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Messages - IshOfTheWoods

#1
Quote from: Bonercat on January 23, 2023, 06:55:02 AMhey @IshOfTheWoods can you provide a new download about "Ish's Medieval Defenses" ? the download link seems to die, would help alot for me after learning how to mod, i want that Cheval de Frise texture for my personal use not for sharing or gain money from it, and thanks in advance if you read this reply and provide the link back.

https://github.com/MichaelMakesGames/RimWorldMods

I'm only a year late in replying, haha. Luckily I saved all my work to GitHub and saved my forum account in a password manager.

If you still want it, feel free to use anything from my mods. Feel free to share it too if want (giving credit is appreciated in that case).
#2
Quote from: kaptain_kavern on December 13, 2017, 11:32:47 PM
Can I take your last reply as a permissions to update your mods?

Yes, you can :) Give credit, don't charge money (donations are fine), and let others do the same. Good luck!
#3
Quote from: Bonercat on December 12, 2017, 09:31:11 PM
can this work on beta 18 ? i prefer this than the medieval times which more like fantasy than accurate medieval feel.

It's nice to hear that there's still interest, but unfortunately no, this won't work as is. Anyone is welcome to try updating it if they like. I haven't played RimWorld for several releases, but I'm thinking of getting back into it, which could very well lead to more modding... No guarantees :P
#4
Quote from: Beathrus on December 21, 2016, 04:15:17 AM
I miss this mod...

Me too  :(  Sorry, life got busy and now I haven't played RimWorld since Alpha 10 or 11. It looks like someone else has created a new medieval themed mod, and it looks great! (Though I haven't played it myself): https://ludeon.com/forums/index.php?topic=22316.0

#5
This looks great! And much improved over my programmer art (though if there are any assets you'd like to use, feel free). And honored to have been an inspiration for this, and look forward to giving it a try when I have time for RimWorld again.

Keep up the awesome work!
#6
Outdated / Re: [A13] Ocean Biome Ecosystem (v2.5)
May 14, 2016, 06:26:47 PM
This looks really cool. Do the tides work for coastal non-ocean-biome tiles?

Keep up the good work!
#7
I've never used it myself, but I'll look into it.
#8
Just give credit, don't charge money (donations are fine with me), and let others do the same. Good luck!
#9
Thanks for the partial update Kaballah, and thanks for encouragement Blackwatch!

I've started some preliminary work on updates, but still don't expect anything to be out until mid-May to June. However, I wanted to give a bit of an update/announcement: I am no longer planning an eventual total conversion mod. I will be adding new content with the updates, but I will also streamlining and cutting some of the existing content. Anyone who wishes to create a fork of this project that retains the full breadth may feel free to do so, including use of the xml and textures.

Let me know if you have any questions!
#10
I am planning on updating (and expanding), but won't have the time until mid May :( Feel free to post the updates you've made in the meantime!
#11
I like the hopper idea. I've successfully compiled a test mode, and I'm a programmer by profession (though I've never worked with C#).

For consistency, I think I'll move all weapons and armors to new workbenches (including the current cloth/leather armors).

I've been planning on doing some content removal mods, like removing mechanoids. I've done them before and they're pretty easy so I'll just roll my own. Since you're requesting, I'll bump them up in priority. Anything else modern bothering you besides mechs?

I'm going to take another try at my original idea for stamped earth walls. If it fails, I'll remove them.
#12
Quote from: Kaballah on January 21, 2016, 05:21:39 PM
The missing recipes thing was a mod conflict and not particularly your fault, but imo you should just add another workbench for your smithing recipes that does not require power to run since it's more in theme with your mod.

The thing with the ground fire spreading to constructed walls is not specific to your mod either, as it turns out, it happens with vanilla walls too.  I don't think it's a bug in unmodded Rimworld (I suspect it's CCL) but it's definitely not your problem.

Excellent point about the unpowered anything table.

I think I want to remove the wall anyway. Originally I wanted it built with uncarved rock, but there was no XML-only way to make that convenient for the player. Do you use the earth walls much?

By the way, when I redo the main post as part of my next release, you're definitely getting done "special thanks" recognition :D
#13
I'm not dead! Starting February I will have consistent access to my desktop again instead of just my ancient laptop, and light course load, so looking forward to more RimWorld! (Although, it'll be competing for my time with a new Crusader Kings expansion too  :-\ ) Anyway, thanks to everyone who has been posting issues and suggestions during my absence!

Austupaio: I'll look into

Llamageddon: Good news for you! I'm probably going to remove the katana, to keep the content more focused. Maybe it'll come back if I ever do a specifically Japanese weapon pack.

Kaballah:

  • I think I'm going to remove stamped earth walls, if no is is super opposed. I could not implement them how I originally planned, and the current implementation seems to be bug-plagued.
  • About missing recipes... Maybe I should try splitting things out into some new workbenches, but I was hoping to avoid that.
  • I'll see if I can reproduce that bug with the factions. Their def names should definitely not be conflicting, but I'm not sure what sort of ID is used internally by the engine. Did this happen with a new world or existing world?
  • Slings, definitely  :D
  • Yes, I do think it's time to start considering research trees. This could be a slippery slope  ;)

#14
Quote from: Austupaio on November 21, 2015, 10:24:03 PM
Just want to say that I really enjoy the variety this set of mods adds to Rimworld's variety of factions and mixed-up technologies. I've been making a lot of use of kettle helmets to make up for a lack of kevlar/military helmets.

Some re-balancing might be required though, as it seems that sometimes my iron kettle helmets can actually turn out to be better than kevlar helmets, which is a little odd in a game where gunplay is dominant.

Hmm... In theory the kettle helmets shouldn't be better, but I wonder if I'm not taking quality into account. Kevlar helmets don't have quality, correct? (I haven't had time to play much for the past 2 alphas so do correct me if I'm wrong.) Was it a high-quality kettlehat that was better?
#15
Quote from: Mr50k on November 05, 2015, 05:48:26 PM
i have about 2-3 hours of in game play with these mods and they seem to play nice with each other. at least for my experience. i have not tested crossbows with reloading on combat realism and i have to try it sometime

Great! Glad to hear :)