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RimWorld => Releases => Mods => Outdated => Topic started by: JuliaEllie on November 02, 2014, 08:45:44 AM

Title: [MOD] [ALPHA9] Rainbow Road - by JuliaEllie - - A9Update (19.02.2015)
Post by: JuliaEllie on November 02, 2014, 08:45:44 AM
(http://i.imgur.com/dC4alII.png)

Hey everybody,

this is my new mod. Its called Rainbow Road and it adds colored floor lights which light up on pressure. They come in different colors as well as random colors.

This is another mod made live on my stream in about 4 hours - so thank you for your ideas and suggestions.  Love you <3

UPDATE

-changed power consumption to 1 (if you want more you can change it back;))
-added white floor light

DOWNLOAD!! (https://www.dropbox.com/s/joyswvj67hiascn/Rainbow%20Road.zip?dl=0)
Title: Re: [MOD] [ALPHA7] Rainbow Road - by JuliaEllie (02.11.2014)
Post by: Rikiki on November 02, 2014, 09:30:38 AM
Diiiiiisco-time! 8)

Maybe add a disco ball that adds some mood bonus and is a gathering item for idle colonists.
A jukebox would be also awesome! :D
Title: Re: [MOD] [ALPHA7] Rainbow Road - by JuliaEllie (02.11.2014)
Post by: skullywag on November 02, 2014, 09:32:42 AM
Im smiling inside for reasons that will become apparent when everybodys mod is released.
Title: Re: [MOD] [ALPHA7] Rainbow Road - by JuliaEllie (02.11.2014)
Post by: JuliaEllie on November 02, 2014, 10:05:14 AM
Quote from: skullywag on November 02, 2014, 09:32:42 AM
Im smiling inside for reasons that will become apparent when everybodys mod is released.

The first rule of everybodys mod is you dont talk about everybodys mod!
Title: Re: [MOD] [ALPHA7] Rainbow Road - by JuliaEllie (02.11.2014)
Post by: Shinzy on November 02, 2014, 10:12:40 AM
Quote from: Rikiki on November 02, 2014, 09:30:38 AM
Diiiiiisco-time! 8)

Maybe add a disco ball that adds some mood bonus and is a gathering item for idle colonists.
A jukebox would be also awesome! :D

This! thiiis! tune the jukebox to some irl online radio
Epilepsy trait needs to be added aswell
Title: Re: [MOD] [ALPHA7] Rainbow Road - by JuliaEllie (02.11.2014)
Post by: skullywag on November 02, 2014, 11:46:10 AM
Happy thought - throwing shapes
Title: Re: [MOD] [ALPHA7] Rainbow Road - by JuliaEllie (02.11.2014)
Post by: Igabod on November 02, 2014, 08:30:33 PM
Just played with this a bit and it is awesome for sure. I'd like a regular white light option as well though. And the power requirement of 50 per panel is a bit high to me (especially since the light isn't constantly on) so I just edited that down to 5. I want to do every floor in my base that isn't covered by an object with this stuff. I only had 4 colonists when I saved and quit to edit the energy cost but it was pretty awesome seeing all of them walk around the kitchen (the room I had decorated with this) during meal time.

[edit to add] After playing with 5 power cost per tile I still had to reduce it even further to 1 and that still wasn't good enough for my whole base to be covered. Apparently you can't do a whole bunch of these all over the entire base even with 3 geo gens. I am not sure if you're able to reduce power cost to decimal numbers but I'm going to try to reduce it even further and see if I can find a power cost that is reasonable enough for such large scale usage when I play next.
Title: Re: [MOD] [ALPHA7] Rainbow Road - by JuliaEllie (02.11.2014)
Post by: DracoGriffin on November 03, 2014, 06:29:21 PM
Maybe Rainbow Road is only meant for the most opulent of Glitterworlds; not mere backwood colonies!

Serious note, with vanilla power sources it'd be pretty difficult to power for very long.
Title: Re: [MOD] [ALPHA7] Rainbow Road - by JuliaEllie (02.11.2014)
Post by: JuliaEllie on November 03, 2014, 06:46:11 PM
Yes I really have to change the power consumption.. Oh wait I just did :D

Update:

-lowered power consumption to 1
-added white floor light
Title: Re: [MOD] [ALPHA7] Rainbow Road - by JuliaEllie - UPDATERINO (04.11.14)
Post by: harpo99999 on November 04, 2014, 05:24:39 AM
I have modded your rainbow roads(v1) to use 0.50 energy, and no issues
Title: Re: [MOD] [ALPHA7] Rainbow Road - by JuliaEllie - UPDATERINO (04.11.14)
Post by: Igabod on November 04, 2014, 06:55:25 AM
Quote from: harpo99999 on November 04, 2014, 05:24:39 AM
I have modded your rainbow roads(v1) to use 0.50 energy, and no issues

thanks. I still haven't gotten around to playing the game since I made my last post.
Title: Re: [MOD] [ALPHA8] Rainbow Road - by JuliaEllie - Ported to 8 (10.12.14)
Post by: JuliaEllie on December 10, 2014, 02:55:24 PM
Out now for Alpha 8! Praise Lord Tynan.
Title: Re: [MOD] [ALPHA8] Rainbow Road - by JuliaEllie - Ported to 8 (10.12.14)
Post by: Defection on December 18, 2014, 11:23:46 AM
Can you maybe make textures for roads like in this picture?
It would look better. It is just rough sample.

[attachment deleted due to age]
Title: Re: [MOD] [ALPHA8] Rainbow Road - by JuliaEllie - Ported to 8 (10.12.14)
Post by: JuliaEllie on December 18, 2014, 05:20:42 PM
Quote from: Defection on December 18, 2014, 11:23:46 AM
Can you maybe make textures for roads like in this picture?
It would look better. It is just rough sample.

Thank you very much for your texture suggestion but the Rainbow Road isnt literally a road but acryl floor tiles. There could also be problems with making the texture look good in blocks because of the lights on the left and right. Whenever you use asymetric textures as in walls or conduits you need a Texture Atlas which shows all possible looks of a texture based on the linking. For more info you can refer to Superior Crafting 2 which had draggable tables which use a texture atlas.
Title: Re: [MOD] [ALPHA8] Rainbow Road - by JuliaEllie - Ported to 8 (10.12.14)
Post by: Defection on December 18, 2014, 05:39:17 PM
It was just an idea. Thanks for reply JuliaEllie :)
Title: Re: [MOD] [ALPHA8] Rainbow Road - by JuliaEllie - Ported to 8 (10.12.14)
Post by: Yas on January 06, 2015, 10:53:26 PM
Dear Jules,

since I use ur spike traps I just cannot send my people over those tiles. The image reminds me too much at the spikes one.

So I tried to make some, but I cant figure out how to make the glow effect...

(http://s17.postimg.org/zbxcmtlwb/Disco.png) (http://postimage.org/)
(http://s17.postimg.org/sb9cu1k4b/red.png) (http://postimage.org/)
Title: Re: [MOD] [ALPHA8] Rainbow Road - by JuliaEllie - Ported to 8 (10.12.14)
Post by: Igabod on January 06, 2015, 11:04:44 PM
Quote from: Yas on January 06, 2015, 10:53:26 PM
Dear Jules,

since I use ur spike traps I just cannot send my people over those tiles. The image reminds me too much at the spikes one.

So I tried to make some, but I cant figure out how to make the glow effect...

(http://s17.postimg.org/zbxcmtlwb/Disco.png) (http://postimage.org/)
(http://s17.postimg.org/sb9cu1k4b/red.png) (http://postimage.org/)

Don't feel bad. Julia doesn't even know how to make the glow effect. A unicorn just farted on her keyboard and the mod just appeared on her computer so she uploaded it in order that we might all enjoy the results of her magical encounter.
Title: Re: [MOD] [ALPHA8] Rainbow Road - by JuliaEllie - Ported to 8 (10.12.14)
Post by: Rikiki on January 07, 2015, 03:22:15 AM
The glow effect is produced by a CompGlower (many production buildings have one like the crematorium).
Dynamic glowers need dll however.
Title: Re: [MOD] [ALPHA8] Rainbow Road - by JuliaEllie - Ported to 8 (10.12.14)
Post by: JuliaEllie on January 07, 2015, 03:47:13 AM
Quote from: Rikiki on January 07, 2015, 03:22:15 AM
The glow effect is produced by a CompGlower (many production buildings have one like the crematorium).
Dynamic glowers need dll however.

Yep its only a little fiddling with the CompGlowers
Title: Re: [MOD] [ALPHA8] Rainbow Road - by JuliaEllie - Ported to 8 (10.12.14)
Post by: Beanie on January 07, 2015, 08:57:37 AM
Is there a beauty perk on the tiles? Love the idea.
Title: Re: [MOD] [ALPHA8] Rainbow Road - by JuliaEllie - Ported to 8 (10.12.14)
Post by: Igabod on January 07, 2015, 09:23:28 AM
Quote from: JuliaEllie on January 07, 2015, 03:47:13 AM
Quote from: Rikiki on January 07, 2015, 03:22:15 AM
The glow effect is produced by a CompGlower (many production buildings have one like the crematorium).
Dynamic glowers need dll however.

Yep its only a little fiddling with the CompGlowers

I prefer my explanation better. :-p
Title: Re: [MOD] [ALPHA8] Rainbow Road - by JuliaEllie - Ported to 8 (10.12.14)
Post by: JuliaEllie on January 07, 2015, 09:24:07 AM
Quote from: Beanie on January 07, 2015, 08:57:37 AM
Is there a beauty perk on the tiles? Love the idea.

yes they have a beauty of 10
Title: Re: [MOD] [ALPHA8] Rainbow Road - by JuliaEllie - Ported to 8 (10.12.14)
Post by: Beanie on January 07, 2015, 04:11:45 PM
Thanks for the reply. I'll definitely use these in my next base. Fistbump *
Title: Re: [MOD] [ALPHA9] Rainbow Road - by JuliaEllie - - A9Update (19.02.2015)
Post by: JuliaEllie on February 19, 2015, 06:36:48 AM
(http://i.imgur.com/aIajqg0.png)

UPDATERINO
Title: Re: [MOD] [ALPHA9] Rainbow Road - by JuliaEllie - - A9Update (19.02.2015)
Post by: Demonlord091 on June 25, 2015, 10:43:58 PM
There a chance in Hell of this rather amusing mod being updated to Alpha 11?  Sadly I'm not a modder so I'm not certain how difficult it would be to "Updaterino" the thing.

Just figured I'd ask while I was poking around.