// Management · RimWorld Mod

[SNR] Starfleet [Limited Preview] [TEST BUILD] [Unstable] [v0.0.1a]

Starfleet Why a "Limited Preview"/"Unstable"?

Starfleet

Why a "Limited Preview"/"Unstable"? The first set of Starfleet gear art was ready, so I figured I'd throw it together for anyone interested in it, and it's very much just the tip of the iceberg, you can read more below. While this mod is set to unlisted and in this Unstable/Limited Preview state expect potentially Game-Breaking Updates from this mod. If you are satisfied with the current state of the mod and are using it in a playthrough, please keep a local copy available as backup. Comments currently closed; I will add various feedback threads and enable comments when I'm ready for balancing and suggestions.

What's available in this Limited Preview:

  • Starfleet Uniform: Middle Layer, decent armor, some environmental & vac protection.
  • Starfleet Armor: Outer Layer, doesn't cover legs, no movement penalty, edges out cataphract armor on upper body when layered with SF Jumpsuit.
  • Starfleet Helmet: Equivalent to cataphract.
All wearable by Adults & Children
  • Phaser: Quick, Short Range weapon
  • Phaser Rifle: Quick, Mid Range weapon
  • Phase Cannon: Multi-barrel phase cannon
If Odyssey is available, weapons will gain fixed traits when crafted at Excellent or higher quality. +1 trait for each additional quality level. NOTE: Everything is subject to change and weapon "bullet" textures, sounds, and traits are definitely included in that statement.

WIP Release Description

Starfleet

The first addon for the Strange New Rim series of mods. Eventually this will add a new Starfleet Recruit System which will include a learning management system for Cadets and a title system for Ranks, an Accolades system to support Ranks & resource acquisition from Starfleet HQ, Department management system including Department Head assignments, new advanced buildings/technology, furniture styles, and additional Starfleet Jumpsuit styles.

Planned Content for Release 01

Starfleet Recruitment System
  • Non-Federation colony starts will be able to contact Starfleet to be recruited into Starfleet. A shuttle will come by to take some pawns away for academy training if there are no Starfleet Officers in the colony. This will create a permanent alliance with Starfleet.
  • Upon colonist return they will be classified as Cadets and will have the opportunity to acquire new traits and passions as they progress through the Cadet Learning system (based on the child learning system from Biotech).
  • Once a Cadet finishes their learning they'll receive a title and can begin progression through the Officer Rank system (a title system based off the Royalty Titles system).
  • Promotions will be handled in colony by the highest Ranking Officer.
Accolades System
  • Colonies with Starfleet Officers & Cadets will earn Accolade Points for completing quests, defeating threats, and each Quadrum based on the number of colonists the player has just for surviving. Accolade Points are colony-wide and can be spent for Officer Promotions and with Starfleet via the Comms Console for different kinds of support (military aid, resources, or even getting new cadets assigned to the colony).
Department Management System
  • A new UI where you can assign Officers to specific departments (Ops, Engineer, Security/Tactical, Command, Medical, Science, etc).
  • Department specific and Department Head assignments (Captain, First Officer, Department Chief, etc).
  • Department assignments will bestow buffs/bonuses to pawns in that department.
  • Department heads will provide buffs/bonuses to the colony based on their Rank (e.g., lt. commander as chief engineer may increase HP on all colony structures by X), each rank level adding an additional bonus.
New Buildings
  • Replicators: Food, Galley, Industrial, Equipment, Medical.
  • Consoles: Consoles will come in various sizes (size affecting base workspeed at the console) and players will be able to customize the type of work that can be done at the building allowing players to create functional looking bridges/engineering/control rooms: set the building to deep mineral scanning, long range mineral scanning, high tech research, transporter control, piloting, and more.
  • Remote Drill: utilizing transporter technology the Remote Drill will be able to mine from exposed mineral on the map designated for drilling, or drill from scanned resource nodes.
  • Furniture: Captain's Chair, Console Chair.
  • Emergency Transporter: Emergency Transporter that can automatically beam downed pawns to a nearby medical bed.
  • Emergency Medical Hologram: Can be manually activated when some extra help is needed, can be configured to activate anytime the Emergency Transporters are used or a schedule can be set so that the EMH is active during certain hours.
  • Phaser Turrets & Torpedo Launchers: new colony defense systems.


Potential Content for later Releases:

  • More Furniture; new styles or custom pieces like recreation tables, view screens, etc
  • Star Trek inspired Xenotypes
  • Select from TNG, DS9, VOY, SNW, DISCO, ENT, Racing Jumpsuit styles
  • Shuttles (Odyssey based)
  • Warp Core style gravengines that generate power and have custom style footprints
  • Easter Egg Quests and Quest tie-ins to future addons (SNR Empires & SNR The Borg)

Credits

Dael (beeteedubs) - Systems Design, Art Direction, C# and XML coding. CRESCENT - Art: Icons and Buildings. Greensniperhat - Art: Transporter Building Concepts, Weapons, & Apparel.
  • Art commissions via the RimWorld Mod Market Discord

Keywords for Search

Star Trek, Trek, Starfleet, Federation, science fiction, sci-fi, spacer, futuristic, ultratech, transporter, teleporter, teleport, beaming, away team, pattern buffer, replicator, matter assembly bench, protein synthesizer, replicator, electro-plasma, plasma, EPS, energy, power, battery, isolinear, bionics, implants, neural implant, collective, hive mind, gridtech, proton weapons, phaser, energy weapon, combadge, comm badge
LICENSE: Proprietary / All Rights Reserved. Do not re-upload or rip assets (art, code, XML) into other mods. Streaming, patches, translations, and submods (including paid commissions for them) are fully allowed, provided they require this mod as a dependency. See LICENSE.txt for full terms.