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 - The K

#1
Quote from: Komyets on January 14, 2017, 05:00:59 PM
If someone could upload the standalone versions of Increased Forest Density mods for Non-Steam users, I'd highly appreciate it.
Helpful has said he would upload the mods here, but he has too much going on right now. Anyways here are all of the A16 versions of both mods, for now. I've removed the preview images to allow upload.

[attachment deleted by admin due to age]
#2
Mods / Re: Killface's mods?
January 14, 2017, 01:23:31 PM
Quote from: SteelRev on January 08, 2017, 06:58:06 PM
Yea he has some great mods. Does anyone know a how to pull the mods from steam to the non-steam version.
He's still active on github: https://github.com/Killface1980?tab=repositories
#3
Outdated / Re: [A14] Community Core Library v0.14.1
July 26, 2016, 05:19:32 PM
I just wanted to say this mod is amazing. I had quit Rimworld a while back because of how difficult using a ton of mods used to be. It's so great to see something like this allowing so many mods to work together now. Thanks again for all your hard work.
#4
This is incredible. The trading and trolling is already incredibly fun. I can only imagine how much fun it will be once we can send our boomalopes or pre-psychotic vatgrown assassins to others. This mod has single-handedly changed Rimworld completely for me.
#5
Outdated / Re: [MOD] (Alpha 2) Glitter! 1.1a
March 19, 2014, 02:37:03 AM
Quote from: Ribas on March 19, 2014, 12:01:07 AM
Great mod.
So, don't you change the blue/red/green default carpets to use glitter resources? Metal costs for build them don't make sense.
No, Glitter adds its own red, green, and blue carpets. I wanted to avoid editing core defs for compatibility reasons. Also the Glitter carpets have a slightly higher beauty attribute because they aren't basically steel wool.
#6
Quote from: Darker on March 12, 2014, 06:27:29 AM
I believe this guy, though I have not particular reason to do so.

And you guys should know, that as soon as Alpha 3 comes out, no mod will be reliable. DLL injection itself can allow any mod to be a virus.
Good, it forces you to practice taking proper safety precautions when downloading files like you should be anyways.
#7
Outdated / Re: [MOD] (Alpha 2) Better Floors
March 10, 2014, 05:55:54 AM
Quote from: jephly on March 10, 2014, 03:37:49 AM
Yeah, I'd like to have more levels of positive "beauty" besides "NiceTiny" and "Gorgeous" (I didn't find any), and I'd probably prefer "NiceTiny" to be less effective than it currently is.  A nice looking room shouldn't trump urgent hunger, I agree.  Anyone know if there's a way for a mod to affect the "beauty" levels, or add more?

(If you think I made carpet too effective, you can always remove that part of the mod.  Just delete the carpet definitions, or change "Gorgeous" back to "NiceTiny", which is the only change I made.)
I used "Nice" for the fancy carpets in my mod and it seemed to work. Gorgeous really is waaay too much for flooring.
#8
Outdated / Re: [MOD] (Alpha 2) Glitter! 1.0a
March 10, 2014, 01:35:03 AM
Glitter 1.1a released. Changelog and download in main post.
#9
Unfinished / Re: [Project] (Alpha 2) Mod Loader
March 08, 2014, 06:37:46 PM
Quote from: AcDie on March 03, 2014, 01:57:15 PM
Yes, if it download files from git/ftp/http repository..
If it did this too, I might use it. Otherwise a mod loader is kind of useless, for RW modding as it stands now.
#10
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 08, 2014, 01:23:07 PM
Quote from: Vas on March 07, 2014, 09:33:59 PM
If this is the case, I'll stop the development of mine once Alpha 3 is out and delete it.  No need for 2 mods with wall lights.  I can't do DLLs so mine would become useless anyway when other people are doing much better things than I can ever do.

You might also need to rename your mod, if you start adding multiple things to it.  It would no longer just be better power, but added lights and even a gun.  Perhaps The Architect Mod? :P  I dunno.  I could give my texture for the wall lights unless you have a better one.  I was going to go create some colors for the lights, if you want I can create them and just give them to you for when Alpha 3 is ready.  :P

Do you think there'd be a way to place stuff without needing each individual color though in the list?  I don't like a huge cluttered up list of stuff really.  One idea, is if you have an object that has different colors, you build it with it's default color, then click the object and a small color menu pops up letting you select a color, it will show the object's color while you hover over it so like a preview on hover.  If you click, it will require someone to go modify the building, taking a second or 2 to apply the paint job, possibly even a single resource to keep you from changing colors constantly.  :P  Just some thoughts on a less cluttered build menu is all.  This can work for all objects you allow color choices on including carpets.  :P
This would work nicely with objects but it would be a very bad idea to use it for carpets. Think about if every floor tile was selectable. Yeah...
#11
Outdated / Re: [MOD] (Alpha 2) Glitter! 1.0a
March 07, 2014, 04:04:44 AM
Quote from: StalkerCZ on March 07, 2014, 04:00:00 AM
Quote from: Nasikabatrachus on March 07, 2014, 03:52:05 AM
You're in the right forum. I think "exclusive" in this context just means "good".

yes. awesome mod. i realy love that description aftermath that brutal murder of .. :) realy nice .. now im testing. .. op im sorry for my english .. i had horrible grammar.. :(

Thanks! Also your English was fine, I think I'm just not entirely hip with the lingo yet. :P
#12
Outdated / Re: [MOD] (Alpha 2) Glitter! 1.0a
March 07, 2014, 03:51:03 AM
Quote from: StalkerCZ on March 07, 2014, 03:47:37 AM
DUde this is exclusive :)
Am I in the wrong forum?
#13
Outdated / [MOD] (Alpha 2) Glitter! 1.1a
March 07, 2014, 03:36:08 AM
Description:
This is a mod that mainly aims to add a lot of decorative and various luxurious items to the game. Right now the features are:
- Skinning muffalo for mool.
- Planting/Harvesting cotton plants.
- Research weaving to make a spinning wheel to weave cotton/mool into yarn and skin muffalo for their valuable mool.
- Research carpet making to use yarn to make 16 colors of fancy carpets.
- The fancy carpets are preferred by colonists over metal carpets.
Mod Team:
Me
Notes:
-This mod doesn't modify any core defs. Yay!
-This is my first mod so criticism is completely welcome. If it's constructive I don't care how rude you are.
Download:

Pics For Clicks:



Changelog:
*1.0a
- Release
*1.1a
- Spinning wheel is now also used for skinning muffalo. (Old muffalo skinning bills assigned to a butcher will still work, you just can't make any more bills.)
- Skinning muffalo is a crafting skill now.
- No more core edits: Butcher's table is only butchery again and old metal carpets are back to being as pretty as smooth stone.
- My carpets now have a Nice rating which puts them between normal carpets and potted plants, I believe.
#14
Outdated / Re: Cremation mine
March 06, 2014, 10:15:10 PM
Thank God! Finally a way for me to burn bodies before my undertakers all kill themselves.
#15
Outdated / Re: [MOD] (Alpha 2) Better Power
March 01, 2014, 03:57:05 PM
Here's the turbine psd if you want to modify it to your liking.
http://dl.dropboxusercontent.com/s/6hq7kl8fctkzwnw/Rimworld%20Turbine%20Dev.psd