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[DEVBLOG#111] Rim-Effect feature breakdown

Howdy folks!
We are far enough into developing Rim-Effect that it’s time to break the news to people.

Rim Effect is a large overhaul mod series, adding the story, races, objects, and conflicts of Mass Effect universe into RimWorld. The Mass Effect elements are not meant to stand out, and as such will be blended into the RimWorld style by utilising the same naming conventions and writing styles, as well as making sure it all makes sense in relation to RimWorld lore.

Much like Vanilla Factions Expanded, the Rim Effect mod series will come divided into sub-modules, firstly to allow the players to pick exactly what elements they want in their games, secondly to ease the production and design process - as only one module will be developed at a time.

Rim Effect Core is the primary module for this mod series, upon which all other sub-modules will depend. Core module introduces a brand new faction - Systems Alliance, with their own planet-side bases, apparel, weapons, backstories and structures. Similar to our faction mods, player will be able to select the New Colonists starting scenario and build an Alliance colony on the planet, utilising Alliance-tech base defenses, power generators etc.

The mod will soon enter testing on our Vanilla Testing Expanded discord, so if you’re not a member yet, make sure to join us! Remember: Read the rules, introduce yourself and await the tester role.

https://discord.gg/54BjnT4

[DEVBLOG#111] Rim-Effect feature breakdown [DEVBLOG#111] Rim-Effect feature breakdown [DEVBLOG#111] Rim-Effect feature breakdown [DEVBLOG#111] Rim-Effect feature breakdown

Comments

Looks amazing! Can't wait for the release.

closeded

Cont: as such, it’s not really a component, it’s more of a building resource.

Oskar Potocki

One thing to note is that rim effect is not a part of VE - it will play just fine with all the VE mods, but when designing all the mod elements we don’t account for content already existing in VE suite - we made rim effect to go wild with our imagination, not to be limited by mods we already did. Even with rim effect, there is only 4 component types - industrial, spacer, mechanoid and now prefabrication. I also don’t consider prefabrication components to be a ‘next level’ component - they only require 2 steel to make, it’s not like you need advanced components and use them to craft prefab components or anything. The idea behind them is that you take those prefabricated components with you when assembling a new base, and thanks to them you can build entire bases overnight as all prefabricated structures require almost 0 work to erect.

Oskar Potocki

I have to ask, what is your opinion on the recent (and upcoming from the look of your infographics) component bloat? IIRC, with all VE modules enabled we'd have almost the same amount of components as there are metallic materials in the base game. I get the idea behind more advanced items requiring premade parts, however I think you're dividing an item that already is a prefab to almost every high-tech application. Wouldn't it make more sense to instead replace those prefab components with some sort of "self-building" item or blueprint that could take the workload off our poor crafting pawns and use other skills?

ZenoLord

Oh this looks awesome.

Holy crap. Let's go!!

Michael Fisher


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