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Messages - MineFoxC

#1
I have rarely seen Italian translations for mods,so if you need Italian at least (or even Romanian) i would really like to help translating some mods in Italian.
#2
Any ideas for new incidents?(I haven't played it yet and don't know if there are already events cause the new windows update is messing with lots of my games{hoi4 launcher crash,eu4 new game crash,fallout 4 launcher crash,rimworld crash on map selection screen etc.)
Some ideas:
-cave-in {basically the "roof collapsed" event just more random{and possibly mining skill based?}}
-underground river {a fog area that has an underground river{instead of the normal "area discovered" event}
-underground lake {like above,but a lake instead,and when close it gives an "empty space" event,like the "ancient danger" event,with a description about the sound when the pawn hit the rock instead.{when opened,it could work like the poison ship effect of replacing terrain,a lot faster,and replacing the terrain with shallow water}
-ancient temple {like normal surface temples,instead it has sculptures and precious materials,but full of traps and mines to slow you down and some mechanoids}

I have very limited knowledge of rimworld modding,but this seems possible to make,since it would use many normal events,just copy-paste events plus descriptions(localization),rename the copies and modify the descriptions,then change some stuff here and there,maybe add the poison ship's lines in the lake event as hidden event and clean up the mess :P
It's probably a lot harder than this,but i'm not a rimworld modder XP (i mod fallout NV,3,4;HoI 3,4;EU 4 and other smaller games)
#3
I'm not sure of my skill in modding rimworld(only paradox and bethesda games :P),but i COULD try updating it to B18,no promises,and no new content/fixes.
As i said,i'm not sure as i only create mods for myself usually,and struggle in the texture and graphics part.So the chance i manage to update it is probably closer to 5%.

Edit:nevermind 500+ lines of errors broke all of my hopes after the 21st or 22nd try and hours and hours of trying to change the code without breaking everything.
#4
Searching for other "Could not resolve cross-reference" errors,it all seems to point to the object,in this case RawPotato,having the same name in more mods,and being cross-referenced in them.Like if you have mod that is about cooking and adds a "RawPotato" item to cook,but you also have a farming mod that also adds a "RawPotato" item,they get in conflict,and the game stops loading to avoid a crash.That's what i think at least.
So I think that if you delete the excess "Verse.ThingDef RawPotato" or disable the mods that add items with the same name it should work.
Or,since Rimworld mods like to overwrite each other,i think it may be the "spider biome" it tries to load at the start of "prepare landing"
#5
Releases / Re: [B18] Remote Explosives (1.13.1)
January 14, 2018, 12:37:39 PM
You could make it the same way that it works when they are drafted,instead of aiming and shooting they could be set to flick the switch?Or maybe just make a watchtower that tells you when a set of mine is being ran over by the enemy,like with the small notification at the top with something like "a colonist has spotted enemies over your mines!",that you can click to be teleported to the area that happened?
#6
Releases / Re: [B18] Remote Explosives (1.13.1)
January 14, 2018, 11:32:30 AM
Quote from: UnlimitedHugs on January 14, 2018, 10:39:01 AM
Quote from: MineFoxC on January 14, 2018, 10:15:13 AM
Since it takes a lot of multitasking to blow different groups of mines manually,in different areas on big raids,could you add something like a "securit job"?Like,you assign 1 pawn to a structure {maybe some kind of watchtower?},to blow the mines at the right moment{obviously sight and consciousness should influence how well they will perform,for example,the lower the consciousness,the longer he will need to detonate a mine,giving more time for the enemy to pass unharmed,and sight,defining the range at wich he can spot the enemies and arm the mines,also he can get shot in the watchtower,but gets like a 20% cover for wood,up to 95% cover for metals,and if the watchtower is destroyed while they are inside,they get downed instantly,with various wounds,like bruise,crack,etc...}
Definetely a hard,if not impossible request,but i would definetely like to see it.

Does it really take a lot of multitasking? You can issue a detonation order by right-clicking the console with a drafted colonist- the red button is mostly for looks :)
The watchtower idea might be workable, but how would the guy tell if the raiders are in optimal position? It's a judgement the player makes for best results.
An idea might be to add an interaction cell to the detonator- if a drafted guy is standing there, he will trigger the explosion as soon as a hostile enters his sight radius. Might be a nice synergy with Defensive Positions. You would need to break his visual range with some strategically placed walls for this to work, though.

Yes,but if you have mods that add factions with them,on insane difficulty,it gets really messy and hard to check everywhere around the base at the same time,even worse if they are already destroying stuff and you need to micromanage your pawns so they don't get killed.

And since enemies remain kind of grouped,it shouldn't matter whether it's one or 4,since the blast radius is decent enough,or you can just make them blow up based on how many enemies are around like 6 tiles,but not in the blast radius of any mine,so even if it's only one,he won't just go unharmed,for the "group trigger",maybe Zombielands' "zombies rage if group gets too large" might help you to "trigger" the event(the pawn flipping the switch)
#7
Releases / Re: [B18] Remote Explosives (1.13.1)
January 14, 2018, 10:15:13 AM
Since it takes a lot of multitasking to blow different groups of mines manually,in different areas on big raids,could you add something like a "securit job"?Like,you assign 1 pawn to a structure {maybe some kind of watchtower?},to blow the mines at the right moment{obviously sight and consciousness should influence how well they will perform,for example,the lower the consciousness,the longer he will need to detonate a mine,giving more time for the enemy to pass unharmed,and sight,defining the range at wich he can spot the enemies and arm the mines,also he can get shot in the watchtower,but gets like a 20% cover for wood,up to 95% cover for metals,and if the watchtower is destroyed while they are inside,they get downed instantly,with various wounds,like bruise,crack,etc...}
Definetely a hard,if not impossible request,but i would definetely like to see it.
#8
Releases / Re: [B18] Lighter than fast 0.26
December 31, 2017, 05:13:11 PM
Oh that's the one,a mod that when there is a battle in EU4 it opens Total War{don't remember wich one} and automatically puts in the troops numbers of both sides and starts the battle,so you can actually influence the outcome,then at the end it takes the result and tells EU4 how the battle ended,like a script or something,no idea,but that's how it's supposed to work
#9
Releases / Re: [B18] Lighter than fast 0.26
December 31, 2017, 02:35:25 PM
Quote from: ethouiche on December 29, 2017, 10:03:06 AM
That part of the mod is under heavy construction. I think i need a FTLmodder that would know how to read in a rimworld save game that i would have to create when the vessel is launched :o Then create an original savegame for FTL. Pretty easy to describe if you ask me 8). maybe a tad bit harder to do :)

so you can start playing rimworld,you got to space,move the save file generated to FTL,then play FTL until you lose...BUT instead of having your adventure end,some escape pods make it out of the wreck,to a new planet{moving generated save file,please wait},and they land on an alien planet,a rimworld XD
that's definetely a VERY complex thing to do,though someone has already done something similar:there was a mod for Europa Universalis 4,where when you started a battle,instead of the dice rolls and randomness,it opened up{i don't remember the game,like a medieval strategy game where you make battles and test them}a strategy game where it would take the result at the end,and take it back to EU4,calculating who won the battle,and how many losses were taken on each side.
so it's not impossible,just hard.
#10
Releases / Re: [B18] Orassans 🐱
December 31, 2017, 08:12:24 AM
Ok,i'm having a lot of trouble finding the backstories that you see in the prepare carefully,though i found a bunch of typos and corrected them in the orassans mod.
Also, if anyone can tell me how to make localizations,i can help with some translations {i know Italian and somewhat remember Romanian{still going to use translate,but at least i won't copy paste some extreme errors in traduction}}
#11
Releases / Re: [B18] Orassans 🐱
December 30, 2017, 07:23:46 PM
?
I actually meant to patch it for myself XP

I can try and patch it all,but it will take more,cause I've been only fixing the backstories I use the most.
Maybe I can eventually look into all of the files,but I'm not sure I'm THAT good at modding.

Anyways it's 1.30 AM for me,so no work's getting done for at least 6 hours
#12
Releases / Re: [B18] Orassans 🐱
December 28, 2017, 06:34:09 PM
XD doesn't matter I'm already correcting a bunch of them because I can't just watch all these errors+the "he" "she" and "his" "her" mix ups in the prepare carefully XP
#13
Releases / Re: [B18] Orassans 🐱
December 28, 2017, 12:47:03 PM
Wow so many errors in the backstory def file,like half of the "its" and "it's"-and "than" and "then" are inverted XP

Warning - Inner Grammar Nazi released.

Why does everyone mix them up:
Its (as "of him"/"of her" - possessive)
It's (short form of "it is")
Than (used for comparisons - He is taller THAN his brother)
Then (has many uses - no examples that I can think of)
#14
Quote from: nzpukjonl4qw on December 01, 2017, 02:07:53 PM
It seems that someone updated mod. Haven't tested yet. Found here:
http://lttlword.ru/rimworld-mod-more-vanilla-turrets
Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=1206853119
Some other download link:
http://lttlword.ru/download/rimworld/Mods/Vanilla_Turrets/B18/More_Vanilla_Turrets.zip

Over and out.
SzQ

Did they give him credit at least?I can read Cyrillic and i don't see his name anywhere.
#15
Releases / Re: [B18] Orassans 🐱
December 25, 2017, 05:04:17 AM
Oh,that's what happens when you don't read all of the post because there are too many pages XP
Though I managed to find the source of the name on my own Yay me!