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Adventure Editors Plane 1

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Lachlan Clifford
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0% found this document useful (0 votes)
16 views19 pages

Adventure Editors Plane 1

Uploaded by

Lachlan Clifford
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 19

PRESENATION

● The idea behind this mod is to provide to rimworld


community a tool that allows for the creation of
complex maps through an in-game interface, a
wonderful gift for everyone if implemented.
● The mod should more precisely allow you to create
maps, add spawners, treasure and triggers and
finalize them by exporting them as quest, caravan
encounter, and faction city.
● In order to randomize the creation of maps as much
as possible, it is essential to associate the mod with a
tool that allows you to export blueprints with specific
tags, and re-import them.
○ Modders should more precisely be able to place
"blueprints of blueprints" into maps, as the map
is generated then these would be called
randomly from a specific pool.
○ To this a second mod would be added similar to
“SOS ship editor” which allows modders to share
blueprint and quest highly increasing the
blueprint pool over time, simply sharing it on
steam.

I draw several thing to explain better how the interface


could work, again these are only some ideas a want share
with you, if a coder or a backer accept this project and
have better solutions that perfectly fine.
They are at the end of the document, please check them
also if they are horrible, they explain well my idea.
The original idea was to have all the tools necessary for
creating the map of the map itself, for example by
accessing it through the architect menu.
The tools we thought should have triggers and spawners,
and the blueprints system.

PREMISE
I know that recently the “Quest framework” mod is out,
it’s a wonderful mod and i like it a lot, but i want offer an
alternative.
● In the past me and other people planned this
framework but nothing materialized. I decided to
make a last try, envigored by the “quest framework”
mod. I want also specificate that this mod dont want
replace it, if you are that author I’m absolutely open
to a collaboration, if you want code also this mod an
make both compatible i’m perfectly fine with it. I also
shared some suggestion about the blueprint system
on the steam mod page to prove this.
● To be more clear, Taranchuk (a really gently person)
make already a mod that do something similiar and
that could be useful here, he also told me that we can
fork is work if we want, looking at it i think it could be
useful, but i’m not a coder.

TECHNICAL STUFF
My proposal is to develop the mod as follows.

SPAWNER
— The idea is that clicking on editor window, and
selecting spawner icon and than an area and a selector
would activate, so you would select the area where you
want that the spawn occur, which could occur in any of
the selected cells.
— In the same time a window would open, in the window
that looks like that one of the bills you would have
different options. The first 2 buttons available would be
one to "add the faction or def race pawn" that you want
to spawn and another key for a possible "pawn editor".
By clicking on the "select pawn" another window would
open (like when you choose a bill on crafting station and
after you must choose how much and which how
resource) where it is possible to select 3 things;
● the pawn, then a sub-menu would appear with the
various possibilities, mechanodes etc and the
respective number of pawns to spawn
● the condition under which to spawn them (ex every x
time or at generation)
● the mode (ex drop pod or normal).
● Probably would be nice have be able to configure a
chance for the spawn. Writing a range 30-100%
would incresing the randomisation more.
Then with ok and returning to the first window you could
add other spawns, export or import the settings, finally
giving the ok.
It would be useful if selecting the area could re-open the
window for eventual edit or eliminate the spawn point,
like actually work for growing zone ecc..
BLUEPRINT OF BLUEPRINT SYSTEM
So the concept is as follow.
● Player and modder should be able to select a building
or an area, and exoport it and reimport it. Actually
there are two mod that make the same, “Fluffy
blueprint mod” and “VEF”. I want do things more
complex. To note that if VE team or Fluffy ar ok we
could use these mod as dependency, but as you can
read here, we still need anyway some extra feature
and code to make this system work.
● My idea is precisely to have 2 tools; “mod window”
(architect menu), one to import and one to export
the selected blueprint, therefore the building or the
room..
● When the area is selected we should be able to
export it renaming it on the window that open, it’s
crucial we can associate it with a specific tag. On that
way we could make more blueprint with the same
tag, increasing the “blueprint pool of that tag”.
● When we import it using the import tool, than a
window will open, writing that tag and giving ok, than
we can place the blueprint, when the map will be
generated a random blueprint from the pool of that
specific tag will be recalled randomly.
● So the blueprint will be placed but will not be
generated instantly, but when the map is generated,
in that moment the random recall from the blueprint
pool will happen.
To make this work we need another mod similiar to what
“SOS 2 ship editor” author that make possibile to player
share their tags, blueprints and maps (also quest, ecc) This
mean that several modders could make a lot of blueprint
of bedroom, kitchen, outpost, city and they could share it
with a mod on steam. Subscribing to it, than modder
should be able to recall all the blueprint using the
associated tag, and the randomisation process would
explode with the creativity of the community. A modder
could make simply a mod where he share Room blueprint
tags.
We could have a lot of randomisation and all the content
that would be generated would be better than that
generated though ai at the moment it would be designed
directly by humans.

Would be useful if when we export something also trigger


and spawner are exported if checked.

EXAMPLE
You drawn on the map three or more variant of a
Skeleton base, an accinte shrine ecc
For every skeleton base (different map) you drawn sevelar
blueprint sectors with several building
For every building you design several room variant, saved
with the same tags according with the size and building.

POSSIBLE PROBLEMS AND LIMITATIONS


1)But here a problem came to my mind, modders could
put blueprints of different sizes that could overlap with
other buildings, because for example someone saves a
bedroom of 10x10 and another one of 15x10 and if there
are other structures nearby that it would cause problems.
Furthermore, it is essential that the various blueprints can
be added to the different tags in the most efficient way
possible, increasing as much as possible the pool available
to that tag.

For example, suppose a modder makes a mod with lots of


bedrooms and puts it on steam, and tags them with
bedroom. Let's assume that another modder makes
another mod again using our tool to share them with the
framework and makes an outpost where to put several
building blueprints where the bedrooms are tagged as
restrooms. In this case none of the different bedrooms
would be called from the first to the second mod.

————To overcome this problem, I thought it would be


useful to add hard-tags next to the various tags (which all
modders are free to make). The hard-tags would therefore
be tags such as bedroom which would be established in
advance by the author of the mod, they could be for
example; bedroom, kitchen, med lab, fabrication room,
armory etc and would be selectable as a possible export
tag. One could also think to associating normal tags to
hard tags to usefully increase the pool from time to time,
but it's superfluous I think.
Finally, to be sure to avoid overlapping, it would be useful
to put it next to the normal exporting and importing the
possibility to exporting the blueprint or importing it as a
hard shape, ex establishing fixed shapes of 10x10 or 15x10
for example, so that one can be sure to avoid
overlpapping.

2) Another problem could be that not all blueprint fit well


for the players so another interesting feature, not
essential though, would be an interface window where all
blueprint from the pool are visualizable. May be the
window could have a list and a bar to write the specific tag
name, showing only these. When you click on that name
you should be able to see the image of the blueprint on a
black screen, here you could check it, if you did it will not
be taken from the pool. Anyway this is really noting of
essential, we could consider this as a plus

3) Modder could make blueprint content with mods…but


if the subscriber dont have that mod, that the generated
blueprint could be wrong. For example, i could make a
blueprint of “Hydroponic room” using the VE mod, in that
case the building from VE will not be generated.

———— A solutions to overcome this could be a check


that exclude blueprint with “object form non used mod”
from the pool.

TRIGGER
● Triggers might work similar to spawners, but with
some variation.
● Once the area is selected, a window could open
where you select what you want the trigger to do,
examples could be;
○ spawn something
■ From edge map
■ On centre with drop pod
■ On random location
○ complete a quest
○ trigger an explosion etc
● So first you would select what you want to happen,
then how.
● Let's say you select an area, open the window and
choose the spawn option, in that case something
would spawn when;
○ that area is revealed to pawn
○ when a pawn is in there (depending on what you
choose)
○ When selected items is broken.
We could make some other triggers, but i think this would
be sufficient to make complex quest.

TREASURE
Simply a tool do select an area, than a window open and
here you should be able to select 1 or more items from a
list (with all potential items also form mod).
The items should be choose randomly form your list at
map creation.
FINISH THE PROCESS
Finally it would be nice if once finished the map you could
decide if the map in question could be exported as:
● Quest
● faction city
● pirate outpost
● caravan encounter map.
If exported as a quest, it would be useful to be able to
establish some parameters such as
● text
● name
● if open another quest or not.
● The map is undiscovered or not
● Gift to have completed the quest.
Finally it would be useful to be able to choose what
determines if the quest is complete, possible options are;
● All enemies killed
● Allies released
● Structure or objects x is destroyed. In this case when
object x is destroyed the quest is complete.

CONCLUSION
● According from some people, will be necessary 10-15
hours only for the blueprint of blueprint system.
● The other feature would require something like 10-15
hours.
● Supposing a coder take 10-12 USD, you can
understand the project could require probably from
240 to 300+ USD.
● At the moment i can afford 150, you can understand
that the mod would probably require backers.
● Also I’m busy with exams and other stuff, so i can
follow the project if it start but an help on the
managing and following from a people more expert
than me would be true welcomed.
● If you are a coder that like very much this project and
want help also without a retribution, or a backer that
want make a donation contact me.
○ I will try to keep things more transaprent as
possible and make a list visible to all with all the
backers and how much he want donate.
○ I wont accept donation until and if i have a coder
but i will take it on consideration.
○ If the project start than i will come to you and
probably you will send the money directly to the
coder and not to me.
○ At the beginning we need to complete the
principal project, i could accept donation to extra
feature, like extra trigger ecc, but not now.

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