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Messages - Saularian

#1
Outdated / [A15] TF RIM-MOD v1 (Saul's 4 mods)
October 06, 2016, 07:43:40 PM


"on solid ground"

As my old post went outdated, I'll put it up again in releases, fully updated and all  ;D https://ludeon.com/forums/index.php?topic=12580.msg126663#msg126663

It's been awhile but now my mods are updated to the latest version [A15]
Now I'm getting back on track to start working again on some ideas I had when I started with this stuff. Maybe some greenhouse stuff or whatever I can think of with the new things that have been added to the game.
CHEERS!


A15 Terra Firma Mod Pack

This pack is composed of 4 mods I've been working on for the last few days,
but I'll just start with adding the link to the package before I elaborate.

Get it here:

ALPHA 15


The package contains the following mods:
   -A15 Nappa v1
   -A15 Rack em Stack em v1
   -A15 Bag em and tag em v1
   -A15 TF Weaponry and Security v1
   
Pictures say more than a thousand words they say so I'll start with those:



A15 Nappa v1

Adds:
- Nappa-leather, a more generic type of leather made from different types of leather.
- A Nappa crafting table, so you can craft it
- 3 apparel recipes for the tailoring bench to use this new leather (or any other textile)
- 3 recipes for the smelter to create metals that have actual armoring properties
- 2 recipes in which you could utilize these metals (and a bit of nappa)
- Added bonus: I also added a more economic comms-station so it actually fits in a room! (As opposed to fitting a room around them...)

If you only want this, download it from here:

ALPHA 15




A15 Rack em and Stack em

Adds:
- 7 Storage racks ranging from single (1x1) to double large (4x2)
- A ceiling light, so you can light up that dark/dampy storage room
- Added bonus: The racks support roofs, so you can build a warehouse the size of New York if you want to. Or if you need to.
- Added a freezer unit that turns a storage room into a freezer at -5 degrees celsius without the need foor exhaust vents

If you only want this, download it from here:

ALPHA 15




A15 Bag em and Tag em v1

Adds:
- A recipe to create bodybags at the tailor bench (Nappa-leather dependant)
- A morgue slab where you can put corpses in bodybags, so they don't affect colonists mood.
- 7 Bodybag storage containers, ranging from single (1x1) to double large (4x2). They also support roofs The bodybags stack up to 5 per tile.
- Added bonus: No need to strip corpses before bagging them, as this is done during the bagging process.
To add:
- Make the bodybag show whose inside of it.
- New ways of disposing of the bagged corpses (butchering, organ harvesting, mass graves)

If you only want this, download it from here:

ALPHA 15 NAPPA dependant version


ALPHA 15 LEATHER dependant version




A15 TF Weaponry and Security v1

Adds:
- Makes mechanoid's drop their weapons
- 5 new turrets (4 which utilize the mechanoid weaponr and one that uses a flamer)
- 3 new weapons: A flamer, an Anti-Materiel rifle (craftable, needs resource from Nappa mod) and a high explosive variant (also craftable)
- Craftable and stuffified vanilla power armor.
- Fire Ant power armor that is extremely heat resistant and should be almost fire-proof
- Added a craftable Area Denial Weapon that can turn a room into a "flash" freezer (-270 degrees celsius). Useless outdoors though...
To add:
- More weaponry, armors, turrets and so on

If you only want this, download it from here:

ALPHA 15


Author/Mod Team
Saularian

Thanks to
Probably a lot of people on this forum who show me the right direction to get things working :)

License
Anyone who wants, can take my mods apart and use it in any way they want. But if you put it in a modpack, please do credit me.

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- ENJOY!
#2
Outdated / Re: [A10/A11] TF RIM-MOD v1 (Saul's 4 mods)
August 24, 2015, 06:16:07 AM
Currently being updated to A12, will be removing the A10 and A11 versions from ModDB after that, and will check if I can add new things to my mods, or add another mod. If any of you have suggestions, I'd love to hear them.
#3
Help / Re: [Solved] Unstuffify Walls and doors
August 07, 2015, 01:05:28 PM
Thanks for the help guys, masking wasn't actually needed as I found out that <shadertype>CutOutComplex</shadertype> does what I needed.

Have a good weekend!

Cheers!
#4
Help / Re: Unstuffify Walls and doors
August 05, 2015, 08:56:31 AM
Quote from: skullywag on August 05, 2015, 04:02:42 AM
Yeah check out the bed in the core art resource thread. It has red and green bits so when the shader is applied it colours the red bits with the stuff colour. So in your case make a big red mask that covers your image and make it use the right shader in the graphic section.

I'll have to find a masking plugin for paint.net but I 'll have a look at it, thanks.
#5
Help / Re: Unstuffify Walls and doors
August 04, 2015, 12:43:37 PM
That's just it, I do want to use stuff, I just don't want the things to look like the stuff  ;)
#6
Outdated / Re: [A10/A11] TF RIM-MOD v1 (Saul's 4 mods)
August 04, 2015, 12:04:35 PM
Just upgraded Rack em and Stack em to V2 (alpha 11 version, will not do any more work on the A10 ones) as it seemed colonists would not pick clothes from the storage racks, which was kind of annoying and something I had not noticed yet as I havent been testing the racks for that purpose yet. Now they take the clothes of the racks!

Enjoy!
#7
Help / Re: Unstuffify Walls and doors
August 04, 2015, 11:08:52 AM
Maybe this is a better way to show what I'm looking at....

The thing is, the security door and the halfwall constructed get the colour of the stuff it is made of, which I do not want.

<ThingDef ParentName="DoorBase">
<defName>Securitydoor</defName>
<label>Security door</label>
<description>A powered steel plated security door that allows people to move through the door without slowing down.</description>
<statBases>
<MaxHitPoints>1000</MaxHitPoints>
<WorkToMake>2000</WorkToMake>
</statBases>
<stuffCategories>
<li>Metallic</li>
<li>Stony</li>
</stuffCategories>
<costList>
<Steel>10</Steel>
</costList>
<costStuffCount>30</costStuffCount>
<graphicData>
<texPath>Things/Building/SCDoors/SecDoor_Mover</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<uiIconPath>Things/Building/SCDoors/SecDoor_MenuIcon</uiIconPath>
<comps>
<li>
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>50</basePowerConsumption>
<transmitsPower>true</transmitsPower>
</li>
</comps>
</ThingDef>

<!--========================= Fence =============================-->
<ThingDef ParentName="BuildingBase">
<defName>SecHalfWall</defName>
<label>Security half wall</label>
<thingClass>Building</thingClass>
<category>Building</category>
<graphicData>
<linkType>Basic</linkType>
<texPath>Things/Building/SecHalfWall</texPath>
<graphicClass>Graphic_Single</graphicClass>
<linkFlags>
<li>Wall</li>
</linkFlags>
</graphicData>
<uiIconPath>Things/Building/SecHalfWallIco</uiIconPath>
<AltitudeLayer>Waist</AltitudeLayer>
<statBases>
<MaxHitPoints>1000</MaxHitPoints>
<WorkToMake>100</WorkToMake>
<Flammability>0.0</Flammability>
</statBases>
<stuffCategories>
<li>Metallic</li>
<li>Stony</li>
</stuffCategories>
<Passability>Impassable</Passability>
<fillPercent>0.9</fillPercent>
<Description>A steel plated half wall to hide behind and shoot over.</Description>
<placingDraggableDimensions>1</placingDraggableDimensions>
<costList>
<Steel>5</Steel>
</costList>
<costStuffCount>15</costStuffCount>
<building>
</building>
<damageMultipliers>
<li>
<damageDef>Bomb</damageDef>
<multiplier>3</multiplier>
</li>
</damageMultipliers>
<rotatable>false</rotatable>
<holdsRoof>false</holdsRoof>
   <blockLight>false</blockLight>
<selectable>true</selectable>
<neverMultiSelect>true</neverMultiSelect>
<DesignationCategory>Structure</DesignationCategory>

</ThingDef>


The security wall on the other hand does not have that problem, but I can't seem to find out what's causing the problem...

<ThingDef ParentName="BuildingBase">
    <defName>SecurityWall</defName>
    <label>Security wall</label>
    <thingClass>Building</thingClass>
    <category>Building</category>
<Description>Steel plated security wall</Description>
<graphicData>
<shaderType>CutoutComplex</shaderType>
    <texPath>Things/Building/SecWall</texPath>
<graphicClass>Graphic_Single</graphicClass>
<linkType>Basic</linkType>
    <linkFlags>
      <li>Wall</li>
    </linkFlags>
</graphicData>
    <uiIconPath>Things/Building/SecWallIco</uiIconPath>
   <statBases>
      <MaxHitPoints>3000</MaxHitPoints>
      <WorkToMake>1000</WorkToMake>
      <Flammability>0.0</Flammability>
  <Beauty>12</Beauty>
    </statBases>
<stuffCategories>
<li>Metallic</li>
<li>Stony</li>
</stuffCategories>
<costList>
<Steel>10</Steel>
</costList>
<costStuffCount>25</costStuffCount>
    <AltitudeLayer>BuildingTall</AltitudeLayer>
    <Passability>Impassable</Passability>
    <castEdgeShadows>true</castEdgeShadows>
    <fillPercent>1</fillPercent>
    <coversFloor>true</coversFloor>
    <placingDraggableDimensions>1</placingDraggableDimensions>
    <tickerType>Rare</tickerType>
    <rotatable>false</rotatable>
    <selectable>true</selectable>
    <neverMultiSelect>true</neverMultiSelect>
    <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
    <holdsRoof>true</holdsRoof>
    <DesignationCategory>Structure</DesignationCategory>
    <staticSunShadowHeight>1.0</staticSunShadowHeight>
    <blockLight>true</blockLight>
   
    <building>
      <ignoreNeedsPower>true</ignoreNeedsPower>
    </building>
    <damageMultipliers>
      <li>
        <damageDef>Bomb</damageDef>
        <multiplier>3</multiplier>
      </li>
    </damageMultipliers>
    </Comps>

  </ThingDef>


Anyone out there that sees what I'm missing or what I need to add??
#8
Help / [Solved] Unstuffify Walls and doors
August 03, 2015, 06:18:06 PM
Hey guys, I'm currently looking into unstuffing stuff (yeah, that's probably not my best English....) by which I actually mean to build something that does not take on the colour of the stuff it was made of. It would seem a very simple thing to do, but somehow I'm lost in all the lines of code and not seeing which line I'd need to add (or remove, as I build on the vanilla codes mostly) as it seems to elude me.... Any help?
#9
Outdated / Re: [A10] TF RIM-MOD v1 (Saul's 4 mods)
July 27, 2015, 05:45:21 AM
ITS HERE!



Downloads are in the 1st post, probably still waiting for being authed, so bear with me.

Will keep the ALPHA 10 versions online for those who have not yet upgraded to ALPHA 11

Any feedback is welcome

Cheers!
#10
Skully, getting an exception on the laser  :P

the beam does not dissipate and gets stuck somehow, attached a screenie...

[attachment deleted due to age]
#11
Quote from: CRPOV on May 27, 2015, 05:54:00 PM
How do you harvest organs from a filled body bag? I don't see any options from either the morgue slab or the bags themselves.

Some features are not implemented yet, and as I'm currently updating the mods to A11 it's currently put on hold...

Quote from: Dragoon on June 15, 2015, 11:32:33 PM
I hope this mod gets updated to alpha 11 I love it :D

It is being updated, haven't had the time yet to get to it, and it seems to be a bit more tedious than I'd expected, but am halfway with it, but need to do it step by step.
#12
Help / Re: Mechanoid Weapon Harvesting
July 23, 2015, 09:13:02 AM
Or you could do something lazy (like me) and overwrite the <destroyOnDrop> and don't need the hassle of harvesting the weapons  ;)
#13
Quote from: Canute on April 26, 2015, 11:20:19 AM
Curious, these line's are in ApparelTailored_Various.xml allready. Maybe a conflict with another mod.
But shouldn't the skinmask cover head and ears too ?
And maybe a social chat impact of -15 or -5 ? Or does you like to talk to someone who wear a mask ?

Edit: no mod-conflict, when i remove all other mod's beside the ones from EdB, there is still no cover.
When i add
<li>FullHead</li>
the skinmask is geting a cover.
Maybe you don't add a define for mouth and teeth ?

The problem with this is that the defined layers mouth and teeth don't seem to show up in the description as covered, but if it is put on the fullhead layer, not other headgear can be equiped. As it is actually meant more for insulation purpose instead of armor protection, it should be worn as an addition to other gear, as the protective value is negligeble. I'm actually considering to cut it, as I've seen raiders show up wearing 4 of them (guess they want to be really comfy) and that's something I hadn't forseen.

Quote from: Dragoon on May 09, 2015, 08:34:52 PM
Cool I can craft power armor btw what is DAArmor?

DAArmor? You sniffing through the defs? ;) It's a work in progress (have to get the textures right, and ballance it out) and it was intended to make pawns wearing pretty numb to the effects of seeing corpses, killing etc. to make them sort of numb killing machines. But with the implementation of the joy & needs system the way it works had to be reconfigured so it works properly and is not too OP.
#14
Quote from: Canute on April 26, 2015, 05:53:26 AM
Skinmask, don't cover anything.

      <bodyPartGroups>
        <li>Mouth</li>
<li>Teeth</li>
      </bodyPartGroups>


I do tend to think of my mouth and teeth as "something"  :P
#15
So, I was playing around on a tundra map the other day and noticed something I found rather disturbing (but it is a pretty real thing in real life)

Winter comes, everything is under thick layer of snow so not much use for farming outside.
Finally spring arrives and snow is starting to clear and lo and behold: Soil has turned to sand so there goes my plan for building that nice greenhouse I've wanted :(

Anyone else noticed this? I think it is pretty realistic, and a something to keep in mind when playing on extreme cold maps.