ShrimpleLife - 3D Rimworld

Hey hey, been a 2 months??!?!? minute.

A few things to share. Since last time I posted, migrating the pawns across to the main build went “flawlessly and without issue”.

theymadeit

I made some time to make good on the first level of customisation, meaning you can retexture the eyes of each pawn individually from the game’s directory.

dir

Next time I look into this I’ll be allowing full head replacements, and how to setup any hair to the bones I’ll be adding to the rig.

Cooking works!

When adding to the queue, the recipe book will search for available ingredients and add it to the queue. Any pawns assigned to cooking will fetch the ingredients from nearby containers and leave the finished product in the cooking station. Right-clicking on a cooking station will bring up the option to open the recipe book.

It doesn’t show here, but I’ll be adding more details per recipe for things like calorie count and time to prepare.

cooking
I’ve since fixed the debug name appearing listen there’s a lot going on in there ok

I’ve added a simple job tracker at the top of the screen, and pawns have an icon showing their current task above their head. There’s an inaccuracy you might spot in the following gif, but I’ll be looking into that after I post (icon changes to hauling for some reason).

tracker

Constructing needed some QoL, so I added a progress tracker.

construct

You might also notice pawns turn their head and eyes turn independently from their body when arriving at their task. Was not easy.

Current thoughts on the project, I want people to start being able to play soon but I want an overarching goal for them to complete first (it is a game after all). I have an idea what that is, but this is also bearing in mind that I haven’t started on the next weight stage yet which that might require.

That’s it for now, I’ll leave you with a certified quaternion moment. Thanks for reading.

flip

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