I'm add russian symbols, fixing some things, add !",.:;?
you may get it here and use as you want
https://yadi.sk/d/puLnTvF-pinaB
you may get it here and use as you want
https://yadi.sk/d/puLnTvF-pinaB
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v9.1.0 (final)
Making and adding Mod Medical Drinks Caveworld Flora Ext. 0.9
Removing Extended Surgery and Bionics 1.7 & Heal Scars
Adding Expanded Prosthetics and Organ Engineering 1.2
Making HD Textures for Items of Expanded Prosthetics and Organ Engineering 1.2
Removing Roof Support Guide Tool
Update Romance mod to v 0.7 - Don't know why, but Romance mod was too outdated...
Adding sounds from Romance mod to v 0.6
Alpha 9e v 0.7 (16 april 2015)
!!!Global texture instalation. FROM THIS VERSION CORE MOD INCLUDED IN ARCHIVE!!!
making own texture for silver like HD silver coins with RimWorld stars
Removed Fire Extinguisher, cause Clutter Mod have sponge guns.
If you have some fire extinguishers - just sell them before update to any trader that buy them.
Removed Seasonal Wardrobe - it's really buggy. Deconstruct all wardrobes before update.
Removed Xylene AntiRage - conflicted with Industrialization Mod.
Removed Individual Appearance. I'm was installed this wrong, after install it right - I'm take decision use JRPG Style Wide Textures
Added [T] ConditionRed v1.6.0, [T] MiscStuff v1.6.0, [T] MoreFloors v1.6.0 - don't know why i'm not included this before...
Yes, you will see some debug messages after update, it's normal - just save your game to new file.
Alpha 9e v 0.6 (14 april 2015)
Removed ED DeepStrike v0.16.1 - imbalanced, deconstruct orbital command building before update for save-friendly.
Added ED Plants24H v0.16.1 - (some xml is changed but not for all plants - will be fixed later).
Added ED Stargate v0.16.1 - use it if you want travel between SAVES!!! YES!!!
Some changes in mod order, need testing.
Yes, you will see some debug messages after update, it's normal - just save your game to new file.
Alpha 9e v 0.5 (9 april 2015)
Auto-hunt Beacon updated to v2.0 (2015-04-03) - added Harvesting, Chopping wood, Stuff; removed Other stuff.
Old beacons must be deconstructed and constructed again to work properly.
Added Comon v 1.0 - it's needed for Auto-hunt Beacon v2.0
Removed Darkness (SBO) - don't work as needed.
Alpha 9e v 0.4 (6 april 2015)
Removed RedistHeat 22b. Save-friendly if you not used it in v 0.3 (in other case - deconstruct all from this mod,
exlude vents&doors before update).
Removed Ceiling Lights v.1.1. Save-friendly, just deconstruct all ceiling lights before update.
After update, just in case - save to new file loaded v 0.3 save.
Alpha 9e v 0.3 (2 april 2015)
Hospitality updated to v1.02 (fixes)
More Mechanoids updated to 1.03f (fixes and mechanoids can now be repaired)
EdB Prepare Carefully updated to v1.7.3 (fixes and added back in the button to clear skills)
Added Temperature Control v2.2 it have more features for temperature changing, but not have too complicated
vents and ducts. Be careful - not compatible with RedistHeat 22b - use RedistHeat 22c
(how change 22b to 22c look at instructions for Alpha 9e v 0.2)
Attention! Prepared to full remove RedistHeat 22b! It's will removed in next release of pack!
modpack full save-friendly to Alpha 9e v 0.2, but may have incompatibles with Alpha 9e v 0.1
Just in case - save to new file loaded v 0.2 save.
Alpha 9e v 0.2 (1 april 2015)
RedistHeat updated from 22 to 22b & 22c, included both, but in use 22c, 22b still in archive for beign save friendly
Minor changes in order of mod loading (don't know why, but
Version is save-friendly for v 0.1.
If you use only vents and door with vents from RedistHeat v 22 - just skip errors, save in new game and load new save.
If used AirNet system and industrial heaters/coolers - simply deconstruct them all before update
(or actvate RedistHeat 22b and place with Mod Order at place after RedistHeat 22c and deactivate 22c,
in some cases you will need sort Backstory mod up/down by one position, before custom Backstory will work properly.
Alpha 9e v 0.1 (31 march 2015)
project is public
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Quote from: Redshadow on April 05, 2015, 07:38:43 AM
Was playing this mod and i came up with a few ideas(again)
-PAL core health-based insanity, basically the more beaten up the PAL network & its existing mechanoids/buildings become, the more chance it has to spark an undeclared event 'PAL insanity'.
-PAL network degradation. Just does a point of damage to a random PAL building every so often(it'll emphasize the requirement of maintaining the network, if you want to avoid PAL insanity)
-PAL appliance operator. adds a new slot system similar to the PAL's pre-existing '# out of # mechanoids controlled'. But instead of mechanoids, they control various PAL-based buildings.
-PAL door. If an enemy is nearby, the door locks itself, pretty basic, right? But if PAL core insanity is ever added then one of the first signs of that could be doors occasionally locking if colonists are nearby/opening when enemies are nearby and letting them through
-Turrets operated by PAL, they'd be suprisingly powerful, but require a PAL link to be below them(as all other PAL buildings need). The turrets start malfunctioning(attacking random pawns, or generally not attacking anything) if the PAL core goes insane.
-Speaker buildings that can be placed anywhere on a PAL link, they talk to nearby colonists and give them mood buffs(the vanilla social buff), but once they get below a certain % of health, they give off the debuff version(since the speaker's damaged to the point where it's just making really high pitched noises)
-PAL Psychic emitter. Adds a small positive psychic effect to your colonists(also effected by psy sensitivity traits) and adds a small negative effect to enemies(maybe increases in effectiveness they longer they stay in the area). But PAL insanity flips that the other way and makes enemies happier and colonists more likely to break.
-PAL Neural Core(Building & Brain implant). similar to the PAL core, but instead of controlling bots, it controls pawns with the implant. It could be a way to force recruit a prisoner(Turn them into a remote control human)
-PAL drones. Wasn't really sure what i should call them, but anyway. I was looking for stationary pawn that is basically a colonist, but can't move & doesn't need any kind of food or rest. Good for using things like mortars, even placing them behind cover and giving them guns so they can defend your colony for you.(Also has mental breaks when PAL goes insane. Could also be a nice way to use the mechanoid colonist texture you were given, too)
-PAL Core Nexus. 2X2 PAL core building that has two(or more) times more bots being able to be controlled. VERY very expensive though
Quote from: Garlandgreeneyes on April 02, 2015, 08:52:37 AM
I had time this morning, so the new wider set eyes are done, they are available as a separate download named jrpgwide on the same page on the rimworld nexus. Attaching screenshot for new version. I hope you enjoy it!
<BackstoryDef>
<defName>GamebloggerAdultHood</defName>
<title>Video game blogger</title>
<titleShort>Gameblogger</titleShort>
<baseDescription>NAME was worked as programmer in big corp. HECAP have a hobby: videogaming and videoblogging.</baseDescription>
<bodytypeMale>Male</bodytypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<slot>Adulthood</slot>
<workDisables>
</workDisables>
<skillGains>
<li>
<defName>Research</defName>
<amount>3</amount>
</li>
<li>
<defName>Shooting</defName>
<amount>1</amount>
</li>
<li>
<defName>Social</defName>
<amount>2</amount>
</li>
<li>
<defName>Artistic</defName>
<amount>2</amount>
</li>
</skillGains>
<spawnCategories>
<li>Civil</li>
</spawnCategories>
</BackstoryDef>
<BackstoryDef>
<defName>YoungReaderChildHood</defName>
<title>Young reader</title>
<titleShort>Reader</titleShort>
<baseDescription>NAME was like to read many books. As many as HE may to find. Very many books. But HE have not so much friends, because have not time for them.</baseDescription>
<bodytypeMale>Thin</bodytypeMale>
<bodyTypeFemale>Thin</bodyTypeFemale>
<slot>Childhood</slot>
<workDisables>
</workDisables>
<skillGains>
<li>
<defName>Construction</defName>
<amount>1</amount>
</li>
<li>
<defName>Growing</defName>
<amount>1</amount>
</li>
<li>
<defName>Research</defName>
<amount>3</amount>
</li>
<li>
<defName>Mining</defName>
<amount>1</amount>
</li>
<li>
<defName>Shooting</defName>
<amount>1</amount>
</li>
<li>
<defName>Melee</defName>
<amount>1</amount>
</li>
<li>
<defName>Social</defName>
<amount>-3</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>1</amount>
</li>
<li>
<defName>Artistic</defName>
<amount>2</amount>
</li>
<li>
<defName>Crafting</defName>
<amount>1</amount>
</li>
</skillGains>
<spawnCategories>
<li>Civil</li>
<li>Raider</li>
</spawnCategories>
</BackstoryDef>
Quote from: apljee on April 01, 2015, 09:23:48 PM
But they need to be balanced. 3 wood is way too cheap