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RimWorld => Releases => Mods => Outdated => Topic started by: Toggle on August 21, 2015, 03:45:38 AM

Title: [A12] Z0MBIE2's Various Mods
Post by: Toggle on August 21, 2015, 03:45:38 AM
[Outdated, closed]

Hey there, this is my various mods thread. I mostly deal in XML for modding, and it's unlikely for me to have any .dll's in my mod unless someone helped with them, so I do a lot of small projects from ideas I find interesting. Textures are usually done by me, I try to make them as good as I can, sometimes I use base textures, and sometimes people help make them. The Rimworld slack has helped a lot in it all too.

Two notes: You need to log into the forums to download the attachment at the bottom of each post that hold the mods, and please ask for my permission to use anything from my mods in your own if you plan to publish your own.

Index:
Magic and Staffs v2.0 (https://ludeon.com/forums/index.php?topic=15162.msg160278#msg160278)
Sleep v1.2 (https://ludeon.com/forums/index.php?topic=15162.msg160279#msg160279)
BOOM v1.0 (https://ludeon.com/forums/index.php?topic=15162.msg160280#msg160280)
Eat Your Greens v2.0 (https://ludeon.com/forums/index.php?topic=15162.msg160281#msg160281)
Various Other Small Mods. (https://ludeon.com/forums/index.php?topic=15162.msg160282#msg160282)
Title: Re: [11d] <defName>Z0MBIE2_Mods</defName>
Post by: Toggle on August 21, 2015, 03:45:48 AM
[Magic and Staffs] Mod is updated as of v2.0 // 6/9/2015.

Magic and Staffs, formally know as "Magic and Sticks". A mod adding new weapons that uses attacks for weapons the base game doesn't. These weapons use 'magic' to use their unique attacks, although really they use old, uncommon science. Thanks to cb-elite the halo guy for the frost staff texture.

The mod as of v2.0 adds a melee weapon that sets enemies on fire, a staff that shoots explosive orbs to shred your enemies, a staff that shoots fireballs to set them on fire, and a staff that shoots frozen orbs to freeze your enemies.

(http://i.imgur.com/WcTGRIX.png) (http://i.imgur.com/nB5nNlT.png) (http://i.imgur.com/10zctYF.png) (http://i.imgur.com/vOKHQec.png)

v2.0 is compatible with A12. Changelog (https://docs.google.com/document/d/1x1I5tlgFy28BNSL00RDvlmOfX6aVDHYS9I6rfqjfvD4/edit?usp=sharing)

[attachment deleted due to age]
Title: Re: [11d] <defName>Z0MBIE2_Mods</defName>
Post by: Toggle on August 21, 2015, 03:46:16 AM
[Sleep] Mod is updated as of v1.1 // 5/9/2015.

Sleep is a mod that allows the use of a syringe filled with anesthetic. You can choose to buy it from traders or craft it with some glitterworld medicine, a small amount of plasteel and some steel. Single use, you can quickly inject it into a rampaging colonist or deadly raider, leaving them knocked out with a small wound that heals naturally. Thank Stinkycat752 for the syringe texture!

(http://i.imgur.com/F51BO5H.png)

v1.2 is compatible with A12. Changelog (https://docs.google.com/document/d/1852Ih0as0WFND9PZ-s8FG61gXT1jxpf7WFKgdlGF4Jc/edit?usp=sharing)

[attachment deleted due to age]
Title: Re: [11d] <defName>Z0MBIE2_Mods</defName>
Post by: Toggle on August 21, 2015, 03:46:26 AM
[BOOM] Mod is updated and finished as of v1.0 6/9/2015.

Boom is a mod I thought up that allows you to use boomrats for various purposes, if 'various' can be applied for blowing stuff up with them. The mod includes several different weapons using boomrats, including a gun, a trap, a grenade, and a turret. Textures are mostly base-game if not slightly modified. And a note: This is pretty much a gag mod, the weapons are just alternatives to the normal ones except for the turret.

v1.0 is compatible with A11d and A12.


[attachment deleted due to age]
Title: Re: [11d] <defName>Z0MBIE2_Mods</defName>
Post by: Toggle on August 21, 2015, 03:46:41 AM
[Eat Your Greens] Mod is updated as of v2.0 23/9/2015.

"Eat Your Greens" is a mod that was requested in a thread that I shortly did but decided to expand on after 1000101 being such a critic. Includes a new plant called the 'Spice Plant' that allows you to harvest 'Spices'. Adds two new meals, luxury/fine 'veggie' meals, which are made without meat. In place, they have slightly modified values, and the fine veggie meal, and two luxury meals require spices in order to be made. Perfect if you need that extra mood boost but meat is too big of a luxury for a luxury meal.

Link to original mod with slightly changed values, without the new plant and just the fine/luxury veggie meals requiring pure plant ingredients. Eat Your Greens v1.0 (https://ludeon.com/forums/index.php?topic=16172.msg175122#msg175122)

v2.1 is compatible with A12. Changelog (https://docs.google.com/document/d/1HrlMP9IfqjYqcsdHdL9mz0I9u3URG4wFNAvQX_exyhw/edit?usp=sharing)

[attachment deleted due to age]
Title: Re: [11d] <defName>Z0MBIE2_Mods</defName>
Post by: Toggle on August 21, 2015, 03:47:27 AM
Small mods. Generally mod requests I've completed, some people might find a use for them. Usually change the game in small ways.

Confusion v1.0//A12d: Removes dazed wandering, so colonists no longer break and leave clothes and equipment everywhere, they simply get confused wandering.

HeyGrass v1.0//A12d: Removes haygrass rotting, which leaves haygrass good for infinite storage out in the heat. Just keep it indoors, it still deteriorates.


[attachment deleted due to age]
Title: Re: [11d] <defName>Z0MBIE2_Various_Mods</defName>
Post by: Canute on August 21, 2015, 05:56:25 AM
Whats about a Heal stick ?
At the alien ant's there was a Ant nurse to heal other ant's, maybe you can adapt that feature to create one ?
Title: Re: [11d] <defName>Z0MBIE2_Various_Mods</defName>
Post by: Toggle on August 21, 2015, 03:35:37 PM
Whats about a Heal stick ?
At the alien ant's there was a Ant nurse to heal other ant's, maybe you can adapt that feature to create one ?

It's an idea, but alien ant and ant nurse? Is this a mod?  Or do you mean from something else.
Title: Re: [11d] <defName>Z0MBIE2_Various_Mods</defName>
Post by: Canute on August 21, 2015, 04:10:54 PM
https://ludeon.com/forums/index.php?topic=10587.0
Title: Re: [11d] <defName>Z0MBIE2_Various_Mods</defName>
Post by: Toggle on August 22, 2015, 08:34:14 PM
I started working on it, but sadly I couldn't balance it properly without more tools, so for now I won't put it on the list.
Title: Re: Z0MBIE2 Various Mods
Post by: Romi on August 26, 2015, 01:27:52 AM
I already love your small mods!! especially the boomrats use and the magically sticks (don't take it out of the context).You're doing a great job! :D
Next in the game i suggest you use your great imagination for like new weapons, or game mechanics or even events bro! :) ex for weapons: trowable (daggers,knives,etc) maybe wands , magic staffs, you're the one who knows.

Keep up great work and bye!
Title: Re: Z0MBIE2 Various Mods
Post by: Toggle on August 26, 2015, 02:43:03 AM
Nice, thanks for the comment it means a lot man. I'll keep doing what I can :D
Title: Re: [A12] Z0MBIE2 Various Mods
Post by: Toggle on September 04, 2015, 02:22:17 PM
Mods updated, new weapon for the Magic n Sticks mod plus a new mod. Sorry that there isn't much, most mods I end up starting encounter problems that end them.
Title: Re: [A12] Z0MBIE2 Various Mods
Post by: Stonn on November 03, 2015, 08:30:38 PM
Do you know if Sleep works fine on A12D? I would love to have it in my new colony.
Title: Re: [A12] Z0MBIE2 Various Mods
Post by: Minnigin on November 03, 2015, 08:40:48 PM
yes sleep works with a12d, im using it
Title: Re: [A12] Z0MBIE2 Various Mods
Post by: Toggle on November 03, 2015, 11:49:01 PM
Do you know if Sleep works fine on A12D? I would love to have it in my new colony.
Indeed. Sleep works as intended in A12d. I hope you enjoy it!
Title: Re: [A12] Z0MBIE2 Various Mods
Post by: TheGentlmen on November 04, 2015, 09:36:49 AM
Your also under my watch now...
Title: Re: [A12] Z0MBIE2 Various Mods
Post by: topp2000 on November 09, 2015, 09:08:32 PM
where is the link for sleep?
Title: Re: [A12] Z0MBIE2 Various Mods
Post by: Toggle on November 10, 2015, 08:39:00 AM
where is the link for sleep?
Right under the changelog in the post https://ludeon.com/forums/index.php?topic=15162.msg160279#msg160279

It's above the "Selling broken colonist souls" and the "Last edit" message, and under the changelog for the post, click on the "Sleep v1.2.zip" in orange text to download.
Title: Re: [A12] Z0MBIE2 Various Mods
Post by: star775 on November 19, 2015, 12:46:47 AM
Im having an Issue with the Eat your Greens mod where its saying:

Could not Resolve Cross-Reference: No Verse.ThingDef named RawSpice Found to give to Rimworld.PlantProperties Rimworld.PlantProperties

The Next line right after it says:

Cannot Call ItemFromXmlFile with resolveCrossRefs=True while loading is already in Progress


Not sure what the issue is but it lets me Plant the Spice and grow it. When I go to have a Colonists harvest the Plant it brings up that error Message too and wont give me Spice. I went into dev mode to try and place it but it just gives that error message as well. Also whats wierd is that it seems to work every now then but when it stops it takes all the spice with it (Its just Gone). Not sure if its a Mod Order Problem or a Conflict with another mod or the mod itself. You can see the error message here http://imgur.com/a/G7HWw on the title screen  and I put my mod list in there in case of Order Problem.
Title: Re: [A12] Z0MBIE2 Various Mods
Post by: Toggle on November 19, 2015, 03:45:53 PM
Not sure what the issue is but it lets me Plant the Spice and grow it. When I go to have a Colonists harvest the Plant it brings up that error Message too and wont give me Spice. I went into dev mode to try and place it but it just gives that error message as well. Also whats wierd is that it seems to work every now then but when it stops it takes all the spice with it (Its just Gone). Not sure if its a Mod Order Problem or a Conflict with another mod or the mod itself. You can see the error message here http://imgur.com/a/G7HWw on the title screen  and I put my mod list in there in case of Order Problem.

That's a strange problem. I'm looking into it, no clue what could cause it at the moment, and considering it's purely XML and changes only some recipes base, I don't think it's compatibility issues with other mods. Mind providing the output log? It should be in the Rimworld(version)/rimworld(version)data folder.
Title: Re: [A12] Z0MBIE2 Various Mods
Post by: star775 on November 25, 2015, 09:15:54 PM
Not sure what the issue is but it lets me Plant the Spice and grow it. When I go to have a Colonists harvest the Plant it brings up that error Message too and wont give me Spice. I went into dev mode to try and place it but it just gives that error message as well. Also whats wierd is that it seems to work every now then but when it stops it takes all the spice with it (Its just Gone). Not sure if its a Mod Order Problem or a Conflict with another mod or the mod itself. You can see the error message here http://imgur.com/a/G7HWw on the title screen  and I put my mod list in there in case of Order Problem.

That's a strange problem. I'm looking into it, no clue what could cause it at the moment, and considering it's purely XML and changes only some recipes base, I don't think it's compatibility issues with other mods. Mind providing the output log? It should be in the Rimworld(version)/rimworld(version)data folder.

Here ya go for the output log.

[attachment deleted due to age]
Title: Re: [A12] Z0MBIE2 Various Mods
Post by: Toggle on November 26, 2015, 08:28:14 AM
Not sure what the issue is but it lets me Plant the Spice and grow it. When I go to have a Colonists harvest the Plant it brings up that error Message too and wont give me Spice. I went into dev mode to try and place it but it just gives that error message as well. Also whats wierd is that it seems to work every now then but when it stops it takes all the spice with it (Its just Gone). Not sure if its a Mod Order Problem or a Conflict with another mod or the mod itself. You can see the error message here http://imgur.com/a/G7HWw on the title screen  and I put my mod list in there in case of Order Problem.

That's a strange problem. I'm looking into it, no clue what could cause it at the moment, and considering it's purely XML and changes only some recipes base, I don't think it's compatibility issues with other mods. Mind providing the output log? It should be in the Rimworld(version)/rimworld(version)data folder.

Here ya go for the output log.

Updated. It appears I forgot an S on the thingdef dropped... But it's still strange how it worked sometimes but didn't other times, I didn't expect it to work at all if the thingdef was wrong.
Title: Re: [A12] Z0MBIE2 Various Mods
Post by: NemesisN on November 26, 2015, 08:37:47 AM
by the title I thought this was a mod with zombies

your title is very misleading
Title: Re: [A12] Z0MBIE2 Various Mods
Post by: Toggle on November 26, 2015, 09:13:37 AM
by the title I thought this was a mod with zombies

your title is very misleading

Well I did forget the "'s", although it says "Z0MBIE2 Various mods", and my name is Z0MBIE2, and zombie isn't spelled with a 0 or a 2, so...
Title: Re: [A12] Z0MBIE2's Various Mods
Post by: NemesisN on November 26, 2015, 12:44:22 PM
0 looks like O and 2 makes it look like version 2 or sequel


its better if you named the title "Various Mods by Z0MBIE2"
Title: Re: [A12] Z0MBIE2's Various Mods
Post by: Austupaio on November 26, 2015, 01:23:24 PM
Been using the sleep mod for a bit and had a few syringes stockpiled, finally got my first good use out of them when a few prisoners were repeatedly going berserk (possibly due to having various organs removed). Good mod for the more unscrupulous colony leaders. ;D

On the flip side, just figured I'd mention, is there any way for you to increase the syringe's rarity or something? I often see them in the hands of raider pirates and men-at-arms (Ish's medieval faction) and, well, while they are useful, they're rather poor weapons. The guys trying to actually attack people with the syringes tend to get shredded and inadvertently make melee fighters even easier to deal with.
Title: Re: [11d] <defName>Z0MBIE2_Mods</defName>
Post by: skyarkhangel on November 26, 2015, 05:26:07 PM
[Sleep] Mod is updated as of v1.1 // 5/9/2015.

Sleep is a mod that allows the use of a syringe filled with anesthetic. You can choose to buy it from traders or craft it with some glitterworld medicine, a small amount of plasteel and some steel. Single use, you can quickly inject it into a rampaging colonist or deadly raider, leaving them knocked out with a small wound that heals naturally. Thank Stinkycat752 for the syringe texture!

(http://i.imgur.com/F51BO5H.png)

v1.2 is compatible with A12. Changelog (https://docs.google.com/document/d/1852Ih0as0WFND9PZ-s8FG61gXT1jxpf7WFKgdlGF4Jc/edit?usp=sharing)

Good idea. But it megacheat. An injection from a syringe not lulls any human, but instant killing any animal, even an elephant or thorombo. But that is not all, it oneshot centropede too  :o Really killing injection  ;D
Title: Re: [A12] Z0MBIE2's Various Mods
Post by: MarvinKosh on November 26, 2015, 06:02:49 PM
I guess maybe if there's a way to just sedate with the injection i.e. take the target out of berserk state, then that would be ideal.
Title: Re: [A12] Z0MBIE2's Various Mods
Post by: Toggle on November 26, 2015, 10:52:08 PM
I guess maybe if there's a way to just sedate with the injection i.e. take the target out of berserk state, then that would be ideal.
I'll look into that, as it is a little OP that way. Warning, it'll probably end in failure. The use of it on an elephant isn't very worth it since the gains from killing it isn't profitable if I'm correct.

As for the title name... "Z0MBIE2's Various Mods" works fine.