Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Cala13er

#1
Off-Topic / Re: Count to 9000 before Tynan posts!
November 21, 2017, 09:53:26 AM
#2
Mods / Re: Art Modifications - Resources
November 21, 2017, 07:41:16 AM
Quote from: jabbamonkey on September 03, 2017, 09:13:13 AM
Quote from: The-Eroks on September 02, 2017, 02:49:51 PM
Those are very good!  :) I think I'm going to borrow a few for Epic Omega.

Enjoy... most of the mods these were created for are obsolete, so I don't think anyone's using them (yet).

These are brilliant! Can I use some of these for my mod Industrial Rim that I'm making? I'm awful at textures, and If you want to get back making textures. Could do someone as skilful as you. I'm awful at textures. I'll stick to putting words into visual studio and hoping it works.
#3
Mods / Re: Mass Production Mods
November 21, 2017, 06:27:45 AM
Quote from: BasileusMaximos on November 19, 2017, 12:10:13 PM
That really interesting! Tell me more...

Ermmm, as part of my Industrial Rim mod, as a later game option (obviously not straight away). The Industries Add-On takes the idea of mass production from Tropico 3 & 5 and implements it in a balanced method to increase later game interest. I plan to expand the Industries mod extreme amounts from what is currently planned. Kinda limited on ideas atm so if you have ideas regarding industry and production feel free to message me? Would love to have someone full of ideas help me expand. Right now mass production is limited to oil, textiles, filtered water, canned food, fuel, cigarettes and pharmaceuticals.

It's not set for Beta 18 release and might not make it for Beta 19 due to the planned size of the mod. But as I said, if you're full of creation and want to throw ideas at me. Please. Send me a pm! Would love it!
#4
Off-Topic / Re: Count to 9000 before Tynan posts!
November 19, 2017, 11:23:21 AM
#5
If you bought the game through the website. You'll get an email containing a SendOwl Link to your download.
#6
Outdated / [B18] PopCap+ V1.3
November 19, 2017, 09:31:42 AM
PopCap+ v1.3



Description:
PopCap+ increases the total population cap to around 250 colonists, although levels off a bit for an average of 32.

With a download option for sped up colonist chances.
BEWARE THAT EXTREME COLONIST AMOUNTS MAY REDUCE PERFORMANCE OR EFFECT GAME BALANCE.

Mod Team:
Download:
PopCap+ v1.3 - Mediafire
PopCap++ v1.3 - Mediafire - Also increases the chances of getting new colonists.

How to install:
  • Unzip the contents and place them in your RimWorld/Mods folder.
  • Activate the mod in the mod menu in the game.
Credit:
  • ItchyFlea - For making original mod, I only update it.
Changelog:
V1.3:
  • Updates the mod to RimWorld Beta 18
  • Adds an additional choice of having increased colonist gain chances
V1.2:
  • Updates the mod to RimWorld Alpha 12
V1.1:
  • Updates the mod to RimWorld Alpha 3F
  • Adds a new Storyteller AI that never has raiders appear. Called Phoebe Friendly+. She's found at the bottom of the list of storytellers.
#7
Mods / Re: Stop ruins made from mod metals
November 19, 2017, 07:17:02 AM
Alrighty then
#8
Mods / Re: Mass Production Mods
November 19, 2017, 02:54:34 AM
I'm creating a mod atm to do such things.
#9
Mods / Re: Stop ruins made from mod metals
November 19, 2017, 02:53:14 AM
Alright, have you visual studio and know how to code in c# ?
#10
Mods / Re: Stop ruins made from mod metals
November 18, 2017, 02:49:13 PM
If you want to update the xml side of it. Message me a download link and I'll create a custom class to stop it happening. It's just because of how it determine what can be used.
#11
Mods / Re: Stop ruins made from mod metals
November 18, 2017, 01:05:24 PM
So basically, I don't understand how you're getting a minable ore spawn as a wall? Have you made a minable ore a stuff and can be made as a wall?
#12
Mods / Re: Stop ruins made from mod metals
November 18, 2017, 12:58:37 PM
From what I understand, the deciding factors are coded into BaseGenUtility.

BaseGenUtility decides if thingdef falls under the "IsCheapWallStuff" Requirements. The deciding factors for this is.

Is it a stuff?
Can it be made into a wall?
And is it's BaseMarketValue per unit below 5f?

If you require more help, PM me and I'll get back to you.
#13
Would definitely use this mod. Great idea :)
#14
Unfinished / [WIP] Industrial Rim 2
September 07, 2017, 04:37:59 AM


    Industrial Rim 2



    Google docs for Industrial Rim (Incomplete) - https://docs.google.com/spreadsheets/d/1MVga8vGyC85SQ0uvATT81p4DS11P3NJ3n0Is468JyDs/edit?usp=sharing

    Description:
    Hello, welcome to Industrial Rims 2 unfinished mod post, this post is to announce the return of the Industrial Rim mod which got a lot of attention back in Alpha 2/3/5. Due to the amazing evolution of RimWorld, a few things in the old mod will not return. But expect most of it to return. Industrial Rim is returning as a modular mod. Meaning split up into parts. Starting with the core features and then a wing of other optional mods that will extend your Industrial Rim experience. Industrial Rim is now taking a whole new path this time round. Hoping to be far better than the poorly put together past versions.

    The mod has a long way to go, and a lot of planned features.

    Split into these modules :

    Core - Basic Industrial Rim features, does not offer the full Industrial Rim Experience.
    PowerGen Add-On - Allow for more power generation methods like nuclear, hydro and more along with more power options.
    Industries Add-on - Late game based Add-On, will allow you to mass produce low end products to sell at wholesale prices!
    Armory Add-On - This is something I made for the pure adaptation to the increasing difficulty overtime.
    Circuitry Add-On - Adds complicated wiring and logical options to achieve certain designs based on factorio
    Steam Economy Add-On - Based on factories steam system. This adds a huge bonus to having rivers.
    And more modules to come as planned. For more features please see the google docs spreadsheet at the top of this post.


    My tutorials from Alpha 3 LOL :
    I watched these and cringed.
    https://www.youtube.com/watch?v=yvAfLnPJAaM
    https://www.youtube.com/watch?v=ZkVucz5O4kc

    Mod Team:

    Contributors - WorldOfIllusion, Mrofa, Nackblad and Hancake

    Notes:
    N/A

    Playthroughs from back in Alpha 3 :
    RimWorld Alpha 3 Industrial RIM Update v1.1.2 by Viper2350

    RimWorld Alpha 3 Industrial RIM -- Part 1 -- Lets Take A Look by Viper2350
    RimWorld Alpha 3 Industrial RIM -- Part 2 -- Minigun by Viper2350

    Modded Rimworld - Industrial Rim Ep 1 - New Metal, Manufacturing & Buildings by Gaming with Ryan
    Modded Rimworld - Industrial Rim Ep 2 - steel manufacturing by Gaming with Ryan
    Modded Rimworld - Industrial Rim Ep 3 - Lets try this again by Gaming with Ryan
    Modded Rimworld - Industrial Rim Ep 4 - Setting Up Automated Mining by Gaming with Ryan
    Modded Rimworld - Industrial Rim Ep 5 - Troubles With Steel Manufacting by Gaming with Ryan[/list]
    #15
    Help / Re: [A12d] PopCap+ (v1.2, 20/12/2015)
    January 03, 2016, 07:51:01 AM
    Quote from: Iwillbenicetou on December 23, 2015, 11:44:29 PM
    Wow. The revival! Nice turn around.

    Haha thanks :)