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It would still be a loss to lose this mod. It is close to the vanilla game and the blue color is nice.
It didn't stop... It just changed shape.
...And ambition.
hey, it's me. not sure if you remember me or not, but i'm that kid who made an edit to your mod and showed it to ya a few months ago. the 'eternium edit.'
basically, i've really expanded upon the idea of the original mod to fit in-line with some of the other major mods out there, especially those whom raise the technological ceiling. i'd like you to look at it and gimme your honest thoughts on my work! :D
the mod (workshop).
Yes, it DOES. In fact, the reward is quite, quite great. I won't spoil the reward, but try unlocking it with a TechProf Subpersona Core.
Thank you for the work you have done.
I found the .xml file which suspiciously looks like the material definition, so I could change it there if I wanted to anyway.
Is unobtainium supposed to be OP in every aspect?
Because it is a OP building material. I probably expected the same with the fiber and regular weapons (maces, etc) made of unobtanium and this is why it surprised me to not get OP stuff.
The fiber has 80% armor for all damage types - this is good for blunt, but for sharp and heat devilsrand is way superior. Regular weapons made of unobtanium hit hard, but have a very long cooldown time as well.
I used the techprof subpersona core, lmao. Whoops . . .
I wish you an excellent day.
To publish a new mod it must be in the Mods folder in the rimworld directory and not have a "PublishedFileId.txt" in the About folder. Modify the About.xml to reflect your new mod. If you're using mine as an example, you should also change the "targetVersion" to
"<supportedVersions><li>1.0</li></supportedVersions>"
I'd prefer it if you changed the artwork beyond just hueshifting. Ideally you would make your own from scratch or by using the rimworld assets as a basis to work from. Aside from the imagery of dickbutt, those assets are my original work. I'm sure you or a friend could do much better.
As far as the code goes, you should probably re-create your own mod from the ground up and just follow my code-styling and organization. For example, the fuel cells and cold fusion reactor- you could implement your own version with different mechanics. Also, my mod is XML-only which has quite a few limitations. You could expand the functionality a lot by learning a bit of C# and using the mono compiler to write DLLs to add custom behavior to your mod.
The edits are quite substantial and it's primarily just taking the concept of the Unobtanium weapons, items, and buildings in my own creative direction. I've renamed, hue shifted, and changed the stats of almost everything (Especially weapons to be in the sake of the Deadly Vanilla Weapons Tweaks mod) including the change that I suggested previously.
Thank you.
---
If you (or anyone else) has modding experience (or have the desire to learn) and want to implement and balance the changes you've suggested, I'd consider accepting changes you provide, and possibly adding you as a contributor so that you can directly push changes to the this workshop mod.
If anyone wants to take me up on that offer I guess I'll make a git repo for it, making it easier for people to submit changes etc.
Also, for those who want the Beyond Our Understanding research in a legitimate game, use the Techprof Subpersona core to instantly research it when you unlock said research. You will NOT regret it, but I won't spoil what it does. You deserve to find it out yourself.
Spoiler below pertains to a slight hint to what this research may do. Please don't look at it unless you've unlocked the mentioned research.
I think the building should consume a LOT more energy. Maybe even demand it takes multiple Cold Fusion Reactors to power. It's kind of too easy to just use it infinitely, making a massive energy cost would be extremely rewarding and accomplishing. Real end game idea, honestly.