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Messages - ilikegoodfood

#181
Outdated / Re: [B18]Range Animal Framework
January 30, 2018, 11:05:19 AM
I'm completely new to modding and have just started creating a mod that aims to add a variety of weird and wonderful monsters to the RimWorld, varying from over-sized versions of existing or extinct creatures, to tech-infused cyborgs and fantasy inspired theme-park attractions gone wrong.

The first creature that I'm creating is the Inferno Beetle, which should be able to fire incendiary launcher shots.
I understand that in order to do that, I need to include this mod into my own, either as dll in the Assembly (which is what I've currently got), or by copying over certain parts of the XML.

I'm struggling to work out exactly what bits I need, if any other parts, and how to set the creature to actually use the attack. Could someone please explain it to me?

Thanks in advance.

EDIT: I have almost everything about the creature working, so this should be one of the final details.
#182
Help / Re: Monsters Mod - New to Modding
January 30, 2018, 09:55:08 AM
QuoteI think you should download the Mega Spider submod from that thread and use it as an example. It was made for this purpose. Though you'll probably want to change patching to just def additions.

I have already done so and am going to look at it once I have the base creature working. Thanks for the suggestion.

QuoteFor general examples look for other mods that add animals, preferably some simpler ones to make the things clearer.

I am using the Megafauna mod and core files as an example for the moment. So far, I have a functioning giant beetle that eats tree and can turn manhunter if attacked (10% chance).

As a beginner, it is somewhat difficult to make heads or tails out what some of the values actually mean, such as "MateMtbHours". It clearly regulates mating frequency, but exactly what that corresponds to in-game is hard to know, so I just picked a value near a similar animal.

The base graphic of my creature has the body and the chem-fuel glands on it, and I want to draw them in different colors. Does that mean that I have to separate them and draw the glands over the body?
Boomrats and Boomalopes have different colored body-sections, so I'll check against them...
#183
Help / Monsters Mod - New to Modding
January 30, 2018, 08:44:45 AM
I have long wanted to make a mod for RimWorld, but have struggled to decide what to make.
I have recently decided to and started to make a mod called Monster Mash, with the aim to add a number of exotic and dangerous creatures to RimWorld.

I've been searching around in tutorials and on the forums to determine exactly what it is I need in order to make the mod and to make it compatible with other mods (I know, that can mostly be left for later).

So far, I have a copy of the Megascarab, which I am converting into the Inferno Beetle, a large fire-breathing insect that eats trees and can be milked for chemfuel.
I'm trying to work out what all of the various files and other bits and pieces that I'll need to make it work. So far, I think I need the following:

  • Races_Animal_Insect - currently what I'm working in/on.
  • a definition for its Egg
  • the animal range unlocker mod (LINK). I have created an Assemblies folder and transfered the AnimalRangeUnlocker.dll and Harmony library dll, but don't yet know how to use them.
  • the ModCheck for compatibility (LINK) - I have it in, but will get to that later.
  • Core graphics and sound collection for reference. - Got.

So:
Is there anything else that I'm going to need that I have missed?
Does anyone here know how to define a ranged creature tool using Animal Range Unlocker?
What key steps will I always need to go through to consistently create an animal?

That you all for humoring and helping a new modder.