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Messages - AntiMatter

#1
Mods / [Mod idea, game idea?] levels.
April 06, 2015, 05:28:15 AM
not EXP levels i mean levels as in floors. i know it sounds stupid but it could be a nice enhancement if you could go underground and find more steam gysers for your colony or make a underground bunker.

just an idea here it's come up many times and of course there are many problems and many good things with this idea.
#2
Now I mean sanguine and stuff like that. not being completely bionic.

mine would be these three (and since I have Edb prepare carefully I can have em on at least one colonist)

sanguine,
industrious,
jogger.

sanguine is a plus 12 buff on mood (explains itself really.)
industrious is a major buff on work speed
jogger makes them walk faster :P

for colonies which are like mazes (I’m not very good at building) these three for me are great!

what are your personal favourites?
#3
Quote from: Kirid on April 05, 2015, 09:46:54 PM

This was added in alpha 9:
-Mood now affects work speed
So since fun stuff increases mood, maybe it will result in an overall net gain for efficiency? Just a thought.

hmmm when i go to work every monday i'm not happy... am i doing something wrong in real life? xD

no i get what you mean. i've seen an improvement in people who are content compared to some people who are neutral or stressed.
#4
Quote from: REMworlder on April 05, 2015, 10:14:10 AM
Anyways, this is changing in Alpha 10 to a buffs-only system.
QuoteRe the expectations buffs/debuffs, these will be changed in Alpha 10 to only use buffs for low expectations. Just because I know what it's like to OCD out and hate having permanent debuffs that can't be removed :)
https://ludeon.com/forums/index.php?topic=11242.msg112123#msg112123

lol tyrian add things then removes them. oh well it is in alpha. great to hear thanks.
#5
OK so I took a whole two months off rim world and recently came back and decided to play a bit since I got bored of everything else but now I see there's this new Debuff which doesn't tell me how to damn well fix!

so yeah I have this colony that has this debuff and I don't know if it's to do with mods or if it's part of the vanilla game

if it's vanilla has anyone got a fix? what do I do to make my dummy colonists stop complaining??
#6
found a bug and not sure if it's because of mods misbehaving with one another but when i try and input a name in prepare carefully it bugs out.

example: i try put in: Jake Viktor - Jakob - Greaves (every - is the next box so first box (his name) is Jake viktor then his nickname ingame is jakob then his last name is Greaves)

what i get is: Jake ktorVi - Jakob - Greaves

also the cursor appears to be in the box next to the one your entering a name for.

EDIT: i have 6 colonists but a restart seems to fix this :/
#7
Quote from: Latta on April 04, 2015, 07:03:25 AM
change <graphicClass> to Graphic_Single. You need multiple textures in order to use Graphic_Random, as its name suggests.

ah... hmmm... but it's a growing plant.... so does that mean rimworld just scales the image from it's original image to simulate animation of the plant growing? that's smart and also saves space...
#8
Hi guys,

i was just wondering what has changed in Alpha 9 to make a certain mod which i got help with to work in alpha 8 give a pink X box in alpha 9. oh the actual mod still works. i get steel/iron for nothing (yes i cheat) but i was curious because this style of coding is still confusing.

i checked the code and i honestly can not find what's wrong due to my lack of understanding of the code also the Wiki has nothing on modding PLANTS!!!

here's the code please spot the problem ^-^

<?xml version="1.0" encoding="utf-8" ?>
<Plants>


   <ThingDef Name="PlantBase" Abstract="True">
    <eType>Plant</eType>
    <category>Plant</category>
    <thingClass>Plant</thingClass>
    <altitudeLayer>LowPlant</altitudeLayer>
    <useStandardHealth>True</useStandardHealth>
    <statBases>
      <Flammability>0.8</Flammability>
    </statBases>
    <tickerType>Rare</tickerType>
    <selectable>False</selectable>
    <neverMultiSelect>True</neverMultiSelect>
    <drawerType>MapMeshOnly</drawerType>
    <shaderType>CutoutPlant</shaderType>
    <plant>
      <harvestDestroys>true</harvestDestroys>
      <soundHarvesting>Harvest_Standard</soundHarvesting>
      <soundHarvestFinish>Harvest_Standard_Finish</soundHarvestFinish>
      <sowWork>150</sowWork>
      <fertilityMin>0.5</fertilityMin>
      <fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
      <topWindExposure>0.1</topWindExposure>
      <growthPer20kTicks>0.48</growthPer20kTicks>
      <growMinGlow>Overlit</growMinGlow>
      <visualSizeRange>
        <min>0.3</min>
        <max>1.00</max>
      </visualSizeRange>
    </plant>
  </ThingDef>
   
   
   <!--=========================== Crops ==============================-->


  <ThingDef ParentName="PlantBase">
    <defName>SteelWeed</defName>
    <label>Steel Weed</label>
    <statBases>
      <MaxHealth>85</MaxHealth>
      <Beauty>12</Beauty>
    </statBases>
    <description>A strange alien plant that grows a metallic core at it's base.  It has nutrional value, but the plant's core can be harvested as a source of metal.</description>
    <graphicPath>Plant/IronWeed</graphicPath>
    <graphicClass>Graphic_Random</graphicClass>
    <selectable>true</selectable>
    <pathCost>10</pathCost>
    <food>
      <quality>Plant</quality>
      <nutrition>10</nutrition>
    </food>
    <plant>
      <dieIfLeafless>true</dieIfLeafless>
      <shootsSeeds>false</shootsSeeds>
      <harvestTag>Standard</harvestTag>
      <harvestedThingDef>Steel</harvestedThingDef>
      <harvestDestroys>true</harvestDestroys>
      <harvestYieldRange>
        <min>10</min>
        <max>20.0</max>
      </harvestYieldRange>
      <sowTags>
        <li>Ground</li>
        <li>Hydroponic</li>
      </sowTags>
      <topWindExposure>0.1</topWindExposure>
      <growthPer20kTicks>0.48</growthPer20kTicks>
      <lifeSpan>200000</lifeSpan>
      <fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
      <visualSizeRange>
        <min>0.3</min>
        <max>1.05</max>
      </visualSizeRange>
    </plant>
  </ThingDef>
   
</Plants>


i'd also like it if someone updated the wiki to include plant modding tutorials so i don't have to bug people about this mod and i can fix it myself :)
#9
Adds a Stargate System, Allows for the Transport of Personnel and Supplies between Colonies.

how!? how did you come across the method of this? please do indulge me! my curiosity is over the wall!
so let me get this straight. if i have a stargate in two of my colonies but they're not on the same map (say different co-ordinates) it will work?

haven't tried it out i took a looooong month off RW
#10
ok it works

all i had to do was rename it and instead of "<harvestedThingDef>Metal</harvestedThingDef>" i put "<harvestedThingDef>Steel</harvestedThingDef>"

so thanks alot you know alot more than i do :P
#11
those last two you can't code would probably be the texture due to the nature of names and that path. i'll test that new .xml now and get back to you.

oh btw thanks!
#12
i take no credit in this mod. it used to be done by one guy then got updated by another when alpha 7 hit... and now i'd like some help making it work in alpha 8.

here's the code for it:

<?xml version="1.0" encoding="utf-8" ?>
<Plants>


<ThingDef Name="PlantBase" Abstract="True">
    <eType>Plant</eType>
    <category>Plant</category>
    <thingClass>Plant</thingClass>
    <altitudeLayer>LowPlant</altitudeLayer>
    <useStandardHealth>True</useStandardHealth>
    <statBases>
      <Flammability>1.0</Flammability>
    </statBases>
    <tickerType>Rare</tickerType>
    <selectable>False</selectable>
    <neverMultiSelect>True</neverMultiSelect>
    <drawerType>MapMeshOnly</drawerType>
    <shaderType>CutoutPlant</shaderType>
    <plant>
      <harvestDestroys>true</harvestDestroys>
      <harvestingSound>Harvest_Standard</harvestingSound>
      <harvestFinishSound>Harvest_Standard_Finish</harvestFinishSound>
      <sowWork>150</sowWork>
      <fertilityMin>0.5</fertilityMin>
      <fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
      <topWindExposure>0.1</topWindExposure>
      <growthPer20kTicks>0.48</growthPer20kTicks>
      <growMinGlow>Overlit</growMinGlow>
      <lifeSpan>200000</lifeSpan>
      <seedShootMinGrowthPercent>0.6</seedShootMinGrowthPercent>
      <visualSizeRange>
        <min>0.3</min>
        <max>1.00</max>
      </visualSizeRange>
    </plant>
  </ThingDef>


<!--=========================== Crops ==============================-->

 
  <ThingDef ParentName="PlantBase">
    <defName>IronWeed</defName>
    <label>Iron Weed</label>
    <statBases>
      <MaxHealth>85</MaxHealth>
      <Beauty>12</Beauty>
    </statBases>
    <description>A strange alien plant that grows a metallic core at it's base.  It has nutrional value, but the plant's core can be harvested as a source of metal.</description>
    <graphicPathFolderRandom>Plant/IronWeed</graphicPathFolderRandom>
    <selectable>true</selectable>
    <pathCost>10</pathCost>
    <food>
      <quality>Plant</quality>
      <nutrition>10</nutrition>
    </food>
    <plant>
      <shootsSeeds>false</shootsSeeds>
      <harvestTag>Standard</harvestTag>
      <harvestedThingDef>Metal</harvestedThingDef>
      <harvestDestroys>true</harvestDestroys>
      <harvestYieldRange>
        <min>2</min>
        <max>5.0</max>
      </harvestYieldRange>
      <sowableGround>true</sowableGround>
      <sowableHydroponic>true</sowableHydroponic>
      <topWindExposure>0.1</topWindExposure>
      <growthPer20kTicks>0.48</growthPer20kTicks>
      <lifeSpan>200000</lifeSpan>
      <fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
      <visualSizeRange>
        <min>0.3</min>
        <max>1.05</max>
      </visualSizeRange>
    </plant>
  </ThingDef>

</Plants>


if anyone could point out what's wrong with this and show me what to put in to fix it i'd be very greatful :D

Thanks!

AntiMater.

EDIT: the only thing in the .zip is an "about" folder (and texture folder) and inside the about folder it says:

<ModMetaData>
<name>IronWeed</name>
<author>NephilimNexus - A7 Update by Skullywag</author>
<targetVersion>Alpha 7</targetVersion>
<description>Sick of mining?  Trading ships too slow?  An alien species of plant has been discovered made entirely of metal.  How's that for convenience?</description>
</ModMetaData>


so i'm guessing anyone can edit it at will? i could be wrong...

P.S. i'm pretty sure the author said people could take it up and edit it because he gave up on it but if any admin people find this to be false just drop me a message and remove this thread. i don't want any trouble :)
#13
maybe you should repharse your title but it does do what it says on the tin i guess...

what i mean is i thought this topic would shed some light into why one of my alpha 7 mods wouldn't work with my alpha 8 install...

oh well i might as well look up "tech info" lol
#14
Outdated / Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
December 19, 2014, 01:54:26 PM
sorry kinda necronomiconed this post but i just wanted cool turrets like this back :(
#15
Outdated / Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
December 19, 2014, 01:47:29 PM
would love this mod to be updated. i loved the artillery