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And you'd successfully be able to integrate fishing, maybe?
This is 100% original suggestion which I've never seen before (Thinking - you'd have to mod the Z axis mining code to allow your pawns to find coral reefs / fish / recks etc - but the code allows it in A15 - so yeah, Hard like a Dune Mod, but possible).
You could easily mod in "floors" = "floating platforms" (i.e. you need a platform to build on as a ship / waterworld, and then give each floor a "weight" ratio so that you'd need better floating tiles to house the heavier tech etc) and use the 'shallow water' code linked to floors to allow pawns to "swim" next to your ocean based platforms.
Good work OP, seriously good idea.
~
Go over to here and make a post: the mod scene is crazy talented for Rimworld.
https://ludeon.com/forums/index.php?PHPSESSID=9d2bcdb1bca6911bc2fc6d1cf21bfdff&board=12.0
Yeah, but warning:
Every seriously cool idea - is ♥♥♥♥♥♥♥ HARD.
Follow that link - there are talented modders there who (if you're polite and listen and don't trash-talk) will help you out.
~
RimWorld: WaterWorld Mod.
Has a lot of promise.
p.s.
Never get disheartened - one of my first mods was a Dune Civ II (? I think) total conversion mod. Required heavy re-writing of the code and failed.
Later went on to make games... but that's 100% a mod for *any* CIV game I'd love to make.
Oh, and yeah: Don't give up. Rule #1: if you're not embarrassed / slightly laughing at your earlier work: you never improved. So, make it, shake it - but always hope that 20+ years later... you'll be a bit shamed by it. That's the real goal.
You learn 100% more from making crappy stuff that loving and helpful people will look over than anything else. Real Game Devs don't do internships: they make mods and then learn and then make their own stuff.
RimWorld Modding Community = seriously smart bears - have fun. But don't worry when they tear your stuff apart, that's part of the learning process.
p.s.
Made a few games - sadly never finished that (a long time later) Civ IV mod.
Who knows?
If EA / Firaxis hadn't become total muppets, I'd probably have enjoyed making that final mod in CIV VI.
I still have the entire tech tree / unit excel sheets / and modded movement code on an ancient 486.
Looking at it now - that was seriously kinky uses of the engine, and would have worked.
@OP - love you.
That reminded me why we make games.
GodSpeed Young One - and remember: make, break, grow: the dark path is fake, copy, hide.
Holy Crap - this stuff is great. 20 years on, I could now make a Dune Civ Mod perfectly ;p
Yeah-
Rule #5 in modding - always wait for the code before planning stuff.
If you don't have the code (or worse, don't understand it), you're just shooting rainbows.
Understand the code, then get making.
I've already hacked together a few mods for Rimworld pushing the boundaries.
Stopped because this was build 12 and we're on 16. Note: stopping is because code is code and Tynan has to finish first.
But yeah: you're going to see a full-on mutation mod hitting you when Gold goes live. Oh, and the Psychic Squirrels.
Rimworld is 100% where to learn to mod - it's a very friendly code base and you can either use the "non-technical" levels of XML or the deeper levels of hooked .dlls.
It's perfect to learn coding etc.
p.s.
The modding community have some serious coders there: so be nice, and you'll learn lots.
The other option is going for a floating platform like you said, scrounge together a crappy drill and then go to town on the seabed (oil rig style), the main issue is food, simple hydro is about 2-2.4kW, if they can make dirt (e.g. stone/gravel + food/corpses/feces) and put it on wooden pontoons then they can expand.
Also, might wanna wait for A16 to drop, I feel like there might be some BIG changes in it.
I'm keen on this (because I LOVE this kind of scenario) and I'm willing to help a bit with coding, though I don't have much time between my job, GF and actually trying to play Rimworld on occasion so it'd mainly be helping with the hard parts (forgot to mention, I'm a programmer by trade).