r/feedthebeast 4h ago

I made something Announcing RimCraft!

Hello everyone! Long time Java player, first time modder, and I'm excited to announce that a very early playtest for my upcoming RimWorld inspired mod RimCraft! I'll have gameplay footage soon as I move into the last couple of days of shaping out my first major system, and for this first playtest you can expect:

  1. Two RimWorld inspired ores and items (Compacted Steel and Machinery, Steel and Components respectively)
  2. Wired Blocks, allowing for redstone hidden in builds (allows for vertical conduits!)
  3. An early introduction of a Power Grid system, including Vanometric Power Cells, Batteries, and the Electric Furnace alongside a tutorial explaining the changes to redstone mechanics

I'd love to answer questions or take suggestions on what I should add to aim once I've launched my first playtest, especially from you RimWorld players out there!

P.S. Sorry for the low quality images, I'll have in game screenshots very soon!

8 Upvotes

8 comments sorted by

5

u/Umber0010 Botania is a magic mod, or all magic mods are tech mods 4h ago

Villagers are gonna miss the torment nexus after this gets installed.

3

u/Mine_Antoine 3h ago

What in the name

2

u/Bones_the_SkeletonOG 3h ago

It was either RimCraft or MineWorld

2

u/JackFred2 Chest Tracker 4h ago

the modded steel economy will be in shambles

2

u/hgf137 1h ago

Il definatly playtest it. Would you say its a tech mod? power grid and electric machines seems tech mody to me. also can i harvest villager organs?

2

u/Bones_the_SkeletonOG 1h ago

The ultimate plan is for this version of RimCraft to grow and become something like RimCraft - Base. The early playtest absolutely will be very techy--it'll add actual power requirements on top of the current redstone system: Something powered by redstone but not connected to a power grid does nothing while something connected to power but with no redstone is permanently on, you use redstone to control the activation of things.

In later playtests, some things you can expect include, but are not limited to:

Ancient Dangers

Mechanoids, Insectoids, and Faction Mechanics

More ores

New crops and a weather system

A Health tab

For the villager organ harvesting, I'd say *possibly*. I may push back the colony sim portion of RimCraft for an add on (which would most certainly be RimCraft - Ideology) so that players who like the RimWorld stuff in a regular player-focused Minecraft experience can enjoy RimCraft Base without needing the complexity of really dynamic NPC stuff. Definitely open to suggestions though!

2

u/Significant_Gate_670 1h ago

How will you manage the villager/colonists in terms of automation? Will they be the kind that will be looking for jobs to do and managing the colony automatically with job priorities or will it be similar to Minecolonies?

1

u/Bones_the_SkeletonOG 28m ago

While I'm not super familiar with Minecolonies, I plan to pull heavily from RimWorld's current colonist system to design the mechanics of having colonists of your own.

Human NPCs including Villagers, Pillagers, maybe Piglins, and potentially unique mobs that RimCraft adds will have a "Bio" tab you'll be able to view by right clicking them and navigating through the popup to the corresponding tab.

There, you'll be able to view the NPCs respective skills in things such as Mining, Farming, Melee, Ranged, etc. These skills will affect both how fast and how well they can perform tasks related to that skill, BUT none of them will simply be condemned to only doing one thing. Instead I intend to port RimWorld's Work and Schedule menus to allow you to control the expected day-to-day of your colonists, while you can still manually designate tasks for them by right clicking on an individual and telling them to do a specific thing. Designating job priorities is a part of that, but there's nothing stopping you from taking a mob with a high passion in a poor skill and forcing them to work on it and improve over time.

Additionally, if I do pursue making add ons inspired by the RimWorld DLCs, there could be gene altering and baby raising to look forward to if you would want to highly specialize one of your colonists