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minor changes to scenario
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3 changed files with 30 additions and 25 deletions
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# 1.2
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**Since beta-1**:
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- Fix of icon-names (#36)
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- Changes to the scenario (more building items, throne for start). Wealth is now at 12k, which is the same as crashlanded and lost tribe.
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**Changes:**
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- Cocoon Weaver Gene
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@ -50,8 +55,8 @@ I disabled the specific gender and the oviparious reproduction (when you have rj
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I recommend using alpha genes for the Hive-Playthroughs, as otherwise the Halamyr look a bit ... boring?
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But i don't want to add a bunch of cosmetic genes on top of things.
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*And what the fuck is a halamyr?* Well I had to name my little ants somehow. But I didn't want to call them `myr` as I maybe want to make some TiTs xenotypes separately.
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And I am aware that the TiTs-Myr work different than the things I built now.
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*And what the fuck is a halamyr?* Well I had to name my little ants somehow. But I didn't want to call them `myr` as I maybe want to make some [TiTs](https://www.fenoxo.com/play-games/) xenotypes separately.
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And I am aware that the TiTs-Myr work different than the things I made now.
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# 1.1.4
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@ -80,12 +80,12 @@
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<li Class="ScenPart_StartingThing_Defined">
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<def>StartingThing_Defined</def>
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<thingDef>Silver</thingDef>
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<count>200</count>
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<count>400</count>
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</li>
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<li Class="ScenPart_StartingThing_Defined">
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<def>StartingThing_Defined</def>
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<thingDef>Pemmican</thingDef>
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<count>150</count>
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<count>250</count>
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</li>
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<li Class="ScenPart_StartingThing_Defined">
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<def>StartingThing_Defined</def>
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@ -102,15 +102,11 @@
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<thingDef>MeleeWeapon_Club</thingDef>
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<stuff>WoodLog</stuff>
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</li>
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<li Class="ScenPart_StartingThing_Defined">
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<def>StartingThing_Defined</def>
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<thingDef>MeleeWeapon_Knife</thingDef>
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<stuff>Jade</stuff>
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</li>
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<li Class="ScenPart_StartingThing_Defined">
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<def>StartingThing_Defined</def>
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<thingDef>Pila</thingDef>
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<thingDef>Throne</thingDef>
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<stuff>Jade</stuff>
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</li>
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<li Class="ScenPart_StartingAnimal">
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<def>StartingAnimal</def>
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@ -141,6 +137,11 @@
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<thingDef>Jade</thingDef>
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<count>100</count>
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</li>
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<li Class="ScenPart_ScatterThingsNearPlayerStart">
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<def>ScatterThingsNearPlayerStart</def>
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<thingDef>Steel</thingDef>
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<count>200</count>
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</li>
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<!-- Game start dialog -->
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<li Class="ScenPart_GameStartDialog">
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29
TODOS.md
29
TODOS.md
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@ -20,11 +20,9 @@ Any help is very appreciated, even if it is just pointing me to existing similar
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**Cum-Drugs** eating cum has an effect similar to Go-Juice (including (separate?) addiction)
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**Self-Fertilizing Eggs** Pawns fertilize eggs that are put inside them (with themselves as a parent)
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**Death-Rest** until the pawn is cumflated.
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**Alpha / Beta Genes** that you can only have one alpha, and the alpha makes mostly beta children (1:10). This might fit with the xenotypes below. As this is an RJW mod, this should also somewhat affect sex (e.g. betas cannot impregnate betas).
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**STD Immunity** & maybe a potential to be carrier, but not suffer effects.
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## Planned Xenotypes
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@ -39,17 +37,6 @@ Any help is very appreciated, even if it is just pointing me to existing similar
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Can't help but think about Rexxar Porn now I am a bad person.
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**Hive Mother:**
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- [X] Spawn the small scarabs
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- [X] Fertilise Eggs inside her
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- [X] Produce cocoons
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- [] Maybe: Insert "dropped" Insect eggs
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- [] Very fragile, no use except breeding
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- [] Maybe: can only eat insect jelly
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- [X] Should look like a nice green-yellow alien as we all know fuckable insects would look like.
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- [X] There can only be one Hive Mother, some penalties if there are others. This could be implement with an "Alpha Gene" that gives heavy penalties when other Alpha exists.
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## Genes with Abilities and more Effects
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There were some suggestions on the Discord I saved them somewhere else. I am far away from making that work, but to have them here:
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@ -62,4 +49,16 @@ There were some suggestions on the Discord I saved them somewhere else. I am far
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- Streamline Filenames / Names to either be LifeForce or Fertilin (e.g. `Hediffs_Fertilin.xml` but `Pawnkind_LifeForce.xml`). I think most things are called LifeForce.
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- Similar cleanup for the patches, and make a note what to find where in the patches
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- Change Project structure to the 1.3, 1.4 Structure of other mods
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- Change Project structure to the 1.3, 1.4 Structure of other mods
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## Split:
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I plan to split this mod.
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Namely, I want to make a
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1. base-mod (with genitalia and size genes, anything alternating all base stats)
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2. bonus-mod, with Fertilin and other complex genes
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3. xenotype-mod (only xenotypes + scenarios)
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4. animal genes inheritance (Yes, bit of a meme that it was separate mod earlier)
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I first want to make a bit more content, and then I hope there will be a "breaking change" in RJW so I can also do a breaking change on top of that.
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