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Messages - general222291

#16
Outdated / Re: [A15] Wandering Caravans v1.0 (05/09/2016)
September 05, 2016, 03:50:10 PM
Quote from: Yautja on September 05, 2016, 03:45:36 PM
Will this cause some negative factor with other tribes? Since this mufallo comes from them

Not currently, but I may add it in the future :)
#17
Outdated / [A15] Wandering Caravans v1.1.3 (23/09/2016)
September 05, 2016, 03:12:34 PM
Overview

Wandering Caravans adds wild pawns with inventories.

Wild pawns like Muffalo's and Dromedary's used in trade groups as caravans for transporting from colony to colony may spawn randomly near your colony, after being separated by it's previous trade group. Killing these wandering caravans will yield a wide range of many resources that can be used by your colony.



To-Do:
- Add different types of wandering Muffalo's (combat supplier, narcotics trader etc)
- Add different types of animals for different biomes
- Create higher quality textures
- Create a notification when a wandering caravan spawns on the map

Known Bugs:
- You can actually tame and breed wandering caravans, and baby wandering caravan will spawn with gear :P [Fixed v1.1]
- Wandering caravans can appear in trade ships (which seems illogical) and causes the game to crash when attempting to buy one. [Fixed v1.1.1] - Thanks to Haiys for pointing this bug out!

License
Include my mod in any modpack without permission, but please credit!!
Please ask if you want to use my content for creations of your own (I will most likely allow it, but I would like to know :) )
But please don't use any of my content for commercial use :)

Download
https://www.dropbox.com/s/m6ddq1573z2l9rf/WanderingCaravans.rar?dl=0
Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=759678026

Want to help me out and support my content?
Patreon - https://www.patreon.com/general223
#18
Modpack will be live when I have permission from all modders :)
#19
Outdated / [MODPACK] (Alpha 9) General's Arrangement
April 05, 2015, 04:41:40 AM
This is a small mod pack that is designed to have community-made expansion tree's, see below for for info!

General's Arrangement Base Pack:

Apothecarius - Grow flowers, then turn them into medicine! Also adds life support and co.
Auto Hunt Beacon - Hunt all animals in range... meat :)
Bio-Diversity - Different animal's faces to shoot off
Can I Brew It? - Magically transform food into pleasurable poison  ::)
CaveWorld Flora - Makes magic mushrooms grow in the dark... not those ones :P
EdB Interface - Adds a very cool interface to control your minions in an even more unrealistic way :D
EW XP Compatibility Patch - Makes wood from one mod work with the other, the barrier has been broken  ???
Extended WoodWorking - Stops you cutting down tropical trees and getting oak wood :D
Finer Things - Give your colonist's finer things, like lung cancer and a hangover :)
Guns+ - + more guns... May get replaced with Project Armory on Alpha 9 release
Hospitality - changes the "Hey, a good-looking women spilling blood all over the floor, with no limbs and 1 lung... not my problem..." aspect of the game
Hydroponic - Now aliens need to find a way to flatten machinery without breaking it to form crop-circles.
Medical Drinks - You don't even know what your drinking  8)
Medical Training - Allows colonists to enjoy the moment when they rip a dead corpse apart and experiment inside there enemies... or friends  :o
Not Only Beer - Allows any form of drug to be auto-consumed, Useful for getting 40+ colonists high :)
Priority Haul - Adds haul priorities...
Quorn - Grow meat because why not?
Roof Support + Roof Support Tool - Actually allows you to have a large underground home... bring on the smugglers den  ;D
Temperature Control - Create a 200 degrees death corridor for your enemies, or central heating :)
Thingamajigs - Finally create the deadly wooden spoon :D
Weed - Space Dogg's gift to you  ;D
Xtra Plants - Grow even more crops to suit your variety and fill up your storage  :P
Xylene-Antirage - Allow your kids to climb on potentially 100 degrees Geothermal generators   :-\

All credit goes to the amazing modders, who put there time into making these amazing add-ons

This modpack is designed to be relatively small, because I want to introduce a new feature, community made expansions, these are a small group of mods submitted by you and other people from the community that expend on a certain topic (e.g. defense expansion = enhanced defense mods etc.). These are all up to you!

Rules for submitting an expansion:
Must be no more than 15 mods
1 expansion per reply
Mods must be relevant to the expansion topic
1 Expansion per subject
I will reply to all submissions, and if I agree with the submission I will ask you to PM me the download to test it

HAVE FUN PLAYING MY MODPACK
#20
Quote from: CrazyJayBe on March 15, 2015, 11:27:14 PM
Quote from: daft73 on March 15, 2015, 02:05:41 PM
Heh, all good mate things can get aggravating at times, don't fret. Although my 5 year old walked in whilst I looked at your latest post, and asked dad can I get that cool looking truck game your looking at?? is that for me thanks dad. :o :-X.

Soon enough Epyk will get things going and update the mod pack.
Lol, that was a marketing tactic I used once...

I sold an achievement item for a £100 on the market as a joke, believe it or not someone actually bought it, I got 6 free games :D :D :D :D

HAHAHAHAHAHAHAHA!!!! NOOOO!!!! DON'T LOOSE THIS SHLOCK UPON YOUR CHILD!!


www.youtube.com/watch?v=h6DtVHqyYts ---ENJOY.

General, did you have a question or were you perplexed at my complexities...?
#21
Quote from: CrazyJayBe on March 15, 2015, 01:50:32 PM
Again, I appreciate you folks trying to help.

I felt like I was getting the run-around because the responses I was getting seemed to be out in left field. Anyway, apologies. Just frustrated.

Daft, I was thinking about that. It's the one thing I haven't tried yet. So, I'll just re-unpack the game into a fresh folder and start over. Brand new, no saves, nothing, nada, zippo.

I'm aware that it says "[MOD PACK] (Alpha 8) Epyk Pack 1.18y[Alpha 9 update soon!]". I only gave it a try because I have not seen anything on these forums saying that it would not work for 9 (I don't have the time to go through 39 pages...sorry). Plus, my buddy says he has the same. The Alphalo worked, the Turrets worked. It might have been the ED though. I turned that on and that's when it started freezing.

Skyrim gave me a few problems as I started throwing mods at it so I know what it's like to shuffle mods around in order for them to work.

Whatevs.

It's an alpha.

I suppose I'm sore about certain things....I'm just pissed I live on a planet with THIS:


Really, really, my God...




























... still confused, God save logic!
#22
Will there possibly be a list of mods compatible with Epyk pack? I'm thinking of adding some others like Finer Things ect.
#23
Quote from: Meerkat99 on February 28, 2015, 02:04:40 PM
will there be an alpha nine epyk pack
Yes, but it will take a while for all the mods to be updated and tested together...
#24
Quote from: deadmeat5150 on February 26, 2015, 02:19:12 PM
So my colonists don't seem to want the Booze, the smokes, or the coffee. Any way to make them want them automatically? Like it would be cool if you could get a small addiction to smokes and if you don't make more your colonists will steadily lose mood until they get over the addiction.
That would be really cool!
#25
Great looking mod! Could use some better textures though (I can't really say much, I'm terrible :P )
#26
Help / Re: an offer of help
February 24, 2015, 05:20:23 PM
Wow, that was quick  :o

This is what the item is meant to do in the HediffDefs def:

Energized - increase movement speed by 30% (and some pain)
Zooming - increase movement speed by 50% (and some pain)
Slightly overdosed - increase movement speed by 100% and decrease consciousness by -10% (and some pain)
Overdosed - increase movement speed by 130% and decrease consciousness by -40% (and some pain)
Dangerously overdosed - increase movement speed by 150% and decrease consciousness by -50% (and some pain)

These don't even show up on colonist health when the item is taken :(

The Thought def has all the thoughts and descriptions in it, it just doesn't show up when the colonist takes the item :(

The item and its texture work fine (apart from it is large, I will fix that).

Debug log:

XML error: <label>Dangerously Overdosed</lable> doesn't correspond to any field in type ThoughtStage. (yellow)

XML Verse.HediffActivityModifier defines the same field twice: activity. Whole XML: (red)

XML Verse.HediffActivityModifier defines the same field twice: offset. Whole XML: (red)

XML Verse.HediffActivityModifier defines the same field twice: activity. Whole XML: (red)

XML error: <label>Dangerously Overdosed</lable> doesn't correspond to any field in type HediffSeverityStage. (yellow)

XML Verse.HediffActivityModifier defines the same field twice: activity. Whole XML: (red)

Could not resolve cross-reference: No RimWorld.ThoughtDef named Extract 42 found to give to Verse.HediffDef Extract 42a (red)

Could not resolve cross-reference: No Verse.HediffDef named Extract 42 found to give to RimWorld.IngestibleHediffGiver Rimworld.IngerstibleHediffGiver (red)

Cannot call ItemFromXMLFile with resolveCrossRefs=true while loading is already in progress. (red)

Could not resolve cross-reference: No RimWorld.ThoughtDef named Extract 42 found to give to Verse.HediffDef Extract 42a (red)

Could not resolve cross-reference: No Verse.HediffDef named Extract 42 found to give to RimWorld.IngestibleHediffGiver Rimworld.IngerstibleHediffGiver (red)

Cannot call ItemFromXMLFile with resolveCrossRefs=true while loading is already in progress. (red)

Could not resolve cross-reference: No RimWorld.ThoughtDef named Extract 42 found to give to Verse.HediffDef Extract 42a (red)

Could not resolve cross-reference: No Verse.HediffDef named Extract 42 found to give to RimWorld.IngestibleHediffGiver Rimworld.IngerstibleHediffGiver (red)

Cannot call ItemFromXMLFile with resolveCrossRefs=true while loading is already in progress. (red)



If you don't mind, please include what you changed for future modding!
Sorry for being a terrible modder :P

[attachment deleted due to age]
#27
Help / Re: an offer of help
February 24, 2015, 05:08:30 PM
Uhh, I need help! Because this is my first time modding and I have little coding experience, I am running into a lot of trouble. My WIP only uses XML at the minute, and gives me a headache. I can send you an attachment, debug log and more info if you are interested, it would be a huge help!

#28
We gotta have the weed mod in this packs Alpha 9 update, it's a really good mod :D
#29
Your welcome :)
#30
Help / Re: HediffDefs
February 22, 2015, 10:14:54 AM
Well, thanks to everyone for their suggestions to far, they are much appreciated since this is my first mod I have ever created, I know I may have done a lot of things wrong, and it may have glitches and incompatibility issues, but I will try.

(I also updated the codes according to the changes and help I received, the debug list may also help below)

Debug log:


XML error: <label>Dangerously Overdosed</lable> doesn't correspond to any field in type ThoughtStage. (yellow)

XML Verse.HediffActivityModifier defines the same field twice: activity. Whole XML: (red)

XML Verse.HediffActivityModifier defines the same field twice: offset. Whole XML: (red)

XML Verse.HediffActivityModifier defines the same field twice: activity. Whole XML: (red)

XML error: <label>Dangerously Overdosed</lable> doesn't correspond to any field in type HediffSeverityStage. (yellow)

XML Verse.HediffActivityModifier defines the same field twice: activity. Whole XML: (red)

Could not resolve cross-reference: No RimWorld.ThoughtDef named Extract 42 found to give to Verse.HediffDef Extract 42a (red)

Could not resolve cross-reference: No Verse.HediffDef named Extract 42 found to give to RimWorld.IngestibleHediffGiver Rimworld.IngerstibleHediffGiver (red)

Cannot call ItemFromXMLFile with resolveCrossRefs=true while loading is already in progress. (red)

Could not resolve cross-reference: No RimWorld.ThoughtDef named Extract 42 found to give to Verse.HediffDef Extract 42a (red)

Could not resolve cross-reference: No Verse.HediffDef named Extract 42 found to give to RimWorld.IngestibleHediffGiver Rimworld.IngerstibleHediffGiver (red)

Cannot call ItemFromXMLFile with resolveCrossRefs=true while loading is already in progress. (red)

Could not resolve cross-reference: No RimWorld.ThoughtDef named Extract 42 found to give to Verse.HediffDef Extract 42a (red)

Could not resolve cross-reference: No Verse.HediffDef named Extract 42 found to give to RimWorld.IngestibleHediffGiver Rimworld.IngerstibleHediffGiver (red)

Cannot call ItemFromXMLFile with resolveCrossRefs=true while loading is already in progress. (red)


I have tried to solve some of these myself, but have failed, I am not trying to make u guys slaves :P I am just inexperienced!