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Messages - _-M-_

#1
Outdated / Re: [A17] Yes, Vehicles
August 11, 2017, 04:22:53 PM
Why is everyone trying to use CE with this https://ludeon.com/forums/Smileys/default/cry.gif ???
Pointedly, it will not work, the mod does have a lot of compat issues because of what its trying to achieve. If you want screenshots look at the steam page, where I'm also way more active there than on the Ludeon forums.

Also please help me by saying what errors you're getting rather than just that it has errors, thank you!
#2
Outdated / Re: [A17] Yes, Vehicles
July 25, 2017, 01:56:49 AM
Not anymore! most mods should work now, graphics have been updated, tanks added, everything got more balanced. Basically I handed out a non working version on github sorry about that!
#3
Outdated / [A17] Yes, Vehicles
July 21, 2017, 07:18:18 PM
V:1.0
--A true implementation of vehicles into RimWorld!--

R E Q U I R E S J E C S T O O L S ! https://github.com/jecrell/JecsTools

First off, a big thank you to Jecrell, without him none of you would have this!

This mod is a 'simple' implementation of a truck into our lovely rim world, you can load passengers, as well as equipment for both crossing the map and for caravanning.


<Making the Vehicle>

To acquire a vehicle you need to research Machining and Smithing to acquire the Vehicle Table. Here you can construct a box filled with vehicular pieces.

To construct it, instruct a pawn to follow the included manual in the box. Upon following guides 1-Z on your ikea manual and throwing away the last 5 screws, your pawn will have succesfully assembled a working scrap heap!

Upon assigning a driver, you must instruct the vehicle to draft itself for glorious duty

*Just like any partially oiled machine, youll have to fill and power it with Chemfuel! (not included)*


<Notes and Help>

If your goal is caravanning, please ensure the loaded driver moves the loaded vehicle to the edge of the map.

Save Load Safe (but once you go vehicular, you cant turn back >:D )

No one else should show up on your door with any of this stuff (Honestly, untested...)

Non-Steam link: https://github.com/mason3ck/Yes-Vehicles

Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1082473678

Bugs will be plenty in this mod, but hopefully none that'll break your game!
#4
So, I woke up to about 20 messages on steam all talking about how "they" used LordZarmack's textures, and supposedly one of mine.

Turns out it was the fallout mod and so I followed it out. There were like 4 textures that were claimed to be taken, 2 of which got dropped. So no my textures were not used, but there was a legitimate DMCA claim on the others.

Only reason I'm posting this is that the entire mod and thread got torpedoed and I don't know how it all ended, other than LordZarmack got banned from the steam discussions now?
I doubt most people heard about this, but I thought id ask, cause from what I've seen its a bit hypocritical of everything that's happened.
#5
Wow, great write up. I want to note a few things though.

1: Why not have the ship on a 1:1 scale? I imagine most ships would be apartment size (even 75x50 is huge), and once you get to the point where you can have ships you should be able to sustain a huge base, right?

2: Why use tiles to define the landing zone and not an actual zoning tool like the growing zone?

3: Saw another person talking about coding this, they wanted to create a new map like the one used for caravan battles, but with a different "space" biome.

If you need texture help, I can help, though I realize I keep making more work for me by saying that XD
#6
Mods / Re: Alpha Animals (aka Vanilla Friendly Animals)
January 31, 2017, 05:42:38 PM
These are awesome!

My idea for this mod is to add in something like deer or rabbits, creatures that are good to hunt, without much concern for a colonists safety.
Something like a thicker, short, very hairy giraffe. Then perhaps a green looking chicken that blends in well but cant fly?
I really wish these creatures could (though mods) replace the boring earth creatures, and instead create new challenges or even ecosystems.

One other thing. Sand sharks.
#7
Mods / Mod Coding Help Needed for Helicopters
January 27, 2017, 11:40:57 PM
Yes I'm making helicopters, I just don't know how Rimworld mods are set up and I also believe I need to do C#.
Let me give you the scoop on how this mod code-wise would work.
As of now drop pods land, then after 100 ticks, break themselves up, leaving the internal components, and some slag on the ground.
To prevent bugs, they also cannot be opened once launched, meaning the code is split into two, one for entry and one for launching the drop pods.

All I need to do is: (Ordered by importance)
-Remove the tick timer
-Allow Re-launching from anywhere
-Increase Fuel and Storage size
-Change the image from a image of a powered off helicopter to one with "moving" blades before it is launched
-Allow Building the vehicle away from refuel stations, and allowing it to take chemfuel from it's storage (Not a priority)

I can do graphics and for the most part read code. I don't know what a Rimworld mod needs in its directory to work, nor do I have the C# skills to get most of this working (though I know where it all is)

Halp
#9
Help / Door Harcoding
January 22, 2017, 02:53:13 PM
I'm trying to make 1x2 and a 3x2 door mod. I've noticed however that how doors act seems to be hardcode (C#?) and I would like to know where I need to look/do to increase the object size. Also wish to remove the splitting effect of the doors parting, and simply have the whole door move to the side. thnx in advance!
#10
Mods / Re: Trump
January 22, 2017, 02:36:38 PM
Quote from: scuba156 on January 21, 2017, 11:07:08 PM
A real world leaders pack sounds good. Just don't forget Australia...
Underrated comment
#11
Stories / Re: Rena's love life
January 21, 2017, 12:20:06 PM
Another story in the Rimworlds..
#12
Stories / Re: Your favourite colonists
January 21, 2017, 12:16:52 PM
My Favorite was Elizabeth.
She was a very pretty colonists, but no one hit on her. Mostly because she was a ace shot, able to down anything with a few sniper rifle rounds. She had a very high handling skill too, and had like 3 dogs around her always. She was also very capable at doing anything id ask, and was my most valuable pawn. When one of her dogs died, it was a very sad day on the ranch...
One notable thing though. The Mausoleum that held my fallen colonists, she visited everyday in the morning.
#13
Mods / Re: [MOD REQUEST] Ruins and Dungeons
January 21, 2017, 10:21:55 AM
I actually was just about to post this request!
What I would like to see is a randomized world tile where, by settling, will allow you to explore ruins, dungeons, castles, temples, etc.

I know structures can be generated into the world, so I'm sure this could be done...
#14
Mods / Re: [MOD REQUEST] Gates and doors
January 20, 2017, 09:34:48 AM
Working on a 3x2 Vault door. I can easily scale up some doors if you want
#15
Mods / Re: [Mod Request] Haircut/Barbershop Mod
January 18, 2017, 07:50:01 PM
While I'm unsure of mods that change the hairstyle while in game, there are boatloads that add good ones and remove bad ones. The steam workshop is filled with these mods, and I'm sure many are in the forums as well. Just search in the "Released" category for mods.