RimWorld

RimWorld

H.P. Lovecraft Storyteller V1.2 A16 [Deprecated]
107 kommentarer
Ryoma  [ophavsmand] 14. juli kl. 9:36 
***This mod is no longer being updated. Permission is granted to all modders to remix, recreate, and reuse. Everything I have created is yours. May it serve you well. ***
ottoalisio 16. okt. 2021 kl. 21:29 
Update this mooooddd
Bradley 29. mar. 2019 kl. 17:11 
will this mod be updated?
DioWithIt 11. juni 2017 kl. 9:55 
Well, time to subscribe.
DioWithIt 11. juni 2017 kl. 7:27 
I see, it's fine I can wait as well as the other fans of your mods, (p.s. it is now morning where I am)
Ryoma  [ophavsmand] 11. juni 2017 kl. 0:37 
@blackjacketrocco: Oh certainly my good man. Sorry, it's the afternoon here. I wouldn't expect it for another 6 hours.
DioWithIt 10. juni 2017 kl. 22:47 
Sorry typo in my last comment and I'm on mobile so... *no* instead of the second *know*
DioWithIt 10. juni 2017 kl. 22:46 
I don't know if you know this but it's currently night time where I'm at, and still know update ( I apologize if I was rude, or if it still day time where you are)
DioWithIt 10. juni 2017 kl. 6:22 
Well, that's great! Look forward to seeing this back. (and also the elder things, but that's a story for another time)
Ryoma  [ophavsmand] 10. juni 2017 kl. 5:12 
@blackjacketrocco:

Tomorrow? = D
DioWithIt 8. juni 2017 kl. 7:26 
Hey there how's it going? I was just wondering if you could give us like, a "release date" of some kind, so we know how long to wait?
MrJoery 28. maj 2017 kl. 4:57 
@Squidward Tortellini

Jecrell is working on updating the mods, just give him some time.
Michelin Man 24. maj 2017 kl. 18:21 
Is there going to be an update for A17?
Ryoma  [ophavsmand] 23. apr. 2017 kl. 17:17 
@EATIN' AINT CHEATIN'

The only mod order issue for Call of Cthulhu is that the Elder Things need to be below Humanoid Alien Races. Otherwise, you can put them in any order you like. =3
EATIN' AINT CHEATIN' 22. apr. 2017 kl. 14:33 
i have a load order question. should i keep all the call of cthulhu mods together one after the other in my load order or should i put the story teller with my other story teller mods and the factions mod with my other faction mod for vanilla factions only. does this mod alter vanilla factions or does it only create new ones? should these mods be loaded after the mods that do the similar stuff like the faction mods? modding confuses me lol. any insight would be much appreciated.
Ignore218 17. apr. 2017 kl. 11:54 
I should have read the comments before subing. still played with it for about 4-5 hours.
Ryoma  [ophavsmand] 11. jan. 2017 kl. 20:26 
@Flashgitz: As the sole programmer sitting down to code for the mod series, I'm sorry I never really revisited rebalancing this mod since last September. This storyteller isn't what I want, so much as it's what RimWorld is currently capable of with XML. I will be rewriting this one in C# sometime to act as it should. I don't recommend the storyteller as it is, but I don't have the heart to pull it from the workshop until I've redone it. You're hardly the first person to point this out.

Apologies.

Also if you are an enthusiast, please do check out our Discord community. We've got around 50 people throwing ideas around and making conversation about design.
https://discord.gg/ePKnqwR
Electric Meat 11. jan. 2017 kl. 18:00 
I apologize for not being able to give more positive feedback or ideas since again it'd be difficult to do a proper lovecraftian storyteller. Some ideas that I'm unsure of how they'd be implemented: caravans have chance to have cultist in them, cultist caravans sell tainted items of questionable origin, graves/corpses have chance to spawn ghouls that eat rotting corpses and attack living colonists/animals, rat infestations (aggressive, maybe work like the current bug infestations too?), something a la The Colour from Space (things get sick, go bad, die, e.t.c.). The minority of Lovecraft is Call of Cthulu monster stuff.
Electric Meat 11. jan. 2017 kl. 18:00 
I enjoy the other 'lovecraft' mods but the story teller feels overtuned and not terribly lovecraftian. The current way it works feels like more of a warrior esque story teller or a pop culture interpretation of cosmic horror without having read any of the books. It's difficult to be constructive when I'm not really sure how an actual lovecraftian/cosmic horror would even work in this game but raids upon raids upon raids and a constant influx of negative events doesn't really inspire cosmic horror but instead a bit of tedium (especially with the threat escalation picking up so quickly). Getting raided when the previous raid hasn't even finished fleeing is a little silly; it doesn't inspire an atmosphere for creeping terror. Reskinned into a warrior culture 'test your mettle' this would make for an excellent story teller. As it is this has little to no relation to anything lovecraftian.
Maxbiggy 9. jan. 2017 kl. 1:47 
@Jecrell Yeh i have them all :) great mods :)
Giant Space Hamster 8. jan. 2017 kl. 10:47 
Is this storyteller supposed to be so high paced even on the easy difficulties? I continuously get raids in batches of three. As soon as one is over, before the survivors have even gotten off the map, another raid comes, that happens in batches of three every single time. This is on "Some Challenge". I couldn't even get a break to heal between events on "Rough".
Common 7. jan. 2017 kl. 21:02 
Lol i played base builder difficulty on this story teller and a max point siege happened in the first 1 week :P
ArmoredStone 6. jan. 2017 kl. 17:36 
This storyteller just wants to kill you. Just cold-blooded murder. Randy ain't got sh*t on this guy lol
Ryoma  [ophavsmand] 6. jan. 2017 kl. 17:28 
@Eziky1982: All my mods, by design, are made to work by themselves. If you have more of my mods, they lock together like legos.

To answer your question directly, yes my monsters appear on other storytellers. =)
Maxbiggy 6. jan. 2017 kl. 17:15 
Do call of chtulu mosnters appear on other storytellers ? just curious . not that good at game so kinda not sure should try this suicide fest :D
ArmoredStone 5. jan. 2017 kl. 9:19 
Pirates, pirates, mechanoids, siege, pirates, psychic ship, toxic fallout+solar flare, pirates, manhunting pack of elephants, plague+malaria, heat wave, unscripted planet destroying weapon activates. Survived: 17 minutes
Ryoma  [ophavsmand] 24. dec. 2016 kl. 20:36 
Merry Cthulhumas to one and all!

If anyone feels in the spirit of (mis)giving, I've got a patreon open to justify to my family why it's a good idea to pursue the hobbies you love.
https://www.patreon.com/jecrell

Happy Horrordays!
ArmoredStone 21. dec. 2016 kl. 19:30 
Hope you can get this mod updated soon. I love the hardships this creates :3
Common 13. dec. 2016 kl. 23:50 
so much op
BadSJames 9. dec. 2016 kl. 15:11 
This is awesome, Rimworld could just as well be a group of travelers that get stuck on a Lovecraftian island. I love it.
唐 老师 1. dec. 2016 kl. 17:29 
haha thx
kespeppercorn 18. okt. 2016 kl. 1:22 
Just started a game using these mods, must say I am really enjoying it. They are well thought through and really add to the game.
nyx 30. sep. 2016 kl. 9:30 
great!
Ryoma  [ophavsmand] 30. sep. 2016 kl. 4:28 
@Nox: Yep! All of the Call of Cthulhu mods are cross-compatable with each other.
nyx 29. sep. 2016 kl. 10:30 
im assuming this is compatible with call of cthulu...
Ryoma  [ophavsmand] 25. sep. 2016 kl. 6:50 
@King in Yellow: Glad to help you make a good choice. RimWorld is my favorite game these days, so I love writing mods for a game I enjoy playing!
King in Yellow 25. sep. 2016 kl. 6:40 
Your mods convinced me to buy the game! Thanks for doing this.
Loptyeir 24. sep. 2016 kl. 7:24 
puppies
kasnavada 24. sep. 2016 kl. 2:09 
This is awesome. :steamhappy:
Jiur 23. sep. 2016 kl. 11:44 
would it be possible to add support for the "More Trade Ships" mod ?
Ryoma  [ophavsmand] 23. sep. 2016 kl. 4:22 
@Blackfish: I don't use community core libraries for my mods.
Blackfish 22. sep. 2016 kl. 20:57 
has that core library thing been updated? or do i not need that anymmoore?
Ryoma  [ophavsmand] 22. sep. 2016 kl. 18:20 
@Life Decoded: Yes indeed. =)
Bill Microsoft Gates 22. sep. 2016 kl. 13:20 
Hi Jecrell, just double checking, is the new updated version also updated to the x2 population version? :)
Ryoma  [ophavsmand] 22. sep. 2016 kl. 10:01 
Updated with some tweaks. Let me know if this increases (non-raid) events.
AmberGlowBug 21. sep. 2016 kl. 21:33 
Hope it helps. I'd help myself, but I'm terrible at code. I know shortcuts, and extensive stuff about the Cthulhu Mythos, but that's it.
Ryoma  [ophavsmand] 21. sep. 2016 kl. 21:32 
@OmniRusted: No doubt. This is all WIP. You can actually check where I am in the development plan I've got here -- https://ludeon.com/forums/index.php?topic=26078.0 . There are at least three big stages of development where I'd like to take this mod. Right now, I'm doing what's easy to me. Putting sprites and XML together to get the cosmic horrors out. I'll definitely be doing incidents and more in the future. Thanks for the recommendations.
AmberGlowBug 21. sep. 2016 kl. 21:28 
If you want to have the true H.P.L. experience, it would have to involve something other than just monsters. Monsters are like 1/10th of the Cthulhu mythos. It's more about creatures from space, ancient intelligences, men going insane (usually fainting or having visions, not going berserk), archaeology, and above all else lots and lots of magic (that also drove people insane the more they used it). MiGo should have advanced technology such as shields, knock-out darts, and pulse weaponry. Packs of Insects from Shanggai would act as the current MiGo's do. Other events could be: Color from Space would be a mixture of Poison Ships and Psychic Ships with no Mechanoids inside, sicknesses such as "Plagued By Nightmares" "Hearing Voices" or "Insomnia", the "Innsmouth Look" trait, or people from other factions that come with a sickness that eventually drives them berserk or turns them in to Shogoths.

Lots of potential here. Concentrate less on the monsters, more on the psychological impact.
AmberGlowBug 21. sep. 2016 kl. 21:27 
I think I included all the problems I saw with it, other than that for some weird reason tame chickens keep forbidding any eggs they lay. There was no option to do surgery on any of the monsters for removing limbs or for just putting them down. They also don't bleed to death, which was odd. They'd heal up and just stay incapacitated on the ground forever. Sometimes I'd get multiple raids a day, but usually they'd just hit the enormous caravans that would also come in multiple times a day, and kill each other.