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RimWorld => Releases => Mods => Outdated => Topic started by: Dante King on March 24, 2015, 05:58:35 PM

Title: [MOD] [A9] DK's Mods O' Plenty!
Post by: Dante King on March 24, 2015, 05:58:35 PM
Adds a new storyteller: Mene Many, she likes to have a big colony and throw a lot of big and bad things and a colony, quickly.
DELETED FOR NOW

Massive buff to the default Charge Rifle
https://www.dropbox.com/sh/nwykx5kmox0r0os/AAAmZqRtxDcy_31ilov13ZO3a?dl=0
Title: Re: [MOD] [A9] Massive Charge Rifle Buff, Who needs balance!
Post by: Dante King on March 24, 2015, 08:17:22 PM
Awwww, why no one comment and give me advice!
Title: Re: [MOD] [A9] Massive Charge Rifle Buff, Who needs balance!
Post by: CovertGhost7377 on March 24, 2015, 08:19:30 PM
What is there to give advice on? Its pretty straight forward, you buffed the charge rifle.
Title: Re: [MOD] [A9] Massive Charge Rifle Buff, Who needs balance!
Post by: Dante King on March 24, 2015, 08:34:40 PM
Still, what should I work on next? I need feedback, this was...strange...yet fun, I managed it, but it was difficult, so what should I do next?
Title: Re: [MOD] [A9] Massive Charge Rifle Buff, Who needs balance!
Post by: SlimeCrusher on March 24, 2015, 08:44:46 PM
Don't worry you're not alone, for some reason the comunity seems to ignore most of my mods, no idea why... I'm starting to think it's because i never implement dll. into my mods...

You can do whatever you wish to do, yea i know it's a "common sense advice", but you will find out you will have more fun doing something you like to do. Maybe try doing a pawn (creature) that spawns in a custom faction, or maybe try making textures for weapons, then adding them ingame  ;).
Title: Re: [MOD] [A9] Massive Charge Rifle Buff, Who needs balance!
Post by: Dante King on March 24, 2015, 09:10:49 PM
Ok, I will start work on a gun.....I guess......I don't know how to make a NEW gun, I can just copy it, I'm not to good at modding, but, we all start somewhere!
Title: Re: [MOD] [A9] Massive Charge Rifle Buff, Who needs balance!
Post by: Frazzles on March 24, 2015, 09:51:34 PM
I would start with getting more familiar with the xmls and everything Def, and knowing what you can mod in those, and what is buried in the core game files.
Title: Re: [MOD] [A9] Massive Charge Rifle Buff, Who needs balance!
Post by: Kaballah on March 24, 2015, 10:06:55 PM
You tweaked the stats on one gun, were you expecting dozens of replies?   :o
Title: Re: [MOD] [A9] Massive Charge Rifle Buff, Who needs balance!
Post by: dinoyiu on March 24, 2015, 10:45:15 PM
Quote from: Dante King on March 24, 2015, 08:17:22 PM
Awwww, why no one comment and give me advice!
shortcut ???
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Dante King on March 24, 2015, 11:15:21 PM
New mod! Adds a storyteller.
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: cythedag on March 25, 2015, 05:54:22 AM
Hey DK, man- You gotta make the mod available in a .7z or .rar or something. Make sure you include a proper directory tree. Just uploading the raw .xml isn't very helpful to someone who doesn't know much about modding to begin with. If I was a newb, I would have no clue as what to do with that xml file to get the mod to work. Just take the mod folder you use for your game, copy and compress it into a archive file. That way all a person has to do is decompress it to their RimWorld Mods folder. I really don't mean any offence with this statement but I have to say it: Make sure you know what you're doing before posting a mod in the "Releases" section. Feel free to PM me if you need any help. Other than that, you can also use the "Help" section in the Mods forum.
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Dante King on March 25, 2015, 05:44:56 PM
Wait what? I thought everyone just uploaded the mod, will remember this for future reference! I've been using WinRAR trial version.
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: HBKRKO619 on March 25, 2015, 07:38:49 PM
Quote from: cythedag on March 25, 2015, 05:54:22 AM
Hey DK, man- You gotta make the mod available in a .7z or .rar or something. Make sure you include a proper directory tree. Just uploading the raw .xml isn't very helpful to someone who doesn't know much about modding to begin with. If I was a newb, I would have no clue as what to do with that xml file to get the mod to work. Just take the mod folder you use for your game, copy and compress it into a archive file. That way all a person has to do is decompress it to their RimWorld Mods folder. I really don't mean any offence with this statement but I have to say it: Make sure you know what you're doing before posting a mod in the "Releases" section. Feel free to PM me if you need any help. Other than that, you can also use the "Help" section in the Mods forum.

I can't say it better. I took the new storyteller and just saw an .xml files. I didn't knew what to do with it and throw it to the trash can :( I will wait for your mods to be presented like the others to take them. No offense to but I absolutly didn't knew what to do with just this .xml file o-O
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Dante King on March 25, 2015, 08:05:55 PM
Son of a- well then! I am VERY VERY VERY sorry about that, didn't know about the file thing, fixing now!
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Mechanoid Hivemind on March 25, 2015, 08:57:29 PM
Is it fixed my friend? Because i would love to have another story teller :D
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Dante King on March 25, 2015, 08:59:39 PM
I hope so, when I tested it wasn't showing up, so I think a line of code is messed up, maybe someone with a decent skill with modding, only 7+ skill modders plz, could show me the error of my ways :P
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Mechanoid Hivemind on March 25, 2015, 09:04:16 PM
If the almighty Skullywag saw this post then he would be the one so would itchyflee those to are the coolest modders (ik i am missing afew of you i am sorry :( )
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Dante King on March 25, 2015, 09:09:57 PM
I've just began to mod, got to start SOMEWHERE!
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Mechanoid Hivemind on March 25, 2015, 09:31:58 PM
True but it dont hurt to ask for help
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Dante King on March 25, 2015, 09:35:51 PM
+SkullyWag help plz
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Mechanoid Hivemind on March 25, 2015, 10:41:24 PM
Not sure if it works like that but okay
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Hildec on March 26, 2015, 04:42:30 AM
Your mod isn't showing up in the Mod Manager? I think you need a few more things to get it to work:
1. About.xml
Every working mod I know of has  this file. You need it to define the name and description of the mod in the manager. I suggest looking at other mods to get an idea of what it looks like.

2. Rename your "Storytellers.xml" to another filename. I'm not entirely sure but I think your mod having a file with the same filename as another file in the game's Core mod could cause compatibility issues. Just pick another filename with the ".xml" extension.

3. File Hierarchy
When you look at mods in RimWorld's mod folder, you see mods separated into individual folders, with the files inside separated into folders based on what they do. You can't just have your files at the root of your mod folder; the game probably expects different kinds of files in each folder. I suggest looking at other mods and basing their structure on them. Here's an example

<your mod's root folder>
---<"About" folder>
------your "About.xml" file goes here
---<"Defs" folder>
------<"StorytellerDefs" folder. NOTE: Mind the case, your folder in Dropbox had a "StoryTellerDefs" folder, which might cause problems since the game might not look there for files since it is a different case in the core mod>
---------your renamed "Storytellers.xml" goes here

I think that covers just about all the obvious things. It might be a bit OCD but it should work if there's nothing wrong with your .xml file other than a possible filename collision
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Dante King on March 26, 2015, 03:53:18 PM
The file collision isn't the problem, just checked and all mods are set up like mine, possibly a line of code.
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Shinzy on March 26, 2015, 04:42:22 PM
The first six comments on this page has got to be the cutest thing I've seen here since
C.Fenderson's post about his dream where swarm of bees flew in his pants

But oh anyway! you're not gna need a 7+ modder to get this stuff to work! any old 4 skill like me will do! Although according to Jellie I'm the best modder, far better than her and I agree!

But anyway! your file structure just is all wrong
when I download your mod and unpack the .zip
this is what I get
(http://i.imgur.com/i1uN5Wm.png)
Yeah? I can't put that anywhere!

you need to rearrange (and possibly uncapitalize the T in 'StoryTellerdefs') the stuff like this
(http://i.imgur.com/51qOgOy.png)

and if you need help with things the help subforum is the best place! people actually read those ones ;D
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Mechanoid Hivemind on March 27, 2015, 01:42:00 AM
Da da da daaaaaa The almighty Shinzy HAS SPOKEN!!!!!! LET US BOW IN THEIR POWER AHAAAAHAAAAHAAAAAAAAAAAAAAAA ;)


Lols anyways i told you someone would come to help you out. Shinzy i am sorry i forgot about you :(
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Shinzy on March 27, 2015, 03:53:16 AM
Quote from: Mechanoid HiveMind on March 27, 2015, 01:42:00 AM
Shinzy i am sorry i forgot about you :(

Oh that's okay! I don't
forget

anything
*why don't we haave devilhorn emoticon?!*
Title: Re: [MOD] [A9] DK's Mods O' Plenty!
Post by: Dante King on March 27, 2015, 12:06:11 PM
Thanks, I will be fixing and improving over the next few days, do you want the MM code?