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Rain World

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Silent Construct For Watcher
   
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1.200 MB
27 May @ 10:24pm
29 Jun @ 9:44pm
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Silent Construct For Watcher

Description

...Same Expression...
...Watching...



A Semi-familiar place, a final closure to a story you weren't around to witness, now merely a footnote in yours.


This mod adds a unique version of Silent Construct to the Watcher's campaign, now fully exploreable without the need for saint's tongue! There are slightly different spawns, new and carefully thought out warp connections, and of course, a new old friend to chat with.

Some time has passed since the green fuzzy scug's time, some things have changed, this place now lies isolated; water has frozen, snow banks have piled up, that one gate has gotten jammed apart, and background cables have somehow moved to the foreground and can be climbed on, (Not all mysteries are there to be solved).

And just because it's been made more traversable, doesn't mean it will be easy to fully explore.


Five Pebbles even has new lines! (I literally learned some light C# just so I could do this.)


Silent Construct's connections have been made with the campaign in mind, it's a late-game area that requires levitation and some light watcher-specific movement tech to fully traverse, however I did my best to make sure there are no softlocks, and I even added some new on screen tutorial bumps to teach the needed movement where it's needed.

Rejoice! because at last, the watcher can visit a twisted maze of metal in a frozen wasteland, because there really just isn't enough of that in the campaign now is there?


Really though, I do hope you like it, I made my first room and C# code for this little project, it was great for teaching me those things. There are some tiny mild surprises to find in the region, I hope they give you emotions!




Requires RegionKit and Custom Regions Support. Most likely not compatible with any region mods that add connections to Silent Construct, try that at your own risk, (Watcher can't use normal gates anyway).

I'm one person with a lot of prior commitments, I'll try to fix any bugs I'm told about, let me know in the discussions and I'll try my best to look at them.

Special thanks to KitTheCatsune for helping me figure out some code stuff, you are awesome.
Damaged Gate tiles and props by LeEpicPasta.

Also thanks to IVLD, who helped me with hooking more complex code for the invisibility and reactions.





HOW TO ENTER: (spoilers)


Random Warping, (there are 3 ripple-level-restricted dynamic warp exit points in the region, which is on the higher end, and the dynamic warps tend to be biased towards unexplored regions, playing this on a finished save will give you a very good chance of arriving here on your first try )

Stormy Coast, right most side of the region and down. (wskc_a27)

Fetid Glen, middle right side of the region in a 4-screen room with a melon, (warc_a03)


DEFAULT CONNECTIONS: (spoilers)
"Entry" means "Enters Silent Construct"


Stormy Coast (entry, two-way)
Fetid Glen (entry, two-way)

Signal Spires (exit, two-way)
Torrential Railways (exit, two-way)


(big spoilers)

Unfortunate Evolution (exit, one-way)
Damon (exit, one-way)


(super spoilers)

Corrupted Factories (entry, one-way, ripplespace, only available after the second ending)



There are some future features I would love to add:
- New dream scene (hard to do)
- Five Pebbles's presence being determined by Saint (medium possibly)

Tags: [Region]
Popular Discussions View All (1)
10
17 Jun @ 6:00pm
Bug Report Thread
DefCynodont
37 Comments
DefCynodont  [author] 15 Jul @ 7:56pm 
I got a Modding wiki page made!
DefCynodont  [author] 8 Jul @ 11:18am 
@Nauiu7 this leaves Saint untouched, it only makes changes for Watcher.

@TheDestroyer And You don't need a new run. :steamthumbsup:
TheDestroyer 8 Jul @ 10:56am 
@Nauiu7 i think that you have to start a new run because of creature spawns, regions you have visited have their creature spawns set for the whole campaign but if you have not used warp mod to access silent construct it should be fine, there might be something else but all i know is creature spawns (there could be something else i am not a region modder)
Nauiu 8 Jul @ 10:06am 
You need to start a new run for the mod to work???
It may be a stupid question but other region mods I have tried in the past just worked even in a already started run. Is this a Watcher only thing?
DefCynodont  [author] 29 Jun @ 10:02pm 
New update! 1.2.0 has loads of 5P W O R D S for you to enjoy!
DefCynodont  [author] 27 Jun @ 10:42am 
@Autumins perhapssssssssss
Autumnis 27 Jun @ 2:15am 
can you add two more stowaways
DefCynodont  [author] 20 Jun @ 11:28am 
@Lolight2 So if you don't mind, once some more features are added would you want to look at them + some of the things you missed? (if it's not too much to ask lol) I would even give ya a hint as to an interesting path to take. :rwslugcat:
Lolight2 19 Jun @ 5:50am 
"added one more Stowaway" based
DefCynodont  [author] 17 Jun @ 11:13pm 
The "I noticed a few things in Lolight's video so I fixed them" update.

- corrected lag and instability caused by overuse of RegionKit's "multiple fade pallets in one room" feature

- added a few extra Scav marks to help make one-way paths more clear

- and most importantly: added one more Stowaway (I'm not telling you where it is)