hover over the tortoise it gives you a little breakdown of chance to hit based on target size, cover, weapon, etc. Oh, thanks, I had no idea. I'm guessing turtles have some insane cover bonuses, especially when prone.
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# ? Oct 7, 2014 18:01 |
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Stele007 posted:Oh, thanks, I had no idea. I'm guessing turtles have some insane cover bonuses, especially when prone. Turtles are small, so they are hard to hit, and they also have a strong natural resistance to bullets and blades so about 50% of your shots won't do anything.
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# ? Oct 7, 2014 18:04 |
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Stele007 posted:Oh, thanks, I had no idea. I'm guessing turtles have some insane cover bonuses, especially when prone. The hover only shows chance% to hit like so: The main reason turtles take ages to kill is the have natural resistance, if you select one and click the info tab it shows this: 50% Piercing resist and 30% blunt.
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# ? Oct 7, 2014 18:09 |
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Yeah tortoises are annoying as hell, especially if they're the target of an all animals driven crazy event. For weapon damage list, spears do 15 piercing. I'm kind of surprised at how nice melee is in this alpha. I've taken to positioning a few melee guys behind a corner at the tunnel that feeds in to my valley, anyone that manages to make it through the sniper fire just eats clubs or spears. Hoping throwing weapons see a nice buff and increased variety in the future. Some form of AI check that will stop guys from throwing grenades at the one brawler that ran up to the rifle nest would be welcome. Skaw fucked around with this message at 19:33 on Oct 7, 2014 |
# ? Oct 7, 2014 19:29 |
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That tech tree minami mod is pretty crazy, in both good and bad ways. Good because it adds more progression, bad because you have a ton of intermediary crafting steps. To make a lamp you have to craft light bulbs One thing I'd really like right now is to be able to equip my guys with both a tool and a weapon. That would be nice.
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# ? Oct 7, 2014 19:49 |
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I wish colonists wouldn't be such huge loving babies. Oh you are depressed because you had to defend yourself? I'm sorry maybe gently caress off pussy. The game needs a "order colonist to sleep" button so the mental breaks will stop isntead of depressed idiots standing there doing the thing they hate over and over.
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# ? Oct 7, 2014 20:11 |
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Sylink posted:I wish colonists wouldn't be such huge loving babies. Oh you are depressed because you had to defend yourself? I'm sorry maybe gently caress off pussy. You sound like a lot of fun to be marooned with on a hostile planet.
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# ? Oct 7, 2014 20:24 |
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Look, start with some hard bitten colonists, only take in those that are sanguine, optimistic and not Too Smart, neurotic, etc. and use the rest as "organ donors."
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# ? Oct 7, 2014 20:29 |
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There is no way to create plasteel on your own, is there?
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# ? Oct 7, 2014 20:45 |
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Tony Montana posted:Yesterday I followed that link in the menu to Tynan's blog. This one. Dude, do it! We could use more mods made by competent, smart individuals! Find something you think would be good to add to the game, even if it's superfluous, like additional types of items within the context of what exists (like more lights, beds, turrets, walls, to name a few that're already done but could serve as an example of easy first mods to do) and get it done! Hell, Goons could help out with brainstorming, too. It doesn't have to be all a lonesome effort.
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# ? Oct 7, 2014 21:08 |
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bonds0097 posted:You sound like a lot of fun to be marooned with on a hostile planet. I understand they might be upset but I don't think reacting to a situation by running into a horde of enemies to die is a solution most people would use even if they were stressed out.
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# ? Oct 7, 2014 22:20 |
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I gave this guy $30. I have no clue what I'm doing.
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# ? Oct 7, 2014 22:44 |
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IAmTheRad posted:I gave this guy $30. Capture natives, harvest organs, sell them to traders, buy bionic parts. Create a town of bionic superhumans.
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# ? Oct 7, 2014 22:49 |
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Tias posted:There is no way to create plasteel on your own, is there? You can mine raw plasteel chunks, but the only use I've found for it is as a trade good and making very strong walls if you're short of stone for some reason.
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# ? Oct 7, 2014 22:58 |
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Popular Thug Drink posted:You can mine raw plasteel chunks, but the only use I've found for it is as a trade good and making very strong walls if you're short of stone for some reason. Plasteel is still somewhat flammable though. I use it with the surgery mod to build bionic superpeople.
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# ? Oct 7, 2014 23:17 |
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Popular Thug Drink posted:You can mine raw plasteel chunks, but the only use I've found for it is as a trade good and making very strong walls if you're short of stone for some reason. That and ship parts.
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# ? Oct 7, 2014 23:36 |
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One of my colonists in a game of Rimworld I played yesterday was named Douglas "Black" Black, last name shown as his tag, who was a Winger (the rugby position). Guess who showed up as one of the buyable slaves in my current game? I freed him because he ruled last game. Poor guy, I dunno what happened to him between that game and this one, but I'm just glad he's in a better place with us, on a successful colony. I even captured my first sieger!
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# ? Oct 8, 2014 00:22 |
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I'm beginning to think some things are seeded. I just had a (now zombiefied) Norman Osbourne, Scientist. He had the nervous attribute.
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# ? Oct 8, 2014 00:29 |
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They are.
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# ? Oct 8, 2014 01:03 |
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My entire colony died as a battery next to my dorm exploded because it got rained on. Only because the shelter wasn't done building yet and it started to rain.
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# ? Oct 8, 2014 01:03 |
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# ? Apr 20, 2024 03:23 |
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IAmTheRad posted:My entire colony died as a battery next to my dorm exploded because it got rained on. Only because the shelter wasn't done building yet and it started to rain. A general piece of advice is not to put anything flammable or explosive near the dormitory. Also try to put the dormitory under a mountain when possible.
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# ? Oct 8, 2014 01:04 |