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I'll update the mod page *eventually* (soon) but it's been a while and this update took a lot out of my drive to do anything.
It's got some content involving a new material that's a little under-utilized at the moment. I'll be flushing it out more in time.
... Huh? No, the mod isn't abandoned. I've just been busy.
Only-
uh... What has it been? Almost a year late?
I've had the code in my notepad++ for so damn long lol
You weren't blocked by the way, just weren't on the friends list.
Crafting tables are already mostly complete as well as the first Z-X3 weapons, so expect them to at some point show up.
For boots and gloves, I'd probably just throw them in with 'Everything else' and patch in that if vanilla expanded exists, it makes them their own things.
Hm.. aren't boots and gloves actually from Vanilla Expanded? You always could add that later to get a basic version up and running.
What if I made security armor in sections instead of like marine armor?
so...
Helmet, Chest covering, Leg covering, Extra parts (Boots, gloves, shoulder covering, and that kind of stuff as an extra covering layer. Probably jacket layer.)
What do you all think?
Have a nice break for now, I will check progress on occasion :)
I also know this is turning into a big project and also being my first project is making me feel very overwhelmed, but I'm trying to keep focused on milestones and planned end-goal features. Getting feedback is where I am right now, needing some feedback and suggestions to help refine what direction I should take my next updates and things like that...
Something I also want to touch on is the use of 'Beta'. I, frankly, never actually expected to get this far in this oddly. While I do wish I had more traffic, I was under the impression I'd get less visitors but more vocal individuals. I honestly kind of wish more people would vocalize things to me via comments and suggestions.
Well... Descriptive...
I'm trying to take a break and relax a bit since I've been working on this for a few weeks straight to make sure things aren't too broken. I also try not to remove items whenever possible since it can absolutely break saved games. I don't take it lightly when it happens and so far it's only happened once.
As for items, I've been trying to keep a bit of diversity too since I know sometimes things can be very... 'similar'. I'm hoping to make something that while familiar, isn't 'similar' if that makes any sense at all.
At the moment there is not any real information what your mod actually adds to the game. You totally should showcase your items - screenshots of your weapons and armor in action (ingame), so people can decide if it fits in their personal rimworld. And of course an overview of items, stats, techlevel and required materials etc.
This would really help, and my reason for this suggestion is simple: people run a lot of mods and are afraid of redundant items and unbalanced stats. So with more infos it would be easier to decide and I think more people would actually try out the mod.
But yes focus on bug fixes and balancing before working on other things.
I did go through and adjust all the crafting requirements though for everything a bit so some things now cost a bit less.
That way it isn't me going "OH MAYBE IF I ADD THIS HERE, PEOPLE WILL LIKE IT" and then everyone says, "This has [That thing I just made], and I won't use this because of that."
It's a big concern of mine right now is compatibility .
Right now the material availability seems to be 2 or 3 at least so far and I am nearing end tech on this run. I usually play with around a dozen pawns and I can often just buy the guns and items from traders so that works OK for me.
Did you say you were scrapping the rotary plasma cannon? I am still seeing it for sale and as a craftable option. Personally I like it though the new auto blaster might be better?
If you could give me a good sense of how common it is for you on a 0 - 10 scale, where 0 is none and 10 is you literally trip over it... Where do they place? I really do need more feedback on quanities for balance sake. A big thing I was aiming for is having the material be scarce enough to actually require investing in the production of the product. Zipherium especially is going to need a bit more regulation since Zipherium is supposed to be a rare space material.