RimWorld

RimWorld

Evelyn's Corporate additions! Weapons, Tools, and more! [In Development]
150 Comments
Victoria, Angel of the void  [author] 21 Jan @ 8:36am 
Alright, I've made an update to armor, and done a lot of misc work. There's a lot of new items that have been added and a few have some overhauls.

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.
Victoria, Angel of the void  [author] 5 Jan @ 10:44pm 
I've pushed an update that fixes an issue between anomaly DLC and it.

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.
Victoria, Angel of the void  [author] 15 Apr, 2024 @ 5:12pm 
Updated to 1.5 and also pushed the first part of the actual new stuff!~

Only-

uh... What has it been? Almost a year late?
Victoria, Angel of the void  [author] 13 Sep, 2023 @ 7:08pm 
The newest addition will potentially be changing Thrick Fruit. I'm going to /ATTEMPT/ to make this transition seemless, but there may be bugs initially. If worst comes to worst, there will be a grace period of two different types. An 'Outdated' one, and a 'New' one which you'll need to either sell or use the outdated one during the grace period. I'm trying very hard to not make changes to pre-existing items often, but for the future compatibility to other mods, and future updates I'm entirely forging a new groundwork for items. I didn't expect to be making more farmables, and foods so I'm going to start preemptively laying out foundations in the future. (This was a thing I already did for the weapons, so those won't be affected.)
Victoria, Angel of the void  [author] 12 Apr, 2023 @ 8:33pm 
This update I'm working on shouldn't change anything at all, just adding some other weapons into the mix and then some medical stuff / bionics
Victoria, Angel of the void  [author] 12 Apr, 2023 @ 8:32pm 
Don't worry, I give 10 years of warning about updates and if they'll be a problem or not.
bearhiderug 12 Apr, 2023 @ 8:26am 
Well... dont dork with anyhting for abit, i just got a group of tribals into year two!
Victoria, Angel of the void  [author] 9 Apr, 2023 @ 9:59pm 
Good to see people still interested. I'll be probably getting back into rimworld soon enough after my move, and may also actually add the new weapons in.

I've had the code in my notepad++ for so damn long lol
bearhiderug 9 Apr, 2023 @ 8:52pm 
I look forward to doing some shooting and wall holding in my new colony with this mod chunk here =]
Victoria, Angel of the void  [author] 15 Feb, 2023 @ 1:09pm 
I don't do great with random friend requests, and recently purged a lot of people from my list that I didn't recognize.

You weren't blocked by the way, just weren't on the friends list.
Victoria, Angel of the void  [author] 15 Feb, 2023 @ 1:08pm 
Shit! I'm so sorry! I didn't recognize your name!
deron 15 Feb, 2023 @ 11:40am 
Happy to hear that. Wanted to drop by and ask personally how you progress. But it seems I'm blocked. Well now at least I know you are still working on it ;)
Victoria, Angel of the void  [author] 14 Feb, 2023 @ 2:24am 
Look forward to an update coming out this year. Working on this has been really slow due to real life problems coming up but again I'm making the claim the mod is NOT abandoned.
Victoria, Angel of the void  [author] 7 Jan, 2023 @ 1:31pm 
Also had some ideas for Xi-industry armor, so that's another neat thing to keep an eye out for.
Victoria, Angel of the void  [author] 7 Jan, 2023 @ 1:31pm 
Sure has been a hot minute since I updated anything here, and since I've said anything on the mod but I do wanna say the project isn't abandoned. I've been a bit distracted with other things in life, but I do still have a lot of the art that's already been finished for the next major update.

Crafting tables are already mostly complete as well as the first Z-X3 weapons, so expect them to at some point show up.
Victoria, Angel of the void  [author] 27 Dec, 2022 @ 6:34pm 
I can't tell you off the top. It's been a while.
Goji 27 Dec, 2022 @ 5:06pm 
Hi. Could you tell me what's the hair mod in the cover page if that's ok? Many thanks!
Demognomicon 15 Oct, 2022 @ 6:41pm 
Whoo hoo!
Victoria, Angel of the void  [author] 15 Oct, 2022 @ 4:59pm 
Updated to 1.4
Victoria, Angel of the void  [author] 5 Oct, 2022 @ 6:47pm 
It supports alternative materials, but in this way, you'd be able to make all parts with different materials including the under-laying suit in any cloth/leather material. It would also allow me (and others if they were so inclined) to add their own armor components to mix and match with. Frankly I like the idea that armor would be by piece over singular outfit when it's possible.

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.
deron 5 Oct, 2022 @ 3:45pm 
You would have my vote, I personally always liked to mix & match if the design allows for it. I thought your tactical armor already supported arbitrary 'metallic' material but I could be wrong about that. Well, I think it's always good to provide options. If you don't mind the extra work, I would say: go for it.

Hm.. aren't boots and gloves actually from Vanilla Expanded? You always could add that later to get a basic version up and running.
Victoria, Angel of the void  [author] 5 Oct, 2022 @ 2:34pm 
This would also make the "Body glove" layer a non-specific material craftable.
Victoria, Angel of the void  [author] 5 Oct, 2022 @ 2:33pm 
I have a question to propose...

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?
Victoria, Angel of the void  [author] 27 Sep, 2022 @ 12:46pm 
:steamhappy:
deron 27 Sep, 2022 @ 12:42pm 
Good job, much better description now.
Demognomicon 27 Sep, 2022 @ 10:17am 
Nice update on the descriptions!
deron 27 Sep, 2022 @ 7:48am 
Yes, it totally makes sense. Even choosing weapons and armors only for style (for roleplay etc) would also be totally valid. For diversity you also could just start with basic variants and introduce later receipes as "upgrades" with basic weapon as input - give a plasma rifle an EveCo scope and increase its accuracy, something like that.

Have a nice break for now, I will check progress on occasion :)
Demognomicon 27 Sep, 2022 @ 7:46am 
OK, but perhaps Deron had a point as to why there aren't more people commenting. It isn't clear on what is in the mod without actually installing and using it. So if you added a line by line picture and description maybe more people would try it?
Victoria, Angel of the void  [author] 27 Sep, 2022 @ 7:32am 
Right now, I'll put it out there that I'm going to be working more on compatibility and patching in conditional things. One thing I've been asked to do is add compatibility with the 'More Thrumbos' mod and 'Royal Thrumbos' mod.

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.
Demognomicon 27 Sep, 2022 @ 7:26am 
So maybe instead of working on the mod right now just work on showing the weapons and stats in the mod description and the mats and construction process like Deron suggested? When you feel up to come back to updating the mod itself.
Victoria, Angel of the void  [author] 27 Sep, 2022 @ 7:22am 
Thank you for your suggestions, I was already going to change the name at some point in the near future and also the description to be more-

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.
deron 27 Sep, 2022 @ 7:00am 
Hi, just read advertisement for your mod on reddit and wanted to leave a suggestion :)

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.
Demognomicon 26 Sep, 2022 @ 7:10am 
I'm sure the CE mod people would love a patch. I personally use Vanilla Combat Reloaded because I do not want to bother with ammo. Yayo's Combat 3 (Continued) is also good but I stopped using it due to ammo quirks.

But yes focus on bug fixes and balancing before working on other things.
Victoria, Angel of the void  [author] 26 Sep, 2022 @ 3:12am 
I'm considering adding a patch for CE support. I don't know though... Might do EVA support first. I'll probably work on bug fixes and balancing for a while though.
Demognomicon 25 Sep, 2022 @ 9:45pm 
What would you think of adding plasma turrets? Maybe a pop-up turret that powers on and comes out only if an enemy is sighted? I don't know if it is technically possible but what about a counter mortar battery? Just throwing out some ideas. :-)
Demognomicon 25 Sep, 2022 @ 11:53am 
Thank you Evelyn, much appreciated. I know I am just one guy but I do appreciate your work and your mod!
Victoria, Angel of the void  [author] 25 Sep, 2022 @ 11:41am 
I'll push the update soon.
Victoria, Angel of the void  [author] 25 Sep, 2022 @ 11:40am 
The only weapon that required 20 crafting to make is the space cowboy Mk2, which is ideally a weapon that is " Beyond end game " seeing as it's made of high end materials and a gun that you can't even craft. Originally I was going to make it take all the materials it does, plus 20 crafting, plus an only bought upgrade kit, and the gun which also is only bought from traders.

I did go through and adjust all the crafting requirements though for everything a bit so some things now cost a bit less.
Demognomicon 25 Sep, 2022 @ 11:19am 
So far no major issues that I can tell. But one niggle.. the crafting 20 requirement. Even during late game that is difficult to get and maintain. Maybe 16-18 instead?
Demognomicon 23 Sep, 2022 @ 4:27pm 
Maybe just keep at it and keep asking for requests and suggestions? I am not sure why more people aren't interested. Maybe they just aren't seeing the mod listed much?
Victoria, Angel of the void  [author] 23 Sep, 2022 @ 3:37pm 
I think my depression is mostly getting me down.
Victoria, Angel of the void  [author] 23 Sep, 2022 @ 3:35pm 
I thought by making my mod fully compatible with anything, that I'd be able to reach the most people and with that be able to expand with reason and meaning. Getting more feedback and steering towards a more desired-by-community content.

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."
Victoria, Angel of the void  [author] 23 Sep, 2022 @ 3:31pm 
The Xi-industry weapons are a bit different than EveCo weapons. Blasters are laser based, not plasma based. This is going to matter a TON more later since I'm going to actually make these two things their own damage types beyond just 'heat' based. The only reason I haven't yet, is just because I don't want any major mod incompatibilities coming from armor or clothing mods.

It's a big concern of mine right now is compatibility .
Victoria, Angel of the void  [author] 23 Sep, 2022 @ 3:25pm 
I am removing the rotary gun, I just kinda rushed the new update so that some major issues got fixed NOW and then start cutting things out later.
Demognomicon 23 Sep, 2022 @ 1:50pm 
I don't know why people don't seem to enjoy your mod. I do. It's a nice bunch of end level tech. And I enjoy it.

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?
Victoria, Angel of the void  [author] 23 Sep, 2022 @ 10:40am 
Color me a pessimist, but that means only 5% of anyone who's even looked at this has subscribed and probably only a fraction of that actually probably uses it.
Victoria, Angel of the void  [author] 23 Sep, 2022 @ 10:38am 
Frankly I'd like a lot more feedback from other people too, but honestly I'm thinking I did a considerably bad job since nobody else comments and I only have 76 subscribers out of... 1390 visits. :steamfacepalm:
Victoria, Angel of the void  [author] 23 Sep, 2022 @ 10:35am 
Alright. Thrick got a debuff by the way, and so did Prismatic. They're now balanced a little less than they were, just to be in line with the new Zipherium alloy and glass.

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.
Demognomicon 23 Sep, 2022 @ 6:58am 
No I don't play with Hospitality mod so I don't get gifts, I have seen a few very rarely for sale and not in any quantity but it just may be my base placement/relationships. I am playing with a recycle mod so I can recycle weapons and armor that have them though - but again rare.
Victoria, Angel of the void  [author] 23 Sep, 2022 @ 4:51am 
So as I'm playing, I'm noticing I'm getting a LOT of Zipherium stuff as gifts. Have you gotten a lot of Thrick / Prismatic things as gifts?