RimWorld

RimWorld

RimWorld Workshop
Mods and scenarios for RimWorld. Mods can also be found at the Ludeon forums at ludeon.com/forums
Artfactial Feb 17, 2020 @ 3:02am
Star Wars- Speeders and Starfighters: Vehicles Framework Mod
Hello there,
I have been planning a Star Wars vehicle mod for the upcoming Vehicles Framework by Smash Phil. I'll describe the current plans, followed by some of the design decisions and problems needed to be addressed in these early stages of development.
I though that having a more organized location to discuss this would be good. If you want to discuss the mod and the development of this add-on/expansion you're welcome to join the Starflight Creative Discord.
https://steamcommunity.com/workshop/filedetails/?id=1845423808

https://steamcommunity.com/sharedfiles/filedetails/?id=1998482858

Feature Plans:
-A chronological research path covering ships from the High and Galactic Republic(Pre-Ep. I) , through to the Final Order(Ep. IX). This ensures an increase in power/capability over time and enables for Scenario starts to be dropped in for a specific period or faction, restricting the vehicles for that era.
- The Concept Tech Tree has over 200 ships and vehicles (limited to 50m in diameter) but includes future Landspeeders and Aquatic vehicles, all arranged by their respective manufacturers.
-The Beta release I’m aiming for will include all Incom Corporation, Kuat Drive Yards, Sacul Industries and Koensayr Manufacturing ships, totaling to about 38.
-Ships will be constructed using SW manufacturer specific and generic parts.
-Ships that are destroyed will leave a wreck that can be scavenged/deconstructed to yield these components/parts. Combined with rarity factors and junk traders this will make for a fun scavenging economic to find just the right parts for your ship.
-The Beta release will include an experimental Dry Dock system where the ships will be constructed allowing for greater recipe freedom and fun things like under construction ship visuals.
-All of this is being worked towards an early beta, you can follow the progress on this Trello page https://trello.com/b/VMykVKCi/srts-star-wars-worksheet; I am fully open to ideas, suggestions and constructive critique.:)

https://steamcommunity.com/sharedfiles/filedetails/?id=2296239419
X-Wing evolution as they will be unlocked through tech progression.

Design decisions, let me know what your thoughts are on these:
-SW Mod Dependencies: I’m fairly sure I’ll want to make use of Outpost 21’s Outer Rim framework to spare me a lot of trouble. Not having faction and tech incompatibilities or duplicates with these mods would be great. Future scenario's could use on Jango D’soul’s JDS Star Wars mod, dependent on what Factions the Outer Rim framework introduces.
I am not fully comfortable with making this add-on thing dependable on multiple mods, though. What are people’s thoughts on dependencies?
-Production: Ship manufacturing in SW is a recourse and tech-heavy business. You either buy from manufactures (Empire, First Order) or cobble together ships from scrap (Rebels, Resistance, pretty much most outer-rimmers).
My idea is to use a ‘ship-parts’ system, like the one used in Battletech. The parts themselves could be scavenged, from shipwrecks or traded, perhaps in some cases made by yourself at a high cost. Many SW ships have canon monetary values to which ship part value can be linked.
In the end I have gone with:

-Manufacturer specific parts for ship building: ae. A TIE/sa Bomber would require ‘5 Sienar Fleet Systems parts’.
This will make for an economy where ships from Manufacturers with many different ship types and models would be easier to produce and procure. The economy will favor these parts, regardless of ship use. Rarer and more niche ships manufacturer parts would be harder to come by. Rarer, older (High Republic) and overpowered ships will use additional rare tech to unlock and build.

-Research: the idea is that you acquire the knowledge to build the ship types, not so much design them yourselves. The planned research tree is chronological and Manufacturer based and currently includes prototypes for most big lines where possible (ae. TIE-advanced, Blade Wing Prototype), which doesn’t fully make sense in this mind-set or in lore. Is this something people would like?
As this manufacturer-based progression system is not ideal at guiding players through what path leads to what ships I'll strongly reccomend players use a tech-tree mod to make full use of their search functions and the detailed descriptions of the ships/technodes.

-Workflow: This is something I will probably have to work out myself but there are two options:
I am implementing one ship line at the time having to only make the different adjustments between models, making for a faster workflow but incomplete and fractured faction rosters for a long time.


Current ships (partially)implemented:
T47 Airspeeder, T47 Snowspeeder,
R22 Spearhead, RZ-1 A-Wing, RZ-2 A-Wing
Detla-6, Delta-7, Detla-7B, Eta-2 and Alpha-3
BTL-B Y-Wing, BTL-S3 Y-Wing, BTL-A4 Y-Wing, BTL-NR2 Y-Wing
UT-60 U-Wing, BT45 U-Wing
StarSpeeder 1000 and 3000 And Star Commuter 2000.
Z95 AF-3, AF-4 and Clone variants.
T-65B, T-65C A2, T-70 and T-85X-Wings.
Rainhawk-Class and Firespray-31-Class.
LAAT, LAAT C and LAAT/Le
T-16 Skyhopper
X34 Landspeeder
SS-54 Assault ship(two variants)

WIP Techtree v0.012:
https://steamcommunity.com/sharedfiles/filedetails/?id=2501555349
Last edited by Artfactial; Jun 13, 2021 @ 12:42am
< >
Showing 1-15 of 74 comments
Artfactial Feb 18, 2020 @ 12:18pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2032271274

Version 0.04 draft of the chronological Tech tree.
Last edited by Artfactial; Mar 23, 2020 @ 1:33am
Artfactial Feb 20, 2020 @ 12:56pm 
First full production line run-trough Wip, the BTL Y-Wing series.
https://steamcommunity.com/sharedfiles/filedetails/?id=2002562331
Artfactial Feb 29, 2020 @ 12:34am 
Incom Delta-class line and Z-95 in Republic, Clone and Rebel variants.
https://steamcommunity.com/sharedfiles/filedetails/?id=2009492937
Artfactial Mar 6, 2020 @ 9:21am 
So it has been suggested, and I'm very interested, to have the ships be build in 'Drydocks' so that , in essence you'd make a minified/uninstalled version of the ship on a crafting bench. This bring a lot of fun recipe options to the table and I'm exploring the possibilities. As well as provide nice 'under construction' ship graphics.
As I currently think to include ships up to a 100 meters there would have to be drydock sizes large enough to roughly accomodate them. For this I'm currently looking at 6 or 5 sizes of dry docks which would get their own research branch.
As it stands there is a few manufacturer tech trees that start off with pretty large ships. This would make entry into those tech trees harder so I'll be looking into how to best go around that, if I should choose to go with the Drydock system.
https://cdn.discordapp.com/attachments/683802841344638985/685524754983419928/Drydock-Buildings-SizeTest.png
Desert Orchid 1 Mar 6, 2020 @ 10:27am 
Im start a new playthrough with just your mod to test and ill get back to you :when they are ready then)
Last edited by Desert Orchid 1; Mar 6, 2020 @ 10:40am
Artfactial Mar 6, 2020 @ 10:29am 
Awesome! I'm still planning the mod out and creating the ships so an alpha/beta release is still a ways off, but I'll let you know.
If you've got any suggestions or ideas: now's the time since it will be harder to change thing with the systems in place.:)
Artfactial Mar 6, 2020 @ 10:36am 
There is nothing to test yet...;)
Sorry. I'll try to get to a testable release soon.
Desert Orchid 1 Mar 6, 2020 @ 10:40am 
Originally posted by Artfactial:
There is nothing to test yet...;)
Sorry. I'll try to get to a testable release soon.

;( Well Ill try em out asap
Artfactial Mar 6, 2020 @ 10:54am 
Cool. glad you're looking forward to it.:3
First test release will probably be of Incom and Kuat Drive Yards ships, but don't pin me down on it yet.;)
Artfactial Mar 20, 2020 @ 8:31am 
For those wishing to keep track of my path to a beta release: here's a Trello I'm keeping to guide me there.:)
https://trello.com/b/VMykVKCi/srts-star-wars-worksheet

Also, here's a size overview of some of the Clone War Era ships:
https://steamcommunity.com/sharedfiles/filedetails/?id=2026400279
Last edited by Artfactial; Mar 20, 2020 @ 8:32am
Desert Orchid 1 Mar 20, 2020 @ 10:07am 
Originally posted by Artfactial:
For those wishing to keep track of my path to a beta release: here's a Trello I'm keeping to guide me there.:)
https://trello.com/b/VMykVKCi/srts-star-wars-worksheet

Also, here's a size overview of some of the Clone War Era ships:
https://steamcommunity.com/sharedfiles/filedetails/?id=2026400279
Nice
Bobdolemite 8 Mar 21, 2020 @ 1:29pm 
This is awesome, love the artwork. I play a heavily modded star wars list this will be so much better than the stock SRTS. Can't wait till this is ready. Keep up the good work.
Desert Orchid 1 Mar 21, 2020 @ 2:44pm 
Originally posted by Bobdolemite:
This is awesome, love the artwork. I play a heavily modded star wars list this will be so much better than the stock SRTS. Can't wait till this is ready. Keep up the good work.

1.1 list or nah?
Artfactial Mar 22, 2020 @ 12:35am 
Awesome to hear!:)
I am planning to make use of Outer Rim and maybe have my mod be dependent on it, it's an incredible recourse.

I've updated the OP with clearer features and plans.

Currently I'm working on the T-16 Skyhopper and contemplating creating T-15 and T-17 models as well to keep with the running gag and give players an option to have a cheap, small and fast airspeeder at different levels with possibly the ability to upgrade them.
Bobdolemite 8 Mar 22, 2020 @ 11:58pm 
Nice, feels very true to the universe. Your idea of adding different eras of ships will really increase replayability and scenario based plays. Let me know if you ever need help testing, id love to help any way I can. Sidenote if you ever do a clone wars era theme id personally love to see: belbullab 22 (grievous starfighter) =P

@Sir Sean - I removed the mod list since I didnt want to clutter up this thread. Shoot me a PM and I will send the updated list. The 176 Modlist was more of a "everything and the kitchen sink" testing run. It was laggy @ around 25 colonists so I trimmed it down to 141 and took out a lot of the heavy mods. So far so good on the latest run.
Last edited by Bobdolemite; Mar 23, 2020 @ 12:06am
< >
Showing 1-15 of 74 comments
Per page: 1530 50

Date Posted: Feb 17, 2020 @ 3:02am
Posts: 74