RimWorld

RimWorld

What if we COULD survive on the ocean biomes?
We could have, like, at least a small-medium boat, as the three "crashlanded" survivors, because they were above an amphibious planet, the Rich one, would have at the least a medium boat, or a yacht, because he was yachting at the planet promptly before his ships communication broke, leaving him stranded, all alone, because thats what people on yachts do.*

Tribe scenario, would have a small wooden raft. You can expand on all of these, but you'd have to have either powered air-pumps, or like, something bouyant to support everything, like the whole roof collapse thing. The only good power source would be, i guess solar panels, and i don't really know if you could use wind turbines. Sometimes, a huge wave would hit, maybe damaging some stuff, and knock people over.

*Not really.

Good idea, or not?
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Showing 1-15 of 15 comments
Agent spacetech Nov 28, 2016 @ 5:21pm 
Or, maybe, its just an island.

And you'd successfully be able to integrate fishing, maybe?
Boink (Banned) Nov 28, 2016 @ 5:32pm 
Cool idea, get modding.

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
Agent spacetech Nov 28, 2016 @ 6:00pm 
Really? This is the first time i've EVER heard someone congradulate me on something. Thank you. I'll get right to it.
Boink (Banned) Nov 28, 2016 @ 6:05pm 
Originally posted by Agent spacetech:
Really? This is the first time i've EVER heard someone congradulate me on something. Thank you. I'll get right to it.


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.
Agent spacetech Nov 28, 2016 @ 6:06pm 
Done posting on forums, i'll link it in comments.
Agent spacetech Nov 28, 2016 @ 6:06pm 
Ah, waterworld! thats a great name!
Nick Vascuas Nov 28, 2016 @ 6:08pm 
If there was a map editor, it would either be similar to the current beach maps, or one large map with water on all sides. You can sorta do it already with a beach spawn.
Agent spacetech Nov 28, 2016 @ 6:09pm 
I mean, sure, but is that truly ocean? That is just an island. If we were to survive on an oceanic biome, we would require rafts, or boats. Perhaps a dinghy, but those are small.
Boink (Banned) Nov 28, 2016 @ 6:11pm 
Originally posted by Agent spacetech:
Really? This is the first time i've EVER heard someone congradulate me on something. Thank you. I'll get right to it.

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.
Agent spacetech Nov 28, 2016 @ 6:13pm 
Hey, what do you think of this idea, of sending people out on a small boat, or a dinghy perhaps, looking as in alpha 16 we can send caravans. But, we could then send people to search/salvage shipwrecks, or trade/sink other water-faring people?
Boink (Banned) Nov 28, 2016 @ 6:17pm 
And... ♥♥♥♥♥♥♥♥♥.

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

Boink (Banned) Nov 28, 2016 @ 6:18pm 
Originally posted by Agent spacetech:
Hey, what do you think of this idea, of sending people out on a small boat, or a dinghy perhaps, looking as in alpha 16 we can send caravans. But, we could then send people to search/salvage shipwrecks, or trade/sink other water-faring people?


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.
Agent spacetech Nov 28, 2016 @ 6:19pm 
And, civilization 6 did just come out... I'm not too certain what Dune Civ mod is about, but you get faith, you give faith. You could turn this into one of the mods that makes it on the big ol' workshop thing before you launch the game. You scroll down, you know what im talking about? That could be you! Maybe me. maybe.
Boink (Banned) Nov 28, 2016 @ 6:24pm 
Originally posted by Agent spacetech:
And, civilization 6 did just come out... I'm not too certain what Dune Civ mod is about, but you get faith, you give faith. You could turn this into one of the mods that makes it on the big ol' workshop thing before you launch the game. You scroll down, you know what im talking about? That could be you! Maybe me. maybe.

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.
Last edited by Boink; Nov 28, 2016 @ 6:38pm
Ayla Nov 29, 2016 @ 2:28am 
I imagine stranded on an island, very small (like 20x20 but that's because I go solo), you can grow trees and build jetties, mining could be done via something like the deep mining from both vanilla and Industrialisation, either that or you can underwater dig and shallow water becomes deep, deep can be filled in using stone supports to make it shallow and shallow to make stone floor. But how to get stone? Mining the shallow, every shallow mined gives a chunk, support costs 5 (like walls) so you should be able to make a bit under (cause of metals) double the shallows into land (only have a small amount of shallows), then the drilling can begin, it requires research and maybe you could have a crappy drill at first, you can mine a lot of types from it (fewer for the crappy one) but it's expensive to run (maybe 1000W) and requires an operator (maybe just the low tech one), you can get fairly small amounts of ores and stuff from it and also, chunks, this allows expansion again, traders... future feature.

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).
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Date Posted: Nov 28, 2016 @ 5:21pm
Posts: 15