Rim-Magic
Magic weapons,books,clothes and spells
------------------------------------------------------------------------------------------------------------------------------------------------------------
I stoped working on mods.
Picture
(http://i.imgur.com/B77xfczl.png)
(http://i.imgur.com/JzL0pc7l.png)
General:
Description:
Cauldron (for making potions)
Speed Potion
Boosts movement speed and some related stats for a limited time.
This is also an ingredient for crafting Speed Sigils.
Reflex Potion
Boosts a lot of stats for a limited time.
Expensive to make.
Mind Potion
Boosts conciousness and hearing.
Brain Dead Potion
Bring the drinker into a comatose state for a short time.
Magic Creation Table (for making wands)
Electric Wand
Gives target pawn a shock on hit. Pools up hits like poison, built up electricity will eventually kill.
Easy to get a target down for capture so long as they aren't killed by excessive shocks.
Hellfire Wand
Let hellfire loose with a barrage of fire projectiles!
Sparky
Shoot off a little spark.
Easiest wand to make.
Explosion Wand.
It does what it says. :P
Writing Table (Crafting spellbooks)
Frostbite Book
A book that shoots a projectile that freezes parts of a pawn.
Toxic Book
A book that shoots small toxic clouds.
Magic-Tailoring Bench (for making magic clothes)
Magical Wizard Robe
Light speed buff.
Occupies chest slot when worn.
Magical Wizard Hat
Light speed buff.
Occupies head slot when worn.
Speed Sigil
Amazing speed buff.
Occupies armour slot when worn.
Uses the speed potion as a main ingredient
People that helped me:
Master Bucketsmith.
Violyte.
Changelog:
Version 1.7
Changed pre-resc of couldron and Magical Potions
Now you need only Magical Potions to craft the Couldron.
Now you need BasicMagic and Brewing in place of BasicMagic and Drugpoduction to resc Magical Potions. (I think it makes more sense now.)
Version 1.6.5
Added better preview texture
Changed speed values
Fixed the hats
Version 1.6 Updated!
Added Sorcerer clothing
Added Witch/Wizard Clothing
Added Priest hat
Added Necromancer Skull
Added Witch hat
Added wizard hat
Added Windstruck Hair
New wand textures
Added Skeleton Pet.
Version 1.5 Updated
Small compatibility fixes
Version 1.4 Updated
Added writing table
Moved book bills to writing table
Version 1.3 Updated
Added purple glow to magic-tailoring bench.
Added purple glow to magical creation table.
Added green gow to couldron.
Version 1.2 Updated
Changed Test names to the actual names.
Version 1.1 Updated
Fixed the preview
And a lot more is comming.
(Tweaks/Updates will happen very common.) -Paused-
Extra info:
This is a mod I will work on if I have no school work.
I have dyslexia and English is not my first language, so would you please leave a comment if I make mistakes in spelling or grammar?
I did not create the most of the textures or art because I'm terrible at drawing.
Almost every texture is made by violyte for my mod.
Todo:
Add more sigils
Add more wands
Add more books
Add factions like Goblins, Orc, Other Mage colony's, Maybe some other dont know yet :P
Update 2.0 Is going to include a bunch of your ideas from you guys so if you want to have someting added to the 2.0 Version leave a comment.
Add small things to make it better
Download (http://removed=1)
Taken.
Taken.
People that helped me:
Master Bucketsmith.
Violyte.
looks fun. I had a look at the potions and they seem pretty powerful. Granted, the ingredient costs are pretty high, so it probably balances out.
Also, I'm not sure I would actually call the hediff "brain fuck" even if that's what it does ;D
Doesn't sound too "wizardly" ... maybe something like "brain fry" or "brain drain" or "brain blast" ?
Quote from: Deimos Rast on September 13, 2016, 10:24:59 PM
looks fun. I had a look at the potions and they seem pretty powerful. Granted, the ingredient costs are pretty high, so it probably balances out.
Also, I'm not sure I would actually call the hediff "brain fuck" even if that's what it does ;D
Doesn't sound too "wizardly" ... maybe something like "brain fry" or "brain drain" or "brain blast" ?
bruh....
Incoming jimmy neutron memories
Quote from: Deimos Rast on September 13, 2016, 10:24:59 PM
looks fun. I had a look at the potions and they seem pretty powerful. Granted, the ingredient costs are pretty high, so it probably balances out.
Also, I'm not sure I would actually call the hediff "brain fuck" even if that's what it does ;D
Doesn't sound too "wizardly" ... maybe something like "brain fry" or "brain drain" or "brain blast" ?
Thats still the test name sorry for that.
Im new to modding and i didnt change the test names with the actual names next update its fixed.
Updated to V1.3!
The best mod for a drug addict colony.
Quote from: Justas love on September 14, 2016, 12:57:05 PM
The best mod for a drug addict colony.
It kinda is useful when your having drug addicted colony that wants to drink it :P
Hey there. Master Bucketsmith recommended I check your post out... If you wanted some textures for clothes/accessories etc I could work on some- just let me know what else you'd want, I'd like to help out. If it's basically what you've listed I could just start on it.
Quote from: Violyte on September 15, 2016, 08:06:01 AM
Hey there. Master Bucketsmith recommended I check your post out... If you wanted some textures for clothes/accessories etc I could work on some- just let me know what else you'd want, I'd like to help out. If it's basically what you've listed I could just start on it.
That would be great!
to be clear, this is what I'm looking for:
Witch clothes.
Remake of the wands.
More variations of Wizard clothes.
Writing table.
Thats it i think.
thank you that you want to help me.
(Sorry for my English.)
Your English is good. :) and I'm happy to help. I'll get started today.
Quote from: Mattx0x on September 17, 2016, 10:30:24 AM
Looks interesting. Might I suggest magic as a skill
Uhm maybe in the upcomming updates..
Need to make sure im able to.
It's not magic if it requeres power
Quote from: Justas love on September 17, 2016, 12:31:04 PM
It's not magic if it requeres power
Can you tell me what requeres power??
Bec i dont think any tables/weapons requeres power and im very busy with school atm
I WILL be adding a magic assembler to gather magic over time that you need as power supply
and maybe if its possible a magic skill that makes working with magic faster (Im not sure about this one)
Sorry my mistake :DD don't worry about it
Well, electricity is energy, so is magic, so they should be directly equatable! :)
The lore of this mod could state the magical benches that requires electricity have a special gizmo that transfers the electrical energy into magical energy.
Plus if you've got a lightning wand that's "electric elemental magic" right there.
I finished the writing table, sent it to your inbox- hope you like it! Also I've got designs for the clothes figured out and will be sending photos so you can see some of what I came up with. Um so because the wizard is for males I think I might do hag robes for the female body type on it (old witch like in "Snow White) I have the more nicer modern young witch and will do a warlock thing for the male parts.
Quote from: Violyte on September 18, 2016, 06:25:54 PM
I might do hag robes for the female body type on it
did you see "Suicide Squad" ?
would something like Enchantress' clothes ;D be a good idea and doable for this mod ?
could you add insulated winter or arctic versions of the clothing?
Quote from: Violyte on September 18, 2016, 06:25:54 PM
I finished the writing table, sent it to your inbox- hope you like it! Also I've got designs for the clothes figured out and will be sending photos so you can see some of what I came up with. Um so because the wizard is for males I think I might do hag robes for the female body type on it (old witch like in "Snow White) I have the more nicer modern young witch and will do a warlock thing for the male parts.
Thx for you work!! :D
Violyte, that stuff is looking good! :)
(Based on what I see posted in the OP!)
Quote from: drakemasta on September 19, 2016, 10:06:09 AM
could you add insulated winter or arctic versions of the clothing?
Oooohh that's a good idea!
Hendrik, I think you can easily pull this off by having duplicates that only differ in the insulation values and cost/ingredients to make. :)
Updated 1.4 :D
Quote from: Master Bucketsmith on September 19, 2016, 11:54:50 AM
Violyte, that stuff is looking good! :)
(Based on what I see posted in the OP!)
Quote from: drakemasta on September 19, 2016, 10:06:09 AM
could you add insulated winter or arctic versions of the clothing?
Need to whait till i have the full texures :P
Oooohh that's a good idea!
Hendrik, I think you can easily pull this off by having duplicates that only differ in the insulation values and cost/ingredients to make. :)
Quote from: hendrikpfaff on September 20, 2016, 11:31:18 AM
Quote from: Master Bucketsmith on September 19, 2016, 11:54:50 AM
Violyte, that stuff is looking good! :)
(Based on what I see posted in the OP!)
Quote from: drakemasta on September 19, 2016, 10:06:09 AM
could you add insulated winter or arctic versions of the clothing?
Need to whait till i have the full texures :P
Oooohh that's a good idea!
Hendrik, I think you can easily pull this off by having duplicates that only differ in the insulation values and cost/ingredients to make. :)
Master Bucketsmith- Thank you :)
Hmmm like some fur lined robes? That'd be neat- I can do that, and add an equip-able hood with it. Perhaps it should be an outer layer. Yeah sorry it's taking a bit (so many body types and view angles!) I didn't know if you wanted me to send the completed outfits one by one or just wait til they're all done.
I will pause from the outfits and do wands tomorrow so you can have some more completed items to work on.
[attachment deleted by admin - too old]
Violyte you're really talented. You've got the Rimworld style nailed.
Quote from: Violyte on September 21, 2016, 01:49:17 AM
Hmmm like some fur lined robes? That'd be neat- I can do that, and add an equip-able hood with it. Perhaps it should be an outer layer. Yeah sorry it's taking a bit (so many body types and view angles!) I didn't know if you wanted me to send the completed outfits one by one or just wait til they're all done.
I will pause from the outfits and do wands tomorrow so you can have some more completed items to work on.
Those attached files!
:O
Quote from: Mattx0x on September 20, 2016, 04:49:29 PM
A magic skill if implemented could be a prerequisite of crafting/equipping magic items and gear as opposed to attack speed perhaps. And I like where this is going- it has the potential to rival the medieval mod and compliment it too.
I imagine a scenario where you can get invaded by goblins, orcs or hostile cultist enemies and have to defend your castle, even better if you could use diplomacy as well. I like to hope this will make for even more dwarf fortress-esque adventures (ideally, updates build on the game's capabilities for the map to generate a homogeneous and explorable world that feels alive, filled with all the core and mod content to facilitate this concept)
New factions coming soon no worry bro!
Quote from: Violyte on September 21, 2016, 01:49:17 AM
Quote from: hendrikpfaff on September 20, 2016, 11:31:18 AM
Quote from: Master Bucketsmith on September 19, 2016, 11:54:50 AM
Violyte, that stuff is looking good! :)
(Based on what I see posted in the OP!)
Quote from: drakemasta on September 19, 2016, 10:06:09 AM
could you add insulated winter or arctic versions of the clothing?
Need to whait till i have the full texures :P
Oooohh that's a good idea!
Hendrik, I think you can easily pull this off by having duplicates that only differ in the insulation values and cost/ingredients to make. :)
Master Bucketsmith- Thank you :)
Hmmm like some fur lined robes? That'd be neat- I can do that, and add an equip-able hood with it. Perhaps it should be an outer layer. Yeah sorry it's taking a bit (so many body types and view angles!) I didn't know if you wanted me to send the completed outfits one by one or just wait til they're all done.
I will pause from the outfits and do wands tomorrow so you can have some more completed items to work on.
It would be nice if you can make all texures first and than send it so i can implement all at once. And violyte Those textures look amazing :D
Thanks a lot guys! ^_^
And thanks hendrikpfaff for letting me help!
So....... I just had an idea. I could make necromancer clothes and "pets" that are skeletons.
Then you just assign them to your necromancer and, there you go!
There isn't a necromancer mod right?
I already know how to make a fully working pet so I can just give them to you ready.
On that note- @14m1337 that would probably fit with the necromancer
I've made a good amount of progress on the different attire/s.
[attachment deleted by admin - too old]
:o amazing !
Quote from: Violyte on September 21, 2016, 11:44:14 PM
Thanks a lot guys! ^_^
And thanks hendrikpfaff for letting me help!
So....... I just had an idea. I could make necromancer clothes and "pets" that are skeletons.
Then you just assign them to your necromancer and, there you go!
There isn't a necromancer mod right?
I already know how to make a fully working pet so I can just give them to you ready.
On that note- @14m1337 that would probably fit with the necromancer
I've made a good amount of progress on the different attire/s.
Awsome. A necro mancer uses magic so i think i can put it in :)
Quote from: Canute on September 22, 2016, 09:47:20 AM
Ok, now we got Mage's,Necro's and what is about Priests ?
Some healing wand/books ? :-)
Im working on a healing potion but idk if its possible with fully xml.
Atleasy if that doest work you get your healing book ☺
hhhhmmm heres an idea
bone book of death - animates a courpse into a undead pet depending on level of decay skeleton or zombie (one time use)
glacier book of freeze - does similar effects to stun but no chance of immunity and slow to cast.
molten book of flames - burns enemies and possibly nearby terrain.
wind book of air - air bullet spell (weakest and fastest to cast basicly works like a magic gun)
and you can have fun making outfits to go with them.
one final book
Tartarus tomb of summoning - maybe have 3 levels and only be able to get them via merchant
lvl 1 - summon imp - small weak but skilled at crafting. will wander around your base and craft things.
lvl 2 - summon demon - big and strong great guard. automaticly goes out and smashes raiders.
lvl 3 - summon succubus - works like a standard pawn but males (or if you summon a incubus, females) have trouble aiming at it in combat.
This mod is pretty cool, it definitely adds something unique to the game. Since you requested that we correct any grammar mistakes in the original post, I fixed a few minor mistakes.
1. This is also an ingredient for crafting Speed Sigils. - changed the wording slightly.
2. Easy to get a target down for capture so long as they aren't killed by excessive shocks. - changed the wording of the sentence a little.
3. This is a mod I will work on if I have no school work and no school exams. - added "on" to the sentence.
4. I do not own most of the textures or art because I'm terrible at drawing. - removed the capitalization on "do not", changed "im" to "I'm" since it's a contraction of "I am."
5. My mod includes the wizard clothes from the Wizardry Mod by "Omega12", this user is no longer active and did not specify if the use of his art was acceptable or not. All of the credit for the textures/art from the Wizardry mod belongs to the author of Wizardry. - rewrote this sentence to include the author by name, specify why you weren't able to contact him and generally make it a little easier to read.
Quote from: drakemasta on September 22, 2016, 05:21:33 PM
hhhhmmm heres an idea
bone book of death - animates a courpse into a undead pet depending on level of decay skeleton or zombie (one time use)
glacier book of freeze - does similar effects to stun but no chance of immunity and slow to cast.
molten book of flames - burns enemies and possibly nearby terrain.
wind book of air - air bullet spell (weakest and fastest to cast basicly works like a magic gun)
and you can have fun making outfits to go with them.
one final book
Tartarus tomb of summoning - maybe have 3 levels and only be able to get them via merchant
lvl 1 - summon imp - small weak but skilled at crafting. will wander around your base and craft things.
lvl 2 - summon demon - big and strong great guard. automaticly goes out and smashes raiders.
lvl 3 - summon succubus - works like a standard pawn but males (or if you summon a incubus, females) have trouble aiming at it in combat.
I will do my best but keep in mind i only know xml. For the things i need c# or someting i can maybe ask a friend on slack to help me.
Quote from: jordanf2209 on September 22, 2016, 10:50:47 PM
This mod is pretty cool, it definitely adds something unique to the game. Since you requested that we correct any grammar mistakes in the original post, I fixed a few minor mistakes.
1. This is also an ingredient for crafting Speed Sigils. - changed the wording slightly.
2. Easy to get a target down for capture so long as they aren't killed by excessive shocks. - changed the wording of the sentence a little.
3. This is a mod I will work on if I have no school work and no school exams. - added "on" to the sentence.
4. I do not own most of the textures or art because I'm terrible at drawing. - removed the capitalization on "do not", changed "im" to "I'm" since it's a contraction of "I am."
5. My mod includes the wizard clothes from the Wizardry Mod by "Omega12", this user is no longer active and did not specify if the use of his art was acceptable or not. All of the credit for the textures/art from the Wizardry mod belongs to the author of Wizardry. - rewrote this sentence to include the author by name, specify why you weren't able to contact him and generally make it a little easier to read.
Thank you, when im home i will change it. ☺
Hello, I have some ideas.
Why not golems? They are like robots, but magic, they can sow, clean, carry and fight, but they are small and can not equip weapons, but specialized versions can be created as a golem with a blade instead of arms.
Curative tank that heal faster colonists, but requires a power source (or something like that).
Trapping the souls of colonists and ressurecting into another body created before their death.
Improve the colonists with magical mutations which are permanent until their death, such as the skin of photosynthesis which reduces the loss of hunger in the sunlight.
The creation of new species, such as chicken that lays golden eggs, a cow that gives chocolate, not milk, animals that have a natural magic shield or pig eating stone and steel chunks and produce small amounts of minerals.
It would be difficult, especially with xml, but if someone like the idea or want to improve it, it would be great.
Say what you think about it, I'm curious.
Ps: I am French, sorry if my english is not perfect.
SO I finished clothing textures... I did something different. I have 3 main outfit "kinds", the sorcerer/mage, necromancer, and witch/wizard. Within the mage and wizard outfits I have different designs-
Witch/Wizard Sorcerer
______________ _____________
Fat and thin Electric green witchy Fat and thin fiery magerobes
Purple Witch Female Sorcerer Red and Blue Female
Wizard/greyrobes Male Sorcerer Blue Male with red brooch
Hulk Traditional blue "star" wizard robe Hulk Priest
I did it between 2 outfit cores because I didn't think the designs worked with all the bodytypes (for instance the star wizard is traditionally a tall wizard and stars won't fit on a thin body) plus some were gender specific, as well as not to take up a lot of space in the mods. Idk I think it's more organized that way.
I also did a skull hood thing, a female necromancer hair, lightning struck hair, a sorceress hood, a priest hat, a witch hat, and a wizard hat with a built in beard.
Quote from: Violyte on September 24, 2016, 12:30:43 AM
SO I finished clothing textures... I did something different. I have 3 main outfit "kinds", the sorcerer/mage, necromancer, and witch/wizard. Within the mage and wizard outfits I have different designs-
Witch/Wizard Sorcerer
______________ _____________
Fat and thin Electric green witchy Fat and thin fiery magerobes
Purple Witch Female Sorcerer Red and Blue Female
Wizard/greyrobes Male Sorcerer Blue Male with red brooch
Hulk Traditional blue "star" wizard robe Hulk Priest
I did it between 2 outfit cores because I didn't think the designs worked with all the bodytypes (for instance the star wizard is traditionally a tall wizard and stars won't fit on a thin body) plus some were gender specific, as well as not to take up a lot of space in the mods. Idk I think it's more organized that way.
I also did a skull hood thing, a female necromancer hair, lightning struck hair, a sorceress hood, a priest hat, a witch hat, and a wizard hat with a built in beard.
So.. you have 1 item that has diffrent looks on diffrent body types right?
How can i make a craftable item of such thing ???
Quote from: Radis_cale on September 23, 2016, 05:50:34 PM
Hello, I have some ideas.
Why not golems? They are like robots, but magic, they can sow, clean, carry and fight, but they are small and can not equip weapons, but specialized versions can be created as a golem with a blade instead of arms.
Curative tank that heal faster colonists, but requires a power source (or something like that).
Trapping the souls of colonists and ressurecting into another body created before their death.
Improve the colonists with magical mutations which are permanent until their death, such as the skin of photosynthesis which reduces the loss of hunger in the sunlight.
The creation of new species, such as chicken that lays golden eggs, a cow that gives chocolate, not milk, animals that have a natural magic shield or pig eating stone and steel chunks and produce small amounts of minerals.
It would be difficult, especially with xml, but if someone like the idea or want to improve it, it would be great.
Say what you think about it, I'm curious.
Ps: I am French, sorry if my english is not perfect.
Keep in mind i only know xml.. i cant make very advanced stuff with that like soul trapping and putting it into another body to give it life. The rest is an option.
Quote from: Canute on September 22, 2016, 04:02:26 PM
I think more at a magic effect you can use at combat.
The effect lower a bleeding effect.
And when there isn't any bleeding it raise the HP by x points or x% of max. HP.
But i don't think you can't do this with xml only. There was a healing effect long ago for the Alien Ant, and he made a dll for it.
Is that dll still compatible for Alpha 15 and is that user still active??
Quote from: hendrikpfaff on September 24, 2016, 04:29:47 AM
So.. you have 1 item that has diffrent looks on diffrent body types right?
How can i make a craftable item of such thing ???
Here's what you name the different textures per body type of an item;
Jacket.png
Jacket_Fat_back.png
Jacket_Fat_front.png
Jacket_Fat_side.png
Jacket_Female_back.png
Jacket_Female_front.png
Jacket_Female_side.png
Jacket_Hulk_back.png
Jacket_Hulk_front.png
Jacket_Hulk_side.png
Jacket_Male_back.png
Jacket_Male_front.png
Jacket_Male_side.png
Jacket_Thin_back.png
Jacket_Thin_front.png
Jacket_Thin_side.png
So long as 'Jacket' will read something like 'MagicalRobe', you can have a really differently looking texture per body type, for the same item in your XML! :)
P.S.: This is what it will read in the XML for Jacket:
<texPath>Things/Pawn/Humanlike/Apparel/Jacket/Jacket</texPath>
Quote from: Master Bucketsmith on September 24, 2016, 04:45:34 AM
Quote from: hendrikpfaff on September 24, 2016, 04:29:47 AM
So.. you have 1 item that has diffrent looks on diffrent body types right?
How can i make a craftable item of such thing ???
Here's what you name the different textures per body type of an item;
Jacket.png
Jacket_Fat_back.png
Jacket_Fat_front.png
Jacket_Fat_side.png
Jacket_Female_back.png
Jacket_Female_front.png
Jacket_Female_side.png
Jacket_Hulk_back.png
Jacket_Hulk_front.png
Jacket_Hulk_side.png
Jacket_Male_back.png
Jacket_Male_front.png
Jacket_Male_side.png
Jacket_Thin_back.png
Jacket_Thin_front.png
Jacket_Thin_side.png
So long as 'Jacket' will read something like 'MagicalRobe', you can have a really differently looking texture per body type, for the same item in your XML! :)
P.S.: This is what it will read in the XML for Jacket:
<texPath>Things/Pawn/Humanlike/Apparel/Jacket/Jacket</texPath>
Thank you :D
Quote from: hendrikpfaff on September 24, 2016, 04:34:15 AM
Quote from: Canute on September 22, 2016, 04:02:26 PM
I think more at a magic effect you can use at combat.
The effect lower a bleeding effect.
And when there isn't any bleeding it raise the HP by x points or x% of max. HP.
But i don't think you can't do this with xml only. There was a healing effect long ago for the Alien Ant, and he made a dll for it.
Is that dll still compatible for Alpha 15 and is that user still active??
I can't even find the thread anymore.
But at the same day i wrote this, a Healing gun mod appear https://ludeon.com/forums/index.php?topic=25953.0 (https://ludeon.com/forums/index.php?topic=25953.0).
Quote from: Canute on September 24, 2016, 05:19:18 AM
Quote from: hendrikpfaff on September 24, 2016, 04:34:15 AM
Quote from: Canute on September 22, 2016, 04:02:26 PM
I think more at a magic effect you can use at combat.
The effect lower a bleeding effect.
And when there isn't any bleeding it raise the HP by x points or x% of max. HP.
But i don't think you can't do this with xml only. There was a healing effect long ago for the Alien Ant, and he made a dll for it.
Is that dll still compatible for Alpha 15 and is that user still active??
I can't even find the thread anymore.
But at the same day i wrote this, a Healing gun mod appear https://ludeon.com/forums/index.php?topic=25953.0 (https://ludeon.com/forums/index.php?topic=25953.0).
Shouldnt be a problem to "make" a healing weapon the thing is its pretty OverPowerd so i'm trying to make a potion instead and if that doesnt work out i will add a healing weapon.
Quote from: hendrikpfaff on September 24, 2016, 04:29:47 AM
Quote from: Violyte on September 24, 2016, 12:30:43 AM
SO I finished clothing textures... I did something different. I have 3 main outfit "kinds", the sorcerer/mage, necromancer, and witch/wizard. Within the mage and wizard outfits I have different designs-
Witch/Wizard Sorcerer
______________ _____________
Fat and thin Electric green witchy Fat and thin fiery magerobes
Purple Witch Female Sorcerer Red and Blue Female
Wizard/greyrobes Male Sorcerer Blue Male with red brooch
Hulk Traditional blue "star" wizard robe Hulk Priest
I did it between 2 outfit cores because I didn't think the designs worked with all the bodytypes (for instance the star wizard is traditionally a tall wizard and stars won't fit on a thin body) plus some were gender specific, as well as not to take up a lot of space in the mods. Idk I think it's more organized that way.
I also did a skull hood thing, a female necromancer hair, lightning struck hair, a sorceress hood, a priest hat, a witch hat, and a wizard hat with a built in beard.
So.. you have 1 item that has diffrent looks on diffrent body types right?
How can i make a craftable item of such thing ???
Master Bucketsmith explained pretty well, thanks!
So the files are already named and organized
"sorcerer: body types witchandwiz: body types and necro: body types"
Quote from: Violyte on September 24, 2016, 07:06:11 AM
Quote from: hendrikpfaff on September 24, 2016, 04:29:47 AM
Quote from: Violyte on September 24, 2016, 12:30:43 AM
SO I finished clothing textures... I did something different. I have 3 main outfit "kinds", the sorcerer/mage, necromancer, and witch/wizard. Within the mage and wizard outfits I have different designs-
Witch/Wizard Sorcerer
______________ _____________
Fat and thin Electric green witchy Fat and thin fiery magerobes
Purple Witch Female Sorcerer Red and Blue Female
Wizard/greyrobes Male Sorcerer Blue Male with red brooch
Hulk Traditional blue "star" wizard robe Hulk Priest
I did it between 2 outfit cores because I didn't think the designs worked with all the bodytypes (for instance the star wizard is traditionally a tall wizard and stars won't fit on a thin body) plus some were gender specific, as well as not to take up a lot of space in the mods. Idk I think it's more organized that way.
I also did a skull hood thing, a female necromancer hair, lightning struck hair, a sorceress hood, a priest hat, a witch hat, and a wizard hat with a built in beard.
So.. you have 1 item that has diffrent looks on diffrent body types right?
How can i make a craftable item of such thing ???
Master Bucketsmith explained pretty well, thanks!
There's 3 items. I had a sorcerer outfit with different colors, and a witch/wizard combo which is basically the same thing but one is female and one male, and then the necromancer.
So the files are already named and organized
"sorcerer: body types witchandwiz: body types and necro: body types"
So if you wanted to craft them you would make craft necromancer clothes, enchanter(sorcerer)'s clothes, or magician's clothes.
Yea it works but i do not have a texure for when its droped on the ground :/ so should i just copy an texture and paste it as droped item?
Yes that would work or I can give you some tomorrow, whatever you want. I'd probably do folded clothing with a star, a flame, and a skull to tell what they are. Or... it might be neat to do like a small magic light circle on the ground where you drop them.
Quote from: Violyte on September 24, 2016, 07:34:16 AM
Yes that would work or I can give you some tomorrow, whatever you want. I'd probably do folded clothing with a star, a flame, and a skull to tell what they are. Or... it might be neat to do like a small magic light circle on the ground where you drop them.
Would be great if you can make them thx
Update 1.6 is out!
Enjoy
Looks very nice!
Looking forward to the alpha version!
I think the Windstruck Hair with +6 m/s is too much +2 m/s like the other hat's or maybe +3 m/s.
Same with Speed Sigil that got +25 m/s, i think +5 m/s should be ok since you can wear it with the other stuff.
You should update the 1.post with the new stuff, and maybe add some info about the bonus stats.
Edit:
Can you tag the appearal with Magic maybe. And don't forget to tag the hat's with the headgear tag. Currently all the hat's appear at the main appearal listing and not under headwear.
I would have send defs and put them all in folders if I had realized it wasn't familiar to you, sorry.
So the end would write like this and you would need a hats folder-
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<worngraphicPath>Hats/Necroskull</worngraphicPath>
<layers>
<li>Overhead</li>
</layers>
<commonality>0.05</commonality>
<tags>
<li>Spacer</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>4</weight>
<only>RGBA(1,1,1,1)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
Quote from: Canute on September 25, 2016, 12:40:27 PM
I think the Windstruck Hair with +6 m/s is too much +2 m/s like the other hat's or maybe +3 m/s.
Same with Speed Sigil that got +25 m/s, i think +5 m/s should be ok since you can wear it with the other stuff.
You should update the 1.post with the new stuff, and maybe add some info about the bonus stats.
Edit:
Can you tag the appearal with Magic maybe. And don't forget to tag the hat's with the headgear tag. Currently all the hat's appear at the main appearal listing and not under headwear.
Sorry im still new to this should be fixed soon.
Updated 1.6.5
Some fixes.
Does you remember what fight it is to kill a Thumbro ? You need a small army just to get one down without casualties.
But 2 people with wind hairs and electro wand, no problem. The electro effect kills it not the damage. And with the hairs they can keep on distance.
Need to test them on centipedes next.
Quote from: Canute on September 26, 2016, 01:33:37 PM
Does you remember what fight it is to kill a Thumbro ? You need a small army just to get one down without casualties.
But 2 people with wind hairs and electro wand, no problem. The electro effect kills it not the damage. And with the hairs they can keep on distance.
Need to test them on centipedes next.
Balance updates coming soon :)
Ok, just researched Magical potions and can't build the potion maker.
I think the issue is you misspelled it, couldron not cauldron. At the research you did it right.
For now i just placed one with the Dev mode.
Quote from: Canute on October 03, 2016, 06:19:40 AM
Ok, just researched Magical potions and can't build the potion maker.
I think the issue is you misspelled it, couldron not cauldron. At the research you did it right.
For now i just placed one with the Dev mode.
Did you have MagicalPotions and Brewing rescearched or just MagicalPotions?
Not brewing.
Ok, that was the mistake. But then you should change the Research prerequisites to brewing and scratch drug prod.
Ok, i just made a Masterwork toxic book, but i am realy disapointed from the accuracy. Even a normal assault rifle hits better beside on touch range.
But i think spells are controlled by mind and should have a pretty hight accuracy, but remove the burst them.
btw. did you ever try to use a hellfire wand as digging tool ? :-)
Quote from: Canute on October 03, 2016, 02:21:25 PM
Not brewing.
Ok, that was the mistake. But then you should change the Research prerequisites to brewing and scratch drug prod.
Ok, i just made a Masterwork toxic book, but i am realy disapointed from the accuracy. Even a normal assault rifle hits better beside on touch range.
But i think spells are controlled by mind and should have a pretty hight accuracy, but remove the burst them.
btw. did you ever try to use a hellfire wand as digging tool ? :-)
XD yes i did try to use a hellfire wand as digger tool
Uhm you didnt look at the changelog? already changed resc for potions
And i think its needs to be so inacurate bec its a strong weapon for taking down groups not single pawns bec its a "toxic cloud"
I never notice a "cloud", i just notice my hunter just miss most of the time. Yes i see an area when i target manualy, but the cross is a bit to small, should be 3x3 at last.
Ok, maybe it is more useful when the bookuser stay in the 2. row and fire on big waves of attackers. But as hunting weapon it is worthless.
Quote from: Canute on October 04, 2016, 01:19:52 PM
I never notice a "cloud", i just notice my hunter just miss most of the time. Yes i see an area when i target manualy, but the cross is a bit to small, should be 3x3 at last.
Ok, maybe it is more useful when the bookuser stay in the 2. row and fire on big waves of attackers. But as hunting weapon it is worthless.
Than dont use it as a hunter weapon simple enough ;)
can you add gargoyles and theyre working like turrets just that they spawn a pawn wich then attacks. sorry for bad english
Quote from: StyleDragonLP on October 05, 2016, 01:49:42 AM
can you add gargoyles and theyre working like turrets just that they spawn a pawn wich then attacks. sorry for bad english
I dont think i can do such thing :/
If you have a turret it spawns a pawn the pawn will be automatic trained all than it goes wrong the pawn will act like a normal pawn and not a pawn that will stay on the position it needs to be.
sorry for that but i simply cant do it.
Quote from: Canute on October 03, 2016, 02:21:25 PM
But i think spells are controlled by mind and should have a pretty hight accuracy
An Idea: The accuracy of spells depends on the mood of a colonist, so a colonists state of mind
actually has an effect on the power/range/accuracy of a spell.
Also, like in AD&D as an example, if you have no mouth, you cannot cast word-based spells,
or if you cannot use your arms (because you either have none anymore or cannot use them),
you cannot cast gesture-based spells.
This could lead to silence and paralyzing spells to counter wizards.
Gone for some time.
Hmmmm, how about goblins? For that matter, magic-based shields--could have lower capacity but much higher recharge, or alternately allow shooting but be worse overall.
Quote from: hendrikpfaff on September 17, 2016, 12:14:24 PM
Quote from: Mattx0x on September 17, 2016, 10:30:24 AM
Looks interesting. Might I suggest magic as a skill
Uhm maybe in the upcomming updates..
Need to make sure im able to.
I think having having magic as a skill would require a new game. Should only do this as a second mod.
Anyways, I am playing on a map that gets to -80c in the winter, all my people wear muffalo pants+shirts with full power armor. They still get cold but don't get frostbite unless they are missing something. Unfortunately I can't use the clothing in this mod for three reasons.
First, it only shows the shoulders through the power armor. (see attachment if it works) I don't know if it is possible but it would be nice if the robes actually placed themselves over power armor and armor vests rather than under. If this isn't possible then maybe you could have an alternative mod that makes power armor and vests invisible, say a "rim-magic(invisiblearmor) V1.7". If instead you think they(the robes) should replace power armor then make sure temperature and damage stats are competitive with it(power armor).
Second problem [TLDR: give the robes insulation. Being the same as a muffalo shirt would be the simplest solution] ...is that everything in this mod isn't warm enough. I think giving the three clothing items about the same heat/cold stats as the vanilla shirt and allowing the selection of the base mats in the crafting would solve this. But this creates another problem, 300-400 muffalo wool is alot but 300-400 cloth isn't. So obviously you could just do 250-350 cloth + 50 ingredients. But this creates yet another problem, if cloth is apart of these "ingredients" then the game may try making a pure cloth item despite selecting muffalo wool. You could just not allow cloth only ones I guess. Alternative solution is just make the base heat/cold temperature protection the same as a muffalo shirt, after all, 300-400 cloth should be quite warm. Similar tweaked could be done to the hats. Either making them similar to the power armor helmet or the other vanilla head gear.
Third[TLDR: compliments, hat/hairs have bad armor, see next paragraph, witch hat has extra blunt protection randomly, nothing has fire protection], the head gear looks awesome, actually everything in the mod does, but when you can make power armor helmets, wearing any of the hats/hairs would be really risky. All the normal hats/hairs have 9% blunt, 9% sharp, 0% heat, 0% electric with the witch hat having 19% blunt randomly for some reason, compared to a normal power armor helmet: 35% blunt, 60% sharp, 50% heat, 0% electric. Not sure why nothing in this mod has armor - heat protection, one would think some of the gear should be immune to fire. Anyways, the hope I had was I could outfit all my 20 colonists with a mix of the 6 hats/hairs based on their role within the colony without any concern over what stats everything had. But if they are nothing compared to the power armor helmet then I can't use it. And if something is better than everything else ie witch hat then I will need to use that. I understand the robes having different stats but having everyone where the same hat isn't as fun.
Might I request you equalize all the hats/hairs' speed/armor stats and add recolored "enchanted" versions of everything unlocked though research with stats similar to the power armor helmet that require plasteel. Thus allowing us to use whatever we think looks cool without the risk that comes from not wearing power armor helmets.
Last thing to note, all but the wizard helmet requires steel when crafting.
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