I can't even kill 1 Centipede xDDD so i won't use this.But good luck with it.
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#2
Mods / Re: RimWorldMod.slack.com = A place to gather and live-talk about RW modding
September 23, 2015, 05:19:08 AM
Free to not join? ???Nevermind, im done here :/.Nobody can help me.Bye.
#3
Mods / Re: RimWorldMod.slack.com = A place to gather and live-talk about RW modding
September 22, 2015, 06:58:41 PM
He gave me link to this post.
#5
Help / Re: Random human spawn from Table.
September 22, 2015, 10:42:40 AM
What i need to write?
<products>
<Colonist>40</Colonist>
</products>
OR
<products>
<SpawnColonist>40</SpawnColonist>
</products>
Im not good at modding.I started to learn.Can you help me?
<products>
<Colonist>40</Colonist>
</products>
OR
<products>
<SpawnColonist>40</SpawnColonist>
</products>
Im not good at modding.I started to learn.Can you help me?
#7
Mods / Re: RimWorldMod.slack.com = A place to gather and live-talk about RW modding
September 22, 2015, 04:31:39 AM
Hey guys.Someone called Fluffy (l2032) told me that I can get help here.So, I want make a mod for my personal use that let me spawn colonists from hmm hydroponic or custom work table.
I added my mod as attachment.It shows in hydroponic but doesn't spawn colonists. :< Can you help me?
[attachment deleted due to age]
I added my mod as attachment.It shows in hydroponic but doesn't spawn colonists. :< Can you help me?
[attachment deleted due to age]
#8
Mods / Re: [Question] Craft a human.
September 21, 2015, 10:27:21 AM
I just want to know how to make a table where i can "make" a colonist with random stats.Thats all.It's all for my private use.
#9
Help / Random human spawn from Table.
September 21, 2015, 06:38:04 AM
Hey, how can i make a mini mod that let you "make" from resources a pawn ( human) with random stats that is your colonist already.Is it possible? Thanks.It's for my private using only.
I made this but its not even showing in hydroponic...
<ThingDef ParentName="PlantBase">
<defName>ColonistPlant</defName>
<label>colonist plant</label>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>12</Beauty>
</statBases>
<description>An advance tech plant that grows Colonist.</description>
<graphicData>
<texPath>Things/GrowGoods/Plant/GoldBush</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>Colonist</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYield>1
</harvestYield>
<sowTags>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>7</growDays>
<fertilityFactorGrowthRate>0.6</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.25</min>
<max>1.00</max>
</visualSizeRange>
</plant>
</ThingDef>
I made this but its not even showing in hydroponic...
<ThingDef ParentName="PlantBase">
<defName>ColonistPlant</defName>
<label>colonist plant</label>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>12</Beauty>
</statBases>
<description>An advance tech plant that grows Colonist.</description>
<graphicData>
<texPath>Things/GrowGoods/Plant/GoldBush</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>Colonist</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYield>1
</harvestYield>
<sowTags>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>7</growDays>
<fertilityFactorGrowthRate>0.6</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.25</min>
<max>1.00</max>
</visualSizeRange>
</plant>
</ThingDef>
#10
Outdated / Re: [A12C] Mechanical Defence 2 (Update 23 - quick fix)
September 15, 2015, 04:22:28 AM
I'm waiting for A12 droids.
#11
Outdated / Re: [A12] Mod List (Last Updated: 9/13/2015)
September 13, 2015, 12:19:54 PM
Why there is on the list Rimworld Zombie Apocalypse? It's not ready for A12.
#12
Outdated / Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
September 13, 2015, 06:03:35 AM
Will be there A12?
#13
Mods / Re: [Question] Craft a human.
September 11, 2015, 11:24:18 AM
Maybe its not balanced and logical but some people want to play in diffrent way...Not everyone is playing rimworld in the old way.I mean hard survival....
#14
Help / Crafting a droid with a weapon.
September 11, 2015, 11:11:43 AM
Hey, im using MD2 Droids mod.You can craft battle droids here.But i want to edit this.I want to craft droids with custom weapons.Without it I need to arm everyone.It takes so much time.Is it possible?What lane i need to add and where?
<PawnKindDef Name="BaseDroidKind" Abstract ="true" Class="MD2.DroidKindDef">
<label>droid</label>
<race>DroidRace</race>
<pointsCost>999999</pointsCost>
<defaultFactionType>Colony</defaultFactionType>
<baseRecruitDifficulty>60</baseRecruitDifficulty>
<backstoryCategory>Civil</backstoryCategory>
<isFighter>false</isFighter>
<apparelTags>
<li>Spacer</li>
</apparelTags>
<apparelMoney>
<min>0</min>
<max>0</max>
</apparelMoney>
<allowedWorkTypeDefs>
<li>MD2Maintenance</li>
</allowedWorkTypeDefs>
<standardBodyGraphicPath>Pawns/Droid/Body/Droid</standardBodyGraphicPath>
<headGraphicPath>Pawns/Droid/Head/DroidHead</headGraphicPath>
<maxEnergy>650</maxEnergy>
<Settings>MD2LogisticsDroidSettings</Settings>
<explodeOnDeath>true</explodeOnDeath>
<explosionRadius>1.9</explosionRadius>
<disableOnSolarFlare>true</disableOnSolarFlare>
<EnergyUseRate>0</EnergyUseRate>
<canManThings>true</canManThings>
</PawnKindDef>
------------------------------------------------------------------------------
<PawnKindDef ParentName="BaseDroidKind" Class="MD2.DroidKindDef">
<defName>MD2BasicCombatDroid</defName>
<label>Basic Combat Droid</label>
<allowedWorkTypeDefs>
<li>Firefighter</li>
<li>Flicker</li>
<li>Hunting</li>
</allowedWorkTypeDefs>
<isFighter>true</isFighter>
<backstoryDef>BasicCombatDroid</backstoryDef>
<standardBodyGraphicPath>Pawns/Droid/CombatDroid/BattleDroid</standardBodyGraphicPath>
<headGraphicPath>Pawns/Droid/CombatDroid/BattleDhead</headGraphicPath>
<Settings>MD2BasicCombatDroidSettings</Settings>
</PawnKindDef>
I don't know if i pasted a good lines.
<PawnKindDef Name="BaseDroidKind" Abstract ="true" Class="MD2.DroidKindDef">
<label>droid</label>
<race>DroidRace</race>
<pointsCost>999999</pointsCost>
<defaultFactionType>Colony</defaultFactionType>
<baseRecruitDifficulty>60</baseRecruitDifficulty>
<backstoryCategory>Civil</backstoryCategory>
<isFighter>false</isFighter>
<apparelTags>
<li>Spacer</li>
</apparelTags>
<apparelMoney>
<min>0</min>
<max>0</max>
</apparelMoney>
<allowedWorkTypeDefs>
<li>MD2Maintenance</li>
</allowedWorkTypeDefs>
<standardBodyGraphicPath>Pawns/Droid/Body/Droid</standardBodyGraphicPath>
<headGraphicPath>Pawns/Droid/Head/DroidHead</headGraphicPath>
<maxEnergy>650</maxEnergy>
<Settings>MD2LogisticsDroidSettings</Settings>
<explodeOnDeath>true</explodeOnDeath>
<explosionRadius>1.9</explosionRadius>
<disableOnSolarFlare>true</disableOnSolarFlare>
<EnergyUseRate>0</EnergyUseRate>
<canManThings>true</canManThings>
</PawnKindDef>
------------------------------------------------------------------------------
<PawnKindDef ParentName="BaseDroidKind" Class="MD2.DroidKindDef">
<defName>MD2BasicCombatDroid</defName>
<label>Basic Combat Droid</label>
<allowedWorkTypeDefs>
<li>Firefighter</li>
<li>Flicker</li>
<li>Hunting</li>
</allowedWorkTypeDefs>
<isFighter>true</isFighter>
<backstoryDef>BasicCombatDroid</backstoryDef>
<standardBodyGraphicPath>Pawns/Droid/CombatDroid/BattleDroid</standardBodyGraphicPath>
<headGraphicPath>Pawns/Droid/CombatDroid/BattleDhead</headGraphicPath>
<Settings>MD2BasicCombatDroidSettings</Settings>
</PawnKindDef>
I don't know if i pasted a good lines.
#15
Outdated / Re: [A12] RimBeast: The hunt begins.
September 11, 2015, 04:47:57 AM
Nice work, i hope you will finish your mod =]
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