#Tiled Map Editor
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arenaconspiracy · 1 year ago
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I feel as if ThunderStruck in the desert heat.
finished a map today
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i made another collage but i think i dropped the ball on that one so i won't show it here
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loading screen i made quick n' dirty
unedited & bonus screenshots coming in a reblog soon
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kayleigh-83 · 3 months ago
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By popular demand (I saw two people asking) I thought I would throw together a quick guide to using the road editor tool in the newest version of SimPE! You'll see that this is a very easy tool to use, and best of all, goof-proof. If you do mess up (you probably will) it's very, very easy to correct.
Very, very, very important to make a backup of your hood before you ever do any tinkering in SimPE! I also recommend practicing on a test hood you don't actively play in to get a feel for it before you do anything to your main hoods.
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We're starting with a vanilla Strangetown. I would recommend going in your game and taking a nice overhead screenshot of the hood like this first to look at for reference of where everything is situated the way that you're used to looking at it.
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2. Open SimPE, go to Tools> Neighbourhood> Neighbourhood Browser and open the hood you're wanting to work on. If you're not so familiar with SimPE, opening your hood can take some time. Touch nothing until it's loaded!
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3. Once it's all loaded, from the Resource Tree list pick Neighbourhood Terrain Geometry (NHTG). Then you'll see one file populate the Resource List - click that. Make sure on the bottom that you have Plugin View tab selected.
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4. Now you should see this map of your hood pop up! There are different things you can toggle, I like to check the Show Lots box when I'm editing the roads. Then click the Road Editor button on the right.
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5. To be able to see better, I've pulled this Plugin View window up a bit - it may rearrange the Resource List and Resource Tree windows a bit to accommodate. You can also press the Zoom 2x button to see closer, and then you'll have to use the scroll bars to move around the map and the road editor tool.
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6. The road editing tools here will be placed down in the same orientation as the map. So the two parallel roads running through Strangetown from this perspective are the vertical straight road pieces (top row, second from left).
When you select a road tool, above it will indicate which tool you have selected.
Also - I recommend having Handle Stop Signs ticked.
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7. Once you have the correct type of road selected for the spot you're working on, simply click on the map - it lays it down one tile at a time. If you miss a spot like shown here, just fill it in.
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8. If you want to create an intersection, first delete the section of road where the intersection will go.
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9. Then choose the type of junction for the intersection you're making, and add that piece in. You'll see a red circle appear (unsure if this is because it's an intersection or because you have handle stop signs selected, but I recommend you do have that selected either way).
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10. Once you're done making all your changes, click Close Editor.
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11. This is the part where you save your changes! First click Commit in the top right of the editor. Then, File> Save!
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12. Load your game to check! Looks pretty good with all those new roads!
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13. However, we have indeed made some mistakes! Which were absolutely for illustrative purposes and not truly an accident.
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14. Never fear! Simply reload the hood in SimPE - I've deleted the spot where the T-junction should go and added one in, and deleted where the road just ended abruptly and added a proper end piece.
I have not experimented with what happens if you try to build a road through hood deco - if you have, please let us know in the comments how that went!
I also have barely touched the terrain editing tools, so that's outside the scope of this tutorial.
I hope this helped!
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jovial-thunder · 1 year ago
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Lancer Tactics devlog
I'm gonna try out posting my ~monthly devlog roundup here as well. These suckers are glorified changelogs with anecdotes and gifs galore. Let me know if this is something you like seeing show up on your dash?
Map Editor
Got units able to be placed/deleted/moved in the mission editor
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Can paint/remove command zones in the editor
Can paint minecraft-like terrain blocks in the editor
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Can paint/rotate multi-tile props in the editor
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Can edit unit character sheets and portrait via the editor
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3D maps
Did a bunch of art tests with 3D mech models, provided by GeneralChaos, which we ended up deciding not to go with to keep things simple.
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To avoid the can of worms that is animation, we'd have to lean into a static "tabletop minatures" aesthetic which we decided is not a style we want to be stuck with. By sticking with 2D sprites, we avoid falling into a sort of uncanny valley; it's easier to get away with not animating a 2D sprite than it is for a 3D model.
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 We also experimented with 3D terrain. We decided to make a rule that the visual style for a piece of terrain should match its mechanical effect: obstructing terrain that you can't move through, such as rocks or buildings, will be in 3D, while non-obstructing terrain like trees will stick with 2D sprites.
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Hooking up the 3D camera to follow events like movement and attacks did a LOT for making it starting to feel like it's cohering into an Actual Game™
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Implemented cover! And an attack preview! Cover works by aiming a ray from the target to the originator (technically to and from each voxel of each, respectively, to handle size 2s shooting above size 1 cover) and tracking all the terrain blocks it hits (how we'll handle non-terrain hard cover TBD). I think I have it working according to Perijove's cover rules manual, but I'm sure there'll be edge cases to work out. This is a case where things are significantly simplified by working in squares instead of hexes; hexes have a lot more possible weird angles you have to deal with.
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Re-added what I'm stubbornly calling Combat Popcorn; little bits of text that pop out when you use abilities and attacks.
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UI & game screens
Added ability for the engine to show UI that's anchored to the game world via a little word bubble line but also stay on screen as the camera moves around.
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Got word bubbles working; you can now write dialogue in the mission editor, hit playtest, and see it work in a mission! (it does actually translate correctly now; this gif is just from a bug I thought was funny)
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Got ability effects mostly behaving appropriately again, including muzzle flashes. The easiest way to handle them ended up being NOT billboarding them so they always face the camera (like all other 2D sprites in the game); instead, I put them on a plane parallel with the ground and just spin them around the unit to point at wherever their target is.
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Did some work ironing out our tooltip system. The standard in CRPGs these days is this kind of nested labyrinth of tooltops that you see in Baldur's Gate 3:
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I Did Not Want to try and figure out how to wrangle that much UI, so we're instead opting to cap the nested tooltips at the second layer. You can lock a general tooltip for e.g. an action and then mouseover various items within that tooltip to get glossary definitions...
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...and then instead of having those glossary tips be lockable/mouse-overable themselves, I collect all related terms to that glossary definition and let you tab through them.
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Added skin overlay functionality to the portrait maker, enabling textures like scars, tattoos, stubble, and vitiligo to be applied to just the skin and not extend off into space.
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Midway through writing this update, Carpenter sent me this gif of the randomization button working! There's a still a bunch of skintones/assets missing and a few are a bit janky, but it was exciting to start seeing the range of these lil freaks (affectionate) that this editor can create.
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Mourning cloak license!
This is the one I'm probably most excited about: I did a bit of a content dive and implemented a basic character sheet + all Mourning Cloak traits and equipment. They don't have fancy graphics yet, but the weapons and systems can be added via the character sheet and used in-game.
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It took a little under a day, including adding soon-to-be common mechanisms like bonus damage. This is great news in that it means the engine we've been building for so long in the abstract seems to do a great job in handling comprehensive actual game content, and that it looks like we've set ourselves up for success when it comes time to buckle down on churning that out.
I'm sure other licenses will come with unique difficulties (I fear the day it comes time to do the Mule Harness // Goblin CP) but I'm feeling good about it!
Vertical slice?
Taking a step back, the pressing question on my mind has been "when will we have a playable early access build?"
I was originally hoping for Feb/March, but what we've internally been referring to as the "3D cataclysm" has pushed everything back by at least three months, so the target for the first alpha build is now in May. So, ah, thanks for your patience! Seeing things come together, I've become more and more convinced that moving to 3D was the right call.
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cerastes · 1 year ago
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can i get other examples of gamepress being wrong about arknights? i've been using them as my main source since i started and now i'm worried i'm missing out on some operators i haven't bothered to upgrade 🙃
We could be here literally all day because it's not like they have one or two outliers, Gamepress is just mainly edited by people that live in an echo chamber and that have authority in their own circle so it's just off-the-hip, all too often wrong biased takes based on their own really reductive metrics. Chiefly, Gamepress ranks characters 1) as if they were the sole unit in the battlefield almost exclusively, and 2) using the single most broken units currently live as the barrier of entry. The unit you are looking up can't clear a chunk of map in one tap? Worthless and sub-optimal, according to Gamepress. Their only metric is Mlynar, Ch'ung the Hung, Surtr, that kind of Press To Win philosophy, and if a unit can't do that, Then It's Bad And Not Worth It.
Now, you may be thinking, "goodness me, Dreamer, you are being awfully harsh to call them complete dogshit at every angle of the game in this manner!", well, see, it's not just their Operator "reviews", they have articles sometimes. And they are god awful dogshit as well, such as "What Happened To Blaze?"
You can't see the comments anymore, but the author was getting reamed. I have one screenie at least:
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Comments were mainly of this nature. Because, well, the article is straight up awful, especially since it reduces Blaze to "laneholder" and compares her to "competition" like Thorns, Mudrock, and Mountain, who, yes, they all can hold a lane, but Blaze has her own space of "infinite duration, high statline, healable 3-block with 2 tile range" that has historically allowed for Funny Tricks like clearing enemies through "walls" on tiles that could shred Thorns even with a healer, or, you know, in conjunction with any of Mudrock or Mountain, given you have 12 whole slots for you team. Again, Gamepress editors rate characters as if they were your main in a fighting game and not one of 12+1 characters you can throw in at any time. They also tend to shit on non-specialist characters (generalists; more versatile units that can do a bunch of things without really breaking the game in any regard), which is very interesting because those usually will make up a strong backbone of any competent Integrated Strategies team, so the specialists in role can do their thing while the other needs of the map are being met.
"Ebenholz is nothing special." "Goldenglow is nothing special." These are takes they genuinely held until, you know, it turned out that Eben and GG are the most relevant Casters, up there with Eyja. To be fair, it wasn't just them being wrong on Eben, but how do you look at the global blasting of GG with her numbers and don't immediately realize that's an ICBM button? All it takes is having the game installed.
The biased nature of Gamepress is also blatant:
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Imagine rating April as "Really Good" while relegating Dorothy as only "Really Fun". Even before her Module3, Dorothy was absolutely devastating, bringing huge damage multipliers, crowd control, one of the single best class autoattacks in the whole game at 6* stat weight, and a Talent that gives her even more Attack for basically using her as intended. I'm not saying April isn't good, mind you, I'm just trying to highlight how biased the hands behind Gamepress are: They can't figure out Trapmasters? Then surely they are merely "really fun". Can't drop and forget them like April or Surtr, after all.
About the only thing Gamepress is good for is objective, in-game info: Dates, mat requirements, what skills do, that kind of stuff. It's got a good interface and is a good place to just quickly look up what you need to know that can otherwise be found in the game. The moment their personal opinions come into play, though? The most absolute dogshit takes. Unless you are a "unga bunga drop Surtr and Mlynar and win instan-- WAIT WHY IS INTEGRATED STRATEGIES AND RISK 23+ KICKING MY DAY 1 PLAYER ASS...!?" kinda player, then you don't really want to follow Gamepress advice.
Because they simply do not give good advice as a whole.
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dinchenix · 11 months ago
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Hello! How do you get aseprite to use tiles in your palette like that? It looks so convenient to make map mockups! Thank you!
I am using Tilemap Layers! (For the flower assets it were two layers, on for the flowers and one for the grass tileset)
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You can make them like regular layers, and then Aseprite adds all the tiles you draw (or paste) on the layer to the tile-palette.
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Make sure your version of Aseprite is 1.3, as the tile editor was added with that I think:)
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pushing500 · 1 year ago
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✨Gracie's Rimworld Modlist✨
(For the Mechanitor's Message run)
Here are all my current mods in order. Once again it’s all hand-typed because I am a bit rubbish at computer stuff and don’t know how to export modlists. Enjoy!! xoxo
Prepatcher (required for one or more of the other mods to work)
Harmony (I think this is just for performance)
Vanilla Backgrounds Expanded (this is just cool for loading screens etc.)
[CAT] Show Hair With Hats or Hide All Hats (so my colonists can show off their beautiful hair)
HugsLib (I think this is just for performance)
Camera + (better for taking screenshots)
Character Editor (so I can start with customised colonists)
Vanilla Expanded Framework (so all the Vanilla Expanded mods work)
Vanilla Furniture Expanded - Props and Decor (adds fancy props and decor)
Geological Landforms (for fun map generation)
Pathfinding Framework (a framework for pathfinding)
ANDH - Animal Nuzzling Detects Horrors (animals can detect metalhorrors when they nuzzle your colonists)
[GMT] Trading Spot (those darn traders always track dirt on my floors)
[KV] Impassable Map Maker (in case I feel like settling on an impassable tile)
[NL] Facial Animation - WIP (they look so cute with their lil’ faces!!)
[SBV] Recreational Drum Use (drum go bang boom, brain get happy)
[T] Moor Floors 1.4 (more floors)
[XND] Proper Shotguns (Continued) (makes shotguns work better so Security Chief Ratchet and Deputy Rocket the militors can be extra kickass)
Llama's Proper Shotgun Patches (some patches for the previous mod)
Adjustable Archonexus Quest Continued (no way Mechi is losing all his research!)
A Dog Said… Animal Prosthetics (animal bionics wooo)
Dubs Bad Hygiene (bathrooms cool)
Allow Tool (makes life so much easier)
[ATW] House Decor (more decorations for the house)
Biomes! Core (framework for Biomes! mods)
Biomes! Fossils (dinosaur museum go brrrr)
Biomes! Islands (tropical paradise, here we come!)
Allies are Helpful (so that our friends, few as they may be, will actually be useful)
Alpha Biomes (adds cool new biomes)
Alpha Memes (new ideology memes)
Alpha Mythology (adds cool new mythological animals)
Alpha Prefabs (cool prefabricated buildings)
Alpha Props - Parks and Gardens (adds props for parks and gardens)
Anima Animals Combined (Continued) (cool anima animals)
Animal Controls (animals can have food restrictions, etc.)
Better Mods Mismatch Window (to see which of my mods is fucked up THIS time 🙄)
Ebbbs (cute black blobby creatures)
Horse Breeds - Skin Variations (in case we feel the need to become cowboys with a varied herd of horses)
Biome Transitions (so your biomes transition)
Childhood Backstories (so your children can have backstories)
Clocks (every house needs a grandfather clock)
Colors (personally I prefer “colours”, but we can’t all be right)
Det’s Xenotypes - Avaloi (colourful drunk coral-people!!)
Det’s Xenotypes - Bogleg (alien mafia)
Doors Expanded (expands on the doors)
Dormitories (Not Barracks) (they shouldn’t be that upset about sharing a room)
Dress Patients (Continued) (put clothes on the patients)
Enhanced Beliefs (expands on the ideology system a bit)
Erin’s Baldur’s Gate 3 Hairs (need more hair)
Erin’s Cottage Collection (cutesy furniture)
Erin’s Decorations (cute decorations)
Erin’s Hairstyles - Redux (mmmmmore hair!!)
Extra Alerts (handy-dandy extra popups)
Floordrawings (those kids are so artistic)
GloomyFurniture (cutsey furniture)
Gloomy Furniture Fix (fixes something idk)
Gradient Hair (gradient hair)
Hard Times: Hair and Beards (more hair and beard styles)
Haul to Stack (you think they could figure that out themselves, but no. They need a mod)
Hospitality (warcrime-themed hotel chain let’s goooo)
Human Butchery 2.0 (just in case)
Human Leather Floor (👀)
Interaction Bubbles (to see what dey sayin’)
Kinky Bodystrap (I will not elaborate)
Lights Out (conserve electricity, save the planet)
Megafauna (biiiig pets)
Minify Everything (if I wanna carry a whole wall I damn well will)
More Descriptive Words and Names (exactly what it says on the tin)
More Faction Interaction (Continued) (more faction interaction)
More Persona Traits (to make Persona Weapons more interesting)
More Religious Origins (adds some more religious origins for ideology)
More Thrumbos (Continued) (mmmmore thrumbos)
More Thrumbos (Retextured) (just makes them look a bit better)
More Vanilla Biomes (more vanilla biomes)
negative traits (they can’t all be good)
Non-Binary Gender (adds a non-binary option)
Offworlders - The Biliog (swamp people)
Optimization: Meats - C# Edition (all meat is raw meat)
Pawn Name Variety (variety in pawn names)
Pick Up and Haul (pick it up and haul it)
Prisoners Don’t Have Keys (why would they??)
Random Research (it looked amusing)
Reel’s Facial Animation Textures (face stuff)
Replace Stuff (to build walls on top of other walls etc.)
RimPy Mod Manager Database (just for insurance)
Rimsenal - Hair pack (hair)
Rimsenal Hair Retextured (more hair stuff)
RimTraits - General Traits (more traits)
River’s Tribal Shoes (tribal shoes)
Romance on the Rim (awww, so romantic <3)
Roo’s HD Dreadlock Hairstyles (dreads)
Roo’s HD Glasses Hairstyles (glasses)
Roo’s HD Hairstyles (hairy)
Roo’s HD Royalty Hairstyles (fancy hair)
RPG Style Inventory Revamped (inventory is easier to use)
RT Fuse (I don’t like zzzt events)
Sand Castles (for funsies)
Simple sidearms (always be prepared!)
Smutty Fanfiction (👀)
Snap Out! (for mental breaks)
Standalone Hot Spring (why have geothermal power when you can have a nice hot bath instead?)
Stylized Slave Collars and Headgear (to fit the theme)
The Vanity Project - Beards (more beards)
The Vanity Project - Female Hair (for the gals)
The Vanity Project - Male Hair (for the guys)
Trait and Backstory Icons (icons for traits and backstories)
Toddlers (smol bean people)
Upscaled - Won hair_men (hair)
Upscaled - Won hair_women (hair)
Vanilla Achievements Expanded (makes me feel successful)
Vanilla Animals Expanded (adds fun new animals)
Vanilla Animals Expanded - Endangered (adds endangered animals)
Vanilla Animals Expanded - Royal Animals (adds fancy animals)
Vanilla Animals Expanded - Waste Animals (edgy dystopian animals)
Vanilla Apparel Expanded (new clothes)
Vanilla Apparel Expanded - Accessories (new accessories)
Vanilla Armour Expanded (more armour)
Vanilla Backstories Expanded (more backstories)
Vanilla Brewing Expanded (alcohol woooo)
Vanilla Base Generation Expanded (generates cool bases)
Vanilla Brewing Expanded - Coffee and Tea (to feed our caffeine addiction)
Vanilla Cooking Expanded (fun food)
Vanilla Cooking Expanded - Stews (everybody loves a good stew)
Vanilla Fishing Expanded (such a relaxing pastime)
Vanilla Fishing Expanded - Fishing Treasures AddOn (you can fish up cool stuff, like wood)
Vanilla Cooking Expanded - Sushi (we have to do something with all those fish)
Vanilla Events Expanded (can never have too many events)
Vanilla Factions Expanded - Ancients (scary ancient people)
Vanilla Factions Expanded - Empire (makes the empire more interesting)
Vanilla Factions Expanded - Mechanoids (we couldn’t have a mechanitor run without them)
Vanilla Factions Expanded - Settlers (yeehaw)
Vanilla Factions Expanded - Tribal (I like having tribal friends)
Vanilla Furniture Expanded (more furniture)
Vanilla Furniture Expanded - Architect Module (new structure stuff)
Vanilla Furniture Expanded - Art Module (fancy art and decorations to make)
Vanilla Furniture Expanded - Farming (we love growing food)
Vanilla Furniture Expanded - Medical Module (to make the most kickass hospital)
Vanilla Furniture Expanded - Power (mechanitor has to power their mechs somehow)
Vanilla Furniture Expanded - Production (cool manufacturing stuff)
Vanilla Furniture Expanded - Security (you can never be too careful)
Vanilla Furniture Expanded - Spacer Module (a mechanitor’s dream)
Vanilla Hair Expanded (always need more hair)
Vanilla Hair Retextured (make it look snazzy)
Vanilla Ideology Expanded - Dryads (for sprucing up gauranlen tree stuff)
Vanilla Ideology Expanded - Hats and Rags (to dress properly)
Vanilla Ideology Expanded - Icons and Symbols (to customise ideologies as much as possible)
Vanilla Ideology Expanded - Relics and Artifacts (cube…?)
Vanilla Ideology Expanded - Sophian Style (fancy~)
Vanilla Ideology Expanded - Splits and Schisms (reminds me of Wookshys)
Vanilla Nutrient Paste Expanded (hell yeah nutrient paste)
Vanilla Outposts Expanded (we can form outposts if we like)
Vanilla Races Expanded - Android (it would be cool to have androids hanging out with our mechanitor…)
ReGrowth: Core (I like the retextures)
ReGrowth: Tropical (more fun stuff)
ReGrowth: Aspen (new biomes)
ReGrowth: Boiling (new biomes again)
Vanilla Plants Expanded (yummy foodstuffs)
Tilled Soil (heehoo farm)
Vanilla Persona Weapons Expanded (make the persona weapons more personable)
Vanilla Plants Expanded - More Plants (even MORE farm)
Vanilla Plants Expanded - Mushrooms (I should do a dirtmole colony someday)
Vanilla Plants Expanded - Succulents (they’re cute)
Vanilla Psycasts Expanded (I love ‘em)
Alpha Animals (one of my favourite mods)
Vanilla Genetics Expanded (genetics stuff)
Vanilla Genetics Expanded - More Lab Stuff (more lab stuff)
Vanilla Ideology Expanded - Memes and Structures (more customisation)
Alpha Genes (Makes for fun people to draw)
Alpha Mechs (Mechs for the Mechanitor!! Skulls for the- oh, wait, no)
Vanilla Races Expanded - Archon (basically githyanki)
Vanilla Races Expanded - Custom Icons (to make your own xenotypes that much more distinct)
Vanilla Races Expanded - Fungoid (zombies go brrrr)
Vanilla Races Expanded - Genie (how many wishes do I get?)
Vanilla Races Expanded - Highmate (the perfect partner!)
Vanilla Races Expanded - Hussar (nobody will ever be as good as Henry…)
Vanilla Races Expanded - Lycanthrope (do we need a werewolf boyfriend?🍍)
Vanilla Races Expanded - Phytokin (tree people my beloved)
Vanilla Races Expanded - Pigskin (is there a teacup pig variant?)
Vanilla Races Expanded - Sanguophage (vampires go brrrr)
Vanilla Races Expanded - Saurid (lizard people to control the government)
Vanilla Factions Expanded - Waster (pollution people)
Facial Animations Xenotype Compatibility (to help smooth out the face stuff)
Vanilla Skills Expanded (makes learning more interesting)
Vanilla Skin Tone Genes (inheritable skin tones)
Vanilla Social Interactions Expanded (more interactions to draw)
Vanilla Textures Expanded (expands the vanilla textures)
Vanilla Textures Expanded - [NL] Facial Animation (makes the facial animation more vanilla and less anime)
Vanilla Textures Expanded - Variations (so things don’t look too same-y)
Vanilla Ideology Expanded - Anima Theme (for funsies)
Vanilla Trading Expanded (expands the trading)
Vanilla Traits Expanded (more traits!)
[DN] Bundle of Traits (one of my favourite trait mods <3)
Vehicle Framework (a framework for vehicles)
Vanilla Vehicles Expanded (more vehicles)
Vanilla Vehicles Expanded - Tier 3 (even MORE vehicles)
Vanilla Weapons Expanded (to spice up the combat)
Vanilla Weapons Expanded - Coilguns (adds coilguns)
Vanilla Weapons Expanded - Grenades (expands on grenades)
Vanilla Weapons Expanded - Heavy Weapons (more heavy weapons)
Vanilla Weapons Expanded - Laser (laser weapons)
Vanilla Weapons Expanded - Makeshift (for when you gotta make do)
Vanilla Weapons Expanded - Non-Lethal (for interrogations and organ harvesting)
Vanilla Weapons Expanded - Quickdraw (to draw quickly)
Vanilla Weapons Expanded - Frontier (yeehaw)
Vanilla Weapons Expanded - Tribal (they deserve some variety too)
Vanilla Factions Expanded - Pirates (arrr me hearties!)
VPG Garden Resources (if I wanna grow uranium I will)
Vanilla Psycasts Expanded - Puppeteer (mind control, oooh!)
VVE - Deconstructable Vehicle Junk (so we can make old cars new!)
War Crimes Expanded 2 Core (Updated) (just in case)
What's That Mod (so I know what the mod is)
While You’re Up (PUAH) (more hauling revamps)
Won Hair Men Retextured (hairy hairy)
Won Hair Women Retextured (more hairy hairy)
Xeva’s Rimhair (hair)
Xeva’s Rimhair Retextured (hair)
Yet Another Hair Mod (I don't have too many, shhhh!)
ATH ‘s Retexture Female Apparel (looks like fun to draw!)
ATH’s Style Female Dresses (fun to draw)
HousekeeperAssistanceCat (the best mod)
Facial Animations Xenotype Compatibility (to make the cute faces more compatible with different xenotypes)
[FSF] Complex Jobs (Legacy Version) (makes job prioritizing easier)
Nice Short Female Hairs (okay maybe I have a problem with hair mods 😅)
Pointless Surgeries (it looked funny)
Rational Romance 2 (Continued) (I don't think Mechi is the romantic type but just in case)
Rim of Madness - Bones (it seems to fit the void-studying aspect)
ReGrowth: Retextures (fixes ReGrowth textures or something idk)
Urn Retexture and Variation (we needed different urns in case)
[LYN] HD Corporate and Hedonist Apparel (makes some of the Vanilla Expanded clothes HD)
Alpha Vehicles - Early Cars (Mechi should have cool vintage cars)
Det's Xenotypes - Venators (if I can't have T'au I'll have a different ranged xenotype)
Det's Xenotypes - Stoneborn (dwarf go brrrrr)
ReGrowth: Wastelands (biomes~)
ReGrowth: Tundra (bioomes~)
ReGrowth: Swamp (biooomes~)
ReGrowth: Temperate (bioooomes~)
ReGrowth: Boreal (biooooomes~)
Do Recreation When Idle (makes pawns do recreational activities when they're not doing anything else)
Ponpeco Furnitures : Kids' Room (cute furniture in case we, I don't know, acquire a little girl along the way)
Roo's HD Accessory Hairstyles (I JUST NEED MORE HAIR TO DRAW)
Roo's Minotaur Xenotype (we have pig people and dog people and lizard people and I WANT COW PEOPLE DAMMIT)
Roo's Minotaur Xenotype Expanded (just a lil' extra somethin'-somethin' for flavour)
Roo's Birthmarks and Blemishes (fun 👏 to 👏 draw 👏)
Roo's Faun Xenotype (I can live out my Narnia dreams...)
Roo's Satyr Xenotype (need more xenotypes)
Roo's Satyr and Faun Xenotypes Expanded (just a lil' extra somethin'-somethin' for flavour)
Roo's Tattoos - Starter Pack (mmmmmore tattoos!!!)
Use Resurrector Mech Serum On Rotten or Skeleton People (on the off chance we have a sibling who's been buried for too long to be resurrected with a serum otherwise 👀)
Share Rooms [LWM] (on the off chance we have royal twins who don't want to share a room, but I want them to share a room. A mod explicitly written for this run, and I could not be more delighted ❤️❤️❤️)
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jessicameleon · 7 months ago
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my experience with coding this game so far:
30% placing sprites and tiles to make maps
a further 15% making tiny tweaks to sprites, closing and reopening rmxp to see how they look in the environment, then going back to the image editor to tweak them again repeatedly
20% trying to level balance. fuck. you get the idea in theory and you playtest it and its too hard and you adjust it and its less fun and back and forth until it works
10% i have an idea of what i want to do but i have no idea how to actually make it happen mia helpppp
15% DOORS. DOORS. DOORS. DOORS. DOORS. DOORS.
5% actually putting together cool events and plot and progression into the game
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satoshi-mochida · 3 months ago
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Action Game Maker launches June 16 - Gematsu
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2D action game development toolkit Action Game Maker will launch for PC via Steam on June 16, developer Gotcha Gotcha Games announced.
Here is an overview of the toolkit, via its Steam page:
About
The latest in the long-running Maker series of game development toolkits, Action Game Maker brings 2D action game development to those of all skill levels! Built using Godot Engine, Action Game Maker provides access to professional level functions without any programming required! A collection of samples and assets are included to provide the foundation needed to make your game a reality! Unchain your imagination!
Fully No Coding Visual Scripting
Action Game Maker builds on the node-based visual scripting system created for Pixel Game Maker MV with many improvements. No knowledge of programming is needed. Simply connect up Actions (similar to RPG Maker‘s Event Commands) and see the unique logic for your game come together!
Make Your Game!
Side-scroll or top-down: you choose what type of game to make! From platformers and Metroidvanias, to horror, adventure, shooting, puzzles, and more: it’s your choice!
Advanced Engine Technology With Godot Engine
Take advantage of the excellent 2D functionality provided by Godot Engine, the popular open source engine powering Action Game Maker!
User interface design based on the existing Godot user interface.
Support for GDScript is provided for those who want to move beyond visual scripting.
A complete 2D pipeline.
Tile Map Editor with auto-tile function.
Supports both sprite and 2D bone animation systems.
Access to Godot’s rich particle and shader systems as well as support for dynamic lighting and shadows, enabling a full suite of graphics features!
Sample Assets Included
Everything you need to build your first game is included, from character art to tiles, music, and sound effects! Free yourself from worrying about assets and just get started! The provided samples are intentionally simple and pixel-style so that it’s easy to open them up and make modifications or extensions to begin creating your own original look! Of course, if you already have your own assets it’s easy to import them—and high resolutions are supported!
Watch a new trailer below.
Release Date Trailer
English
youtube
Japanese
youtube
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vela-pulsars · 1 year ago
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neuron forest is stunning for a first region! how did you do it?
There's a lot of ressources for modding a region in rainworld, I'd argue that unless you know how to code or are interested in it, it's the easiest (but most tedious) to implement if you're not planning on doing anything the game itself, custom regions support (mod that you need to add a new region without coding) or regionkit (a mod you can make your own mod dependant on to get access to its vast toolkit) has ! Neuron Forest only requires custom regions support and the downpour dlc because I wanted to keep things simple.
Putting this under a readmore so it doesn't become an annoying text wall aha, also there's spoilers for the region if you haven't explored it yet !
Neuron Forest was mostly an experiment to see how I'm doing with the level editor, hence the very tiny size (less than 30 rooms) and Saint exclusivity (means I don't have to make a different version of the region for each slugcat).
I started out by getting the official level editor, then tried making my first room using the wiki as a guide. I had fun so I went on the modding academy discord server to get advice and help; first thing I was told to do to make my life easier was getting the community editor with controls showing up on screen and tons of bonus community-made tiles ! Halfway in the region, I decided to spice it up with a few goodies to give incentive to the player to visit it, since it only had one gate and thus was a dead end; a pearl both to give lore and try out that feature, and, realizing the mother achievement is unavailable to saint, a special pup.
I asked if someone wanted to code a creature that was a copypaste of a pup to spawn in a specific room in exchange for some art, and Spinch (a coder working on Pitch Black) replied they were interested; they said it would be easier to just recolor a pup though, since I wasn't aware custom creatures are a nightmare to make aha !
"Fading Refuge" (the song playing as you enter the region) was aphazardly put together in LMMS by tracing the sundown motif and edited a bit in Audacity, do NOT ask me how I made that work because it's the only time I didn't completely miss gdhjghjsdgjh, I learned my lesson and asked actual musicians for my next mod. You guys aren't ready for the bangers they cooked.
Aside from the pup, Neuron Forest didn't need any other code since the rest is built in, I do want to warn new modders that on top of the level editor being a bit of a capricious thing, the interface can look pretty gnarly if you weren't expecting it, but the legible devtools mod and community editor make it bearable.
Also as some may have noticed, yeah, don't do what I did to add the gate to Neuron Forest to the Silent construct map, it will not work unless there's a vacant entrance pipe in the room already; you'll need to edit the room you want your entrance in in the editor !
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riftcallergames · 6 months ago
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🌲 Sidewalk Tiles
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I had to redo the sidewalks due to some grid misalignment bleeehhh, but they're all done now. There's some minor nicks in the corners between some tiles but honestly will be hardly visible once I size things down.
Tiled Map Editor so far is a joy to use and has support for most major engines, I think? Like a lot of these tiles are bigger than my defined tile size and it has absolutely zero problems loading them in with any other sized tile, as long as it's a factor of 2 and is chopped correctly.
🐲 Kåre
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mythauragame · 2 years ago
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Development Update - July 2023
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Hi everyone, Miyazaki here! We've got some new things to roll out to you this month.
Topics covered:
Companion Codex
Beast expressions
Q1 (2023) Ko-fi Glamour and Companion results
Breeding Demo improvements
More under the cut!
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Beast Expressions
Mythaura's quests--both main story quests as well as side quests--will feature interactions with NPCs. Your lead beast (which you can change at any time) will be engaging with these NPCs in every interaction, and both your beast and the NPC will show up on the screen during dialogue. Their expressions will change depending on choices made during dialogue selection.
These expressions are generated based the code from the Beast Creator. They will not show a beast's Gear, Apparel, or Glamours.
As of now the art team has completed all Specials and Supers for the adult and young Griffin bases!
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At a future point, we plan on adding the expressions to the Beast Creator demo. We will announce this feature at a later date.
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Companion Codex
As we've started to accumulate a good number of Companions for Mythaura, including many created thanks to generous Ko-fi and Patreon sponsors, we thought it'd be a good idea to put them all in one place for people to look at. To that end, we've created a Companion Codex page!
Each Companion will have its key information available for viewing, including:
Element
Standard and Radiant colorations
Size (with an average-sized adult Ryu for reference)
Description
Ability to zoom into image
We will be gradually adding more Companions as we finalize their sizes in the back end. When we add them, we'll share them in the #mini-updates channel in the Discord server.
NOTE: We are aware of a visual bug in Firefox when viewing companions. This is a bug in Firefox itself, and we will attempt to find a workaround for Firefox users. In the meantime, we recommend using Google Chrome or Safari to view the Companion Codex page.
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Ko-fi Q1 (2023) Results
Thanks to all who voted on which Glamour and Companion we're moving forward with for Quater 1 (2023)!) The Filigree Moth Companion and Twilight Glamour for adult Hippogriffs will be this quarter's rewards.
We'll be back with the completed artwork for these two in the August dev update!
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Breeding Predictor Improvements
We've made a lot of improvements to the Breeding Predictor this past month!
Speed majorly improved
Specials not layering correctly fixed
Supers are now only inherited when both parents have part of the Specials combo
Added ability to toggle between age when predicting
Made beast code boxes more intuitive to use, such as allowing pasting in place.
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Mythaura v0.19
Creates companion endpoint and page
Adds sizes and default stats to companions
Creates concept of objects & floors in Wild Area
Began tile map editor project, allowing staff to create bespoke floors
Builds out encounter spawn logic and infrastructure
Adds concept of "timeslots" to control when specific encounters can spawn
Refactors back end tools to make changes more safe and clean up code
Fixes issue where battles could not run on Redis queue
Refactors front end dependency injection
Updates the breeding predictor to dramatically increase speed from several seconds to less than a second
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Thank You!
Thanks for sticking through to the end of the post, we always look forward to sharing our month's work with all of you--thank you for taking the time to read. We'll see you around the Discord!
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blubadventures · 3 months ago
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Hello pico-8!
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Welcome to my blob! I mean blog!
Lately I've been messing around with pico-8, a really fun game dev environment created by Lexaloffle Games. I'll be documenting my progress here.
So what's special about pico-8? It's a "fantasy computer" meant to resemble old home computers from the 80's like the Commodore 64. The hardware capabilities of the pico-8 are extremely limited, but these restrictions only exist to breed creativity. Pico-8 also comes with built-in editors for code, sprites, music, and more, so it's actually really easy to make games for it, in spite of the technical limitations.
Here's a basic overview of the pico-8's specs and limitations.
128x128 pixel resolution. Even smaller than a GameBoy screen!
16-color palette, and the colors are all pre-defined. However, there are also 16 "secret" colors you can use... Kind of. I'll make a post about that some other time.
Games are written in the Lua programming language. One cart is limited to a maximum of 8,192 tokens and 65,535 total characters!
4 sound channels
128 8x8 sprites.
One 128x32 tile map.
Enough shared space for either another sprite sheet, another map, or some combination of the two.
Up to 8 controllers, each one having 6 digital buttons and no analog.
See for yourself what kind of cool games people have published for this fun device!
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Signalis Doom - 5
Not much today either, it was mostly a mix of overcoming issues with 3d models in doom and figuring out some workflows.
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3d models are still considered sprites, so to get models to display properly, it involves a degree of pointing the engine to look at invisible dummy sprites and then swapping those with the model. Odd stuff. There's better formats than this one and i'm going to look into those. That being said, i'm unsure how much i'm gonna commit to 3d, right now it's just experimentation. what I'll prob end up doing is spending a day banging out a buncha mockup sprites to approximate some chars and start mapping. Just enough to get the idea. tbh i could be doing way more mapping to establish a level language than i am, i'm kinda putting it off to play with textures and i gotta diversify.
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I'm considering commissioning some artists for some spritework, either on specific characters or UI elements or such. I know i'll want something done for the opening splash. Most of my time today, and the next few days, is going to be spent reacquainting myself with a host of tools. I've been doing gamedev for years, i went to school for 3d animation, and i've spent a great deal of time in alot of art tools. However, i tend to forget how they work very easily. I realized i'm not gonna get anything done unless i take the time to remember how the following tools work; 1. Maya for core animation(could be a problem, iqm is the newest doom format and the community pipeline is best setup for blender, but we'll see how it goes) 2,. Blender for import/export/better compability with some aspects of gzdoom 3. Photoshop for photo manipulation of the existing textures and as a means of either creating new textures, or givng more nuance to ones i create elsewhere. 4. Aesperite for core pixel art. Signalis is a mix of low rez painted works and pixel art, and knowing when to deploy each is a good idea. 5. I'll need to get a proper toolkit up for the model to 2d pipeline, i have options but they need to be tested. 6. FL studio for audio manipulation. 7. and imma be real i don't know how spreadsheets work and i'm gonna need a hell of a spritesheet to organize what assets i'll need to recreate. That sounds like a lot but i've used them all before, and i'd need to more or less do the same thing for any real production anyway.
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On the plus side, i think i've figured out how to do the floors. i'll just take elements of the original textures, and build a larger one out of them with built-in variation for tiles and color variation. I'll add more variation as needed in-editor.
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I'm realizing i'm spending alot of time in odd spots. To be honest, i've never done a fan project like this before, much less one working with OG textures. I'm having a tough time getting my head around not only the unique nature of doom modding (releasing contnet packs taht can slot into any game) with full game production (Og maps, mechanics, story with bespoke stuff) ontop of fanworks (fanfiction, recontexualization of original assets). part of me wonders if my focus on getting og textures working is a mistake, as it's putting me in a mindset that's not the most useful for my project. But we'll see, I'll get my priorities straightned out, this ain't getting done overnight either way.
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sacredechoes · 1 year ago
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I'm thinking of trying my hand at some GBA Fire Emblem ROM hacking, and I was wondering, what software/program/whatever was used to make Sacred Echoes?
My workflow for Sacred Echoes ended up being pretty similar to how the original devs built FE8 - meaning I was mostly working with source code and the compiler with various command-line utilities to convert my asset files into a data format the GBA could handle. When I started the project in mid-2018, I already had some formal education and work experience in programming, so I was past the steepest part of the learning curve for these specific tools.
Please note that my methods are NOT the methods I would recommend for a first project unless you're already familiar with the software development process and using command-line tools. I went into Sacred Echoes knowing I would need to write a bunch of custom code to modify the game mechanics beyond what the beginner tools at the time allowed me to do, so I chose the more complex path. If you're looking for an all-in-one graphical editor that's more friendly to beginners, FEBuilder is amazing and constantly updated with new functions. Whichever method you decide on using, the FE Universe forum and discord are full of resources, tutorials, and helpful people, and I wouldn't have been able to succeed without them. Best of luck on your project!
That said, here's all the technical details and links to all the tools I used:
Sacred Echoes was built using a combination of GNU make (a build system used to automatically detect and compile changes to source code in large projects) and Event Assembler, a utility primarily built for editing the GBA Fire Emblem games. Event Assembler is used with a method called the buildfile, which is essentially a fancy text file with instructions for Event Assembler to insert source files into a ROM and linking different parts together. This meant I used different tools for creating each type of data. Unlike with a ROM editor (such as FEBuilder), I wasn't constantly saving my changes to the same ROM file, but instead freshly building it each time I made a change and wanted to test. This meant that if I messed up (very common when writing custom code), I could just comment out the relevant code or instructions in the buildfile and rebuild from source, rather than try to pick through the ROM by hand to fix issues.
There were cases where I would need to view and edit raw binary data with a hex editor (usually to find a pointer to compressed graphics or a data table); I prefer HxD for that.
For graphics, use any program that can edit and save .PNG files (I used MS Paint and GIMP), and then a tool for game graphics called Usenti to put them into a format the GBA can read. If you need to find and rip graphics from a ROM to edit them, GBAGE is the gold standard (and comes built-in to FEBuilder).
Maps are built from the tileset graphics using a program called Tiled.
For music, the GBA uses MIDI sequences, so any audio program with MIDI support works fine for that. (I used Anvil Studio). The MIDI file is then converted to GBA with a utility called midi2agb.
For unit data and other large data structures, I used a spreadsheet in CSV format, which can be edited with a program like Excel or LibreOffice Calc.
For map events and loading units, the GBA FE games use a scripting language called Event Assembler Language, which just gets written in a raw .txt file. A good plaintext editor like Notepad++ or SublimeText can help keep track of language syntax and keywords.
For assembly code, it is also written in a text editor, and then compiled to bytecode with devkitARM. Most of it I wrote in raw ARM assembly language (which is specific to the GBA's CPU), but in more complex cases towards the end of the project I wrote the code in the C programming language and compiled it with devkitARM.
To keep track of my source files and changes, and to make backups and version control easier, I just used GitHub because I already had an account, but you could also use GitLab or Bitbucket instead.
Finally, I used some tools made by the FE hacking community specifically for automating some tasks and formatting data - most of these are Python scripts, but some can be downloaded as compiled executables. I used "lyn", "TMX2EA", "C2EA", TextProcess and ParseFile, and AnimationAssembler. Ask on the FEU discord or check the forum's toolbox tag.
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alfieshaw · 2 years ago
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Experimentation with ASCII art
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editor.p5js.orgAvailable from: https://editor.p5js.org/codingtrain/sketches/KTVfEcpWx (n.d.). p5.js Web Editor.
I found some preexisting written code with converted a live video input into ascii art on the p5.js website.I began playing around with my hand to see which kind of formations I could create and began to think about whether or not the ascii symbols could be replaced by shapes such as square to create forms of generative grids which could be manipulated by a users hand/movements on a webcam.
When I first did Tim Rodenbrokers course on ASCII, I learnt that the characters were not restricted to being just letters/numbers.
The basics of an ASCII sketch is just a grid, or a value of tiles divided by the width/height. I thought that it would be possible to replace these characters with images and shapes to see what kind of formations I could create.
I combined the p5.js code with some already existing code i had from the course and mapped the input to be my webcam instead of an image. I did this inside of processing.
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Here are some of the examples I generated.
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I find it interesting to use this as a form of a generative grid which can be controlled by a users movement. This allows users to create forms which could potentially be used for layouts in their designs.
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pushing500 · 1 year ago
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✨Gracie's Rimworld Modlist✨
(for the Children of Ecthuctu run)
Here are all my current mods in order. Only a scant two-hundred and sixteen of them! Once again it's all hand-typed because I am a bit rubbish at computer stuff and don't know how to export modlists. Enjoy!! xoxo
Prepatcher (a mod manager thing)
Harmony (I think this is just for performance)
What’s That Mod? (tells you what mod stuff is from. VERY USEFUL)
Vanilla Backgrounds Expanded (this is just cool for loading screens etc.)
Camera+ (for taking better screenshots)
Biomes! Fossils (I could build a dinosaur museum!!!)
Better ModMismatch Window (for if I do feel the need to mess with the modlist)
Mod Manager (I have lots of mods to manage)
RimPy Mod Manager Database (I don’t know if this needs to be active to use the RimPy application but I don’t wanna risk it)
HugsLib (I think this is just for performance)
Humanoid Alien Races (aliens are cool)
Tabula Rasa ( ¯\_(ツ)_/¯ )
Character Editor (so I could start with the colonists I had planned)
Vanilla Expanded Framework (I think this is just for performance)
JecsTools (I think this is just for performance)
Interaction Bubbles (To see what my lil’ guys are talking about)
CM Color Coded Mood Bar [1.1+] (helpful for spotting incoming mental breaks)
Childhood Backstories (so that babies born in my colony will have relevant backstories when they are all grown up)
Dubs Bad Hygiene (bathrooms cool)
Pathfinding Framework (makes the Biomes! mods work)
Doors Expanded (expands on the doors)
A Dog Said… Animal Prosthetics (animal bionics wooo)
LBE’s A Dog Said Easy Patcher (to help with all the animals mods woooo)
Vanilla Achievements Expanded (sometimes it gives me a serotonin)
Vanilla Fishing Expanded (a good food source when I’m not resorting to cannibalism)
Vanilla Races Expanded - Android (cool robot xenotype)
Vanilla Factions Expanded - Tribals (more tribal stuff)
ReGrowth: Core (framework for ReGrowth stuff)
ReGrowth: Tropical (adds new tropical plants and stuff)
Biomes! Core (the framework for the Biomes! mods)
Biomes! Islands (in case I wanted to reenact Castaway)
Vanilla Plants Expanded (more farm stuff hooray!)
Vanilla Plants Expanded - Succulents (for making the colony look pretty)
Vanilla Plants Expanded - More Plants (even MORE farm stuff!!)
Biomes! Prehistoric (dinosaurs :3)
Alpha Biomes (can never have enough biomes)
Alpha Mythology (adds mythological creatures)
Vanilla Psycasts Expanded (expands the psycasts)
Alpha Animals (even more pets!)
Alpha Genes (more xenotypes to play with and draw!)
Alpha Prefabs (pop-up buildings will be cool for a nomadic playthrough)
Allow Tool (easier to forbid and unforbid items)
BiomesKit (helps with placement of biomes on the planet I think)
[ATW] House Decor (for aesthetic purposes)
[KV] Impassable Map Maker (in case I want to make a colony on impassable mountains someday)
Vanilla Traits Expanded (I love hoarding traits)
Bundle Of Traits (give me ALL THE TRAITS)
[GMT] Trading Spot (to stop stupid traders keep walking in my house)
[NL] Facial Animation - WIP (they make funny faces :3) 
Vanilla Textures Expanded - [NL Facial Animation] (why my colonists have such cute lil’ faces)
Vanilla Races Expanded - Saurid (dinosaur people wooooo!)
[SBV] Recreational Drum Use (banging on drums is cathartic)
[T] More Floors 1.4 (adds more floors)
Anima Gear (I could make stuff out of anima grass if I felt like doing the research for it)
Animal Controls (to stop animals eating my fancy colonist-food)
Avoid Friendly Fire (you think they would know not to walk in front of the gun but noooo)
Geological Landforms (cool new map gens)
Biome Transitions (if your map tile is next to a different biome they can mix together)
Clocks (tick tock tick tock…)
Ebbbs (goo creatures my beloved)
Erin’s Cat Overhaul (I like cats)
Erin’s Cottage Collection (everything looks so cozy ❤️)
Erin’s Decorations (for aesthetic purposes)
Erin’s Hairstyles - Redux (there’s never enough hairstyle variety)
Euglena Framework (the framework for the euglena xenotype stuff I think)
Euglena Expanded - Euglena Xenotype (tree people go brrrr)
Euglena Expanded - Implantor (expands on the euglena stuff I guess)
Floordrawings (adds more floordrawings for kids to draw)
Giddy-Up 2 (getting to the crashed ship will be easier with animals to ride)
GloomyFurniture (cute cozy furniture)
Gloomy Furniture Fix (some patches for the cute cozy furniture)
Gradient Hair (so your colonists can have frosted tips I guess)
Hard Times: Hair and Beards (I love hair and beard variety)
Haul to Stack (so they don’t clutter the freezer with individual piles of food instead of one big pile)
Horse Breeds - Skin Variations (horses very fun!!)
Hospitality (easy to lure unsuspecting victims from other factions if you run a hotel)
HousekeeperAssistanceCat (one of the first mods I ever played with and I love it)
Human Butchery 2.0 (look it’s a cannibal cult what else was I supposed to do??)
Illithid Xenotype (I like hoarding xenotyes)
Kinky Bodystrap (It was funny at the time)
Vanilla Factions Expanded - Mechanoids (scary robots)
Vanilla Weapons Expanded (can never have too many weapons)
Vanilla Factions Expanded - Medieval (cool medieval weapons)
Vanilla Cooking Expanded (expands the cooking)
Vanilla Brewing Expanded (alcohol woo)
Vanilla Brewing Expanded - Coffee and Teas (coffee and tea woo)
Megafauna (biiiiiig pets!!)
Vanilla Genetics Expanded (adds fun and illegal-feeling genetic experimentation)
Vanilla Genetics Expanded - More Lab Stuff (adds “more lab stuff” to the aforementioned mod)
Vanilla Furniture Expanded - Power (adds new power sources)
Vanilla Furniture Expanded - Security (more defense stuff)
[FSF] Complex Jobs (Legacy Version) (splits jobs into smaller subsections)
Let’s Have a Cat! (I like cats)
LightsOut (pawns turn lights off when not using them)
Metaflora (cool mechanical plants)
MinifyEverything (sometimes picking up whole sections of brick wall is okay)
More Descriptive Words and Names (adds… more descriptive words and names)
More Faction Interaction (Continued)  (the more we interact the more chances there are for me to EAT THEM)
More Horn Colors (So that impids can have ✨fancy✨ horns)
Vanilla Ideology Expanded - Memes and Structures (lots of cool ideology stuff)
More Ideological Words (just makes random generation a bit easier and more interesting)
More Persona Traits (adds more variety of traits for persona weapons to have)
More Religious Origins (more ideology stuff)
More Thrumbos (Continued) (adds a whole bunch of awesome new thrumbo types)
More Thrumbos (Retextured) (retextures the awesome new thrumbo types)
NamesGalore (adds new names for people and stuff)
NamesGaloreLatin (adds new names for people and stuff but in Latin this time) 
negative traits (more traits but bad)
Optimization: Meats - C# Edition (all meat is just “raw meat” unless it’s specifically “human meat” or “insect meat”, so it can all be stacked together easily)
Pawn Name Variety (I like them to have lots of different name options)
Pick Up and Haul (pawns can carry more than one thing at a time)
Polyamory Beds (Vanilla Edition) (🎶there were four in the bed and the little one said “roll over! roll over!” so they all rolled over and one fell out…🎶)
Prisoners Dont Have Keys (they gotta bash their way out if they want to escape)
Rainbow’s Hair Pack (I like lots of options)
Replace Stuff (so I can build stone walls on top of wood walls without un-freezing the freezer, etc.)
Rim of Madness - Bones (skulls for the skull throne and all that jazz)
Rimsenal - Hair pack (more hairstyles lmao)
RimTraits - General Traits (more traits pleeease!)
River’s Tribal Shoes (don’t want to get prickles in your feet)
Roo’s Accessory Hairstyles (hairstyles with neat accessories in ‘em)
Roo’s Dreadlock Hairstyles (dreadlocks are cool!!!)
Roo’s Glasses Hairstyles (hairstyles with cute glasses attached)
Roo’s Royalty Hairstyles (fancy hair)
RPG Style Inventory Revamped (better inventory layout)
RPG Traits+ (more traits haha)
RT Fuse (I don’t like the zzzzt events)
Sand Castles (Laursen loves building sand castles)
Simple sidearms (every colonist needs MANY WEAPONS)
Simple Utilities: Ceiling (lights on the roof!)
Vanilla Furniture Expanded - Architect Module (adds new building stuff)
Simple Utilities: Wall (lights on the wall!)
Snap Out! (slap pawns out of their mental breaks)
Standalone Hot Spring (geothermal power boring and ugly, hot spring FAR better use of steam geysers)
Strong Bridge (makes bridges stronk)
Stylized Slave Collars and Headgears (it was funny at the time)
Tilled Soil (it’s not cheating it’s just farming)
Toddlers (makes babies more interesting)
Trait and Backstory Icons (gives traits and backstories cute lil’ icons next to ‘em)
Tribal Ideology Icons (more ideology symbols but tribal-specific)
Vanilla Animals Expanded (I insist on having a huge selection of pets)
Vanilla Animals Expanded - Endangered (endangered pets)
Vanilla Animals Expanded - Royal Animals (fancy pets)
Vanilla Animals Expanded - Waste Animals (pets that will probably irradiate you)
Vanilla Apparel Expanded (more clothes) 
Vanilla Apparel Expanded - Accessories (adds fun utility items)
Vanilla Armour Expanded (more armour)
Vanilla Backstories Expanded (adds new and fun backstories for colonists)
Vanilla Base Generation Expanded (makes enemy bases on caravan trips more fun)
Vanilla Cooking Expanded - Stews (adds stew)
Vanilla Cooking Expanded - Sushi (adds sushi)
Vanilla Events Expanded (more events)
Vanilla Weapons Expanded - Quickdraw (adds quickdraw weapons)
Vanilla Weapons Expanded - Laser (adds laser weapons)
Vanilla Weapons Expanded - Heavy (adds heavy weapons)
Vanilla Weapons Expanded - Coilguns (adds coilguns)
Vanilla Factions Expanded - Settlers (cowboys and stuff)
Vanilla Weapons Expanded - Frontier (weapons for cowboys and stuff)
Vanilla Expanded - Ideology Patches (for patching things up to Ideology)
Vanilla Expanded - Royalty Patches (for patching things up to Royalty)
Vanilla Factions Expanded - Ancients (expands the Ancients)
Vanilla Factions Expanded - Empire (adds more Empire stuff)
Vanilla Factions Expanded - Insectoids (bugs. ew.)
Vanilla Factions Expanded - Pirates (love me some pirates)
Vanilla Factions Expanded - Vikings (adds vikings)
Vanilla Fishing Expanded - Fishing Treasures AddOn (you can catch treasure when fishing)
Vanilla Fishing Expanded - Xtra Fish (adds more fish for fishing)
Vanilla Furniture Expanded (More furniture)
Vanilla Furniture Expanded - Art (I’m something of an artist myself)
Vanilla Furniture Expanded - Farming (for farm furniture I guess)
Vanilla Furniture Expanded - Medical (to make cool hospitals)
Vanilla Furniture Expanded - Production (makes for very nice workshops)
Vanilla Furniture Expanded - Props and Decorations (more props and decor)
Vanilla Furniture Expanded - Spacer Furniture (cool spaceship style furniture)
Vanilla Hair Expanded (more hair)
Vanilla Hair Retextured (just helps vanilla hair be a bit nicer)
Vanilla Ideology Expanded - Anima Theme (alters the Gauranlen trees a bit)
Vanilla Ideology Expanded - Dryads (more gauranlen tree stuff)
Vanilla Ideology Expanded - Hats and Rags (adds new ideology clothes)
Vanilla Ideology Expanded - Icons and Symbols (easier to customise your ideology)
Vanilla Ideology Expanded - Relics and Artefacts (adds new relics and artifacts for your ideology)
Vanilla Ideology Expanded - Splits and Schisms (sometimes your ideology can have a reformation and split into “catholic” and “protestant” versions, I guess)
Vanilla Nutrient Paste Expanded (mmmmm yummy goo)
Vanilla Outposts Expanded (I could go make outpost camps if I wanted)
ResearchPal - Forked (I’ve always played with this mod and it’s hard to adjust without it)
Vanilla Persona Weapons Expanded (more skins for persona weapons)
Vanilla Plants Expanded - Mushrooms (adds new mushrooms)
Vanilla Psycasts Expanded - Puppeteer (adds a new psycast route to take)
Vanilla Races Expanded - Custom Icons (new icons for xenotypes)
Vanilla Races Expanded - Archon (I like lots of xenotypes and xenotype playstyles)
Vanilla Races Expanded - Fungoid (I like lots of xenotypes and xenotype playstyles)
Vanilla Races Expanded - Genie (I like lots of xenotypes and xenotype playstyles)
Vanilla Races Expanded - Highmate (I like lots of xenotypes and xenotype playstyles)
Vanilla Races Expanded - Hussar (I like lots of xenotypes and xenotype playstyles)
Vanilla Races Expanded - Phytokin (I like lots of xenotypes and xenotype playstyles)
Vanilla Races Expanded - Sanguophage (I like lots of xenotypes and xenotype playstyles)
Vanilla Races Expanded - Waster (I like lots of xenotypes and xenotype playstyles)
Vanilla Skills Expanded (expands skill stuff)
Vanilla Social Interactions Expanded (new social interactions for fun and interesting storytelling)
Vanilla Textures Expanded (makes stuff sharper and crisper)
Vanilla Textures Expanded - Variations (stuff looks cooler when it varies)
Vanilla Trading Expanded (I think this adds a stock market or something idk)
Vehicle Framework (cars go brrrrr)
Vanilla Vehicles Expanded (expands on the vehicles)
Vanilla Weapons Expanded - Grenades (adds more grenades)
Vanilla Weapons Expanded - Makeshift (adds makeshift weapons)
Vanilla Weapons Expanded - Non-Lethal (adds non-lethal weapons)
Vanilla Weapons Expanded - Tribal (adds more tribal weapons)
VPG Garden Resources (it’s a lovely day on the Rimworld and you are growing uranium in your garden)
Offworlders - The Biliog (hideous swamp people with chemfuel blood)
Vanilla Vehicles Expanded - Tier 3 (more vehicle stuff)
War Crimes Expanded 2 Core (I mean I am playing an eldritch cannibal cult it was bound to happen eventually)
Way Better Romance (streamlines the romance a bit more)
Alpha Props - Parks and Gardens (adds more awesome decorations so my colony will look snazzy)
Colors (adds more colours to the default palette)
Det's Xenotypes - Boglegs (space mafia that looked fun to draw)
Det's Xenotypes - Avaloi (more cool xenotypes that looked fun to draw)
Erin's Hairstyles 2 (I have a hoarding problem)
Erin's Baldur's Gate 3 Hairs (a really severe hoarding problem)
The Vanity Project - Bears (there's just so many cool hair mods)
The Vanity Project - Female Hair (look at them all!)
The Vanity Project - Male Hair (I'll never run out of hair to draw)
The Vanity Project - Maid Outfits (c'mon Magic Man would slay in a maid outfit)
Vanilla Ideology Expanded - Sophian Style (never have too many styles)
Dresses in the Rim (fun clothes to draw)
Extra Alerts (adds some helpful things to be aware of)
Vanilla Races Expanded - Lycanthrope (everybody's teenage werewolf dreams 'boutta come trueeee)
Upscaled - Won hair men (and we're back to the hoarding problem)
Upscaled - Won hair women (maybe it's not a problem maybe it's a ✨collection✨)
Won Hair Men Retextured (these just make the last two look a lil' bit sharper)
Won Hair Women Retextured (these just make the last two look a lil' bit sharper)
Human Leather Floor (eldritch cannibal cult, need I say more?)
Facial Animations Xenotype Compatibility (for compatibility)
[CAT] Show Hair With Hats or Hide All Hats (so we can have cool hair and cool hats)
Sin's Cuter Child Clothes (cuter child clothes)
While You’re Up / PUAH+ (pawns will carry stuff while they’re on their way to and fro)
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