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Topics - Haplo

#1
Bugs / MOVED: Various issues
November 24, 2019, 03:34:25 PM
#2
RimWorld was reviewed in the December issue (12/2018) of the german games magazin GameStar.

It got two pages for the review, an overall positive feedback and a strong recommendation.
All in all it received a really good assessment with 85 of 100 points, earning the GameStar Gold-Award and a GameStar for the Game-Design.

Here are some impressions of the two page long review:



Edit:
Here is the full article
#3
Releases / [1.0] Mod Announcements Thread
October 17, 2018, 11:42:19 AM
This thread is to announce any mods you have made or updated for this version of RimWorld.

Want to see your mod integrated into vanilla RimWorld? Check this thread: https://ludeon.com/forums/index.php?topic=29505.0

Many times when people post smaller mods their threads get buried under the threads of bigger, more established mods which generate more activity. They go unseen because they sink to page 2 of the releases forum and people who don't check the forums daily might never even see them.

To solve this issue this thread is here. If you're modder you can make a post with a link and short description of your mod and it will always be at the bottom of the thread where people can find it easily. If you're a mod user wanting to check out which new mods have been released you can simply go to the new posts, same as any other thread and see all the new releases since your last visit.




Rules

  • One post per mod
    If you've just updated your mod and have already posted, you can edit your announcement post if you wish.

  • Only the mod author may post a mod
    This is mainly to help with rule #1 so we don't get situations where a mod author posts his mod, then someone else didn't see it and posts it again.

  • Only mod announcements in this thread
    Any post that is not a mod announcement will be removed. If you have feedback/criticism/etc. regarding this thread, send me a PM. If you have feedback/criticism/etc. regarding a mod, post in the mod's thread or PM the author.




To get you started, here is a quick template on what your announcement post could look like

Title of the mod
[Link to the mod's forum thread]
[Optional: State if it's on Steam or not]
A short description of what your mod is about. Should be no longer than 1-2 sentences. 

Example:

QuoteZ-levels
https://ludeon.com/forums/index.php?topic=17336.0
Not released on Steam
Adds a system of z-levels akin to Dwarf Fortress to the game.




Older Versions
B19 - https://ludeon.com/forums/index.php?topic=41823.0
A18 - https://ludeon.com/forums/index.php?topic=37235.0
A17 - https://ludeon.com/forums/index.php?topic=32817.0
A16 - https://ludeon.com/forums/index.php?topic=27962.0
A15 - https://ludeon.com/forums/index.php?topic=25286.0
A14 - https://ludeon.com/forums/index.php?topic=22304.0
A13 - https://ludeon.com/forums/index.php?topic=18353.0
#4
The current 'cleanup translation files' deletes the available BodyDef translations.


[attachment deleted due to age]
#5
Releases / [B19] Mod Announcements Thread
June 18, 2018, 04:05:41 PM
This thread is to announce any mods you have made or updated for this version of RimWorld.

Want to see your mod integrated into vanilla RimWorld? Check this thread: https://ludeon.com/forums/index.php?topic=29505.0

Many times when people post smaller mods their threads get buried under the threads of bigger, more established mods which generate more activity. They go unseen because they sink to page 2 of the releases forum and people who don't check the forums daily might never even see them.

To solve this issue this thread is here. If you're modder you can make a post with a link and short description of your mod and it will always be at the bottom of the thread where people can find it easily. If you're a mod user wanting to check out which new mods have been released you can simply go to the new posts, same as any other thread and see all the new releases since your last visit.




Rules

  • One post per mod
    If you've just updated your mod and have already posted, you can edit your announcement post if you wish.

  • Only the mod author may post a mod
    This is mainly to help with rule #1 so we don't get situations where a mod author posts his mod, then someone else didn't see it and posts it again.

  • Only mod announcements in this thread
    Any post that is not a mod announcement will be removed. If you have feedback/criticism/etc. regarding this thread, send me a PM. If you have feedback/criticism/etc. regarding a mod, post in the mod's thread or PM the author.




To get you started, here is a quick template on what your announcement post could look like

Title of the mod
[Link to the mod's forum thread]
[Optional: State if it's on Steam or not]
A short description of what your mod is about. Should be no longer than 1-2 sentences. 

Example:

QuoteZ-levels
https://ludeon.com/forums/index.php?topic=17336.0
Not released on Steam
Adds a system of z-levels akin to Dwarf Fortress to the game.




Older Versions
A18 - https://ludeon.com/forums/index.php?topic=37235.0
A17 - https://ludeon.com/forums/index.php?topic=32817.0
A16 - https://ludeon.com/forums/index.php?topic=27962.0
A15 - https://ludeon.com/forums/index.php?topic=25286.0
A14 - https://ludeon.com/forums/index.php?topic=22304.0
A13 - https://ludeon.com/forums/index.php?topic=18353.0
#6
Outdated / [B18] Mod Announcements Thread
November 27, 2017, 12:01:06 PM
This thread is to announce any mods you have made or updated for this version of RimWorld.

Want to see your mod integrated into vanilla RimWorld? Check this thread: https://ludeon.com/forums/index.php?topic=29505.0

Many times when people post smaller mods their threads get buried under the threads of bigger, more established mods which generate more activity. They go unseen because they sink to page 2 of the releases forum and people who don't check the forums daily might never even see them.

To solve this issue this thread is here. If you're modder you can make a post with a link and short description of your mod and it will always be at the bottom of the thread where people can find it easily. If you're a mod user wanting to check out which new mods have been released you can simply go to the new posts, same as any other thread and see all the new releases since your last visit.




Rules

  • One post per mod
    If you've just updated your mod and have already posted, you can edit your announcement post if you wish.

  • Only the mod author may post a mod
    This is mainly to help with rule #1 so we don't get situations where a mod author posts his mod, then someone else didn't see it and posts it again.

  • Only mod announcements in this thread
    Any post that is not a mod announcement will be removed. If you have feedback/criticism/etc. regarding this thread, send me a PM. If you have feedback/criticism/etc. regarding a mod, post in the mod's thread or PM the author.




To get you started, here is a quick template on what your announcement post could look like

Title of the mod
[Link to the mod's forum thread]
[Optional: State if it's on Steam or not]
A short description of what your mod is about. Should be no longer than 1-2 sentences. 

Example:

QuoteZ-levels
https://ludeon.com/forums/index.php?topic=17336.0
Not released on Steam
Adds a system of z-levels akin to Dwarf Fortress to the game.




Older Versions
A17 - https://ludeon.com/forums/index.php?topic=32817.0
A16 - https://ludeon.com/forums/index.php?topic=27962.0
A15 - https://ludeon.com/forums/index.php?topic=25286.0
A14 - https://ludeon.com/forums/index.php?topic=22304.0
A13 - https://ludeon.com/forums/index.php?topic=18353.0



Note: I've hijacked this thread because milon currently isn't available.

#7
As requested by Tynan I'm posting this error description here in the bug forum, even though it might be mod related.

So here is problem:

I was updating my mods and with one mod I have the problem that whenever I load a game, it throws hash-collision errors.
Additionally most of the map isn't created (mountains are missing, ...)

The log only has these errors: (excerp)

Initializing map from file mod_test with mods Core, Miscellaneous_Core, PowerSwitch, Miscellaneous_MapGenerator, Miscellaneous_TrainingFacility, and Miscellaneous_Objects

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Hash collision between Wort and  Beer: both have short hash 0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Hash collision between GoJuice and  Beer: both have short hash 0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Hash collision between Luciferium and  Beer: both have short hash 0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Hash collision between MalariBlock and  Beer: both have short hash 0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Hash collision between Flake and  Beer: both have short hash 0

...
...
...

Hash collision between FoxArctic_Leather and  Beer: both have short hash 0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Hash collision between Human_Leather and  Beer: both have short hash 0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)


Additional infos:
- I have changed nothing in the load/save code from a14 to a15
- This was tested with a world created with only Core active -> saved -> mods activated -> load game -> errors
- Additional tests: - new world with all mods active -> saved -> load game -> errors
                           - new world with only two/three mods active -> saved -> load game -> no errors

- I have one mod where the one mod (+Misc Core) is enough to trigger it (Misc. incidents) but I can also trigger the errors without it active
- I have tested it a bit but can't find anything.

There is another report on this forum with this behaviour, but it can't be from my mods, as they weren't updated at the time of the first post.
https://ludeon.com/forums/index.php?topic=25161.0

[attachment deleted by admin - too old]
#8
Bugs / Unexplainable Gamecrash by Mod on Linux only
April 20, 2016, 05:59:32 PM
Sorry to post it here, but I have a problem with a graphic where I don't know how to resolve it or even what exactly the problem is.

But first things first:
I have a mod where I have modified the pawn class for my usage with robots. I will load the graphics, resolve the renderer and replace the head graphic with an alpha graphic and the body with the defined graphic.

This works on my computer without problems (Win10 x64) but on the machine of an user (I think he is an Linux user) it crashes when I call the resolve on the renderer BEFORE I define the new head graphic. I just load it to the variable when it crashes..


From AIRobots.cs:

        public override void SpawnSetup()
        {
            BackstoryHelperRobot.AddNewBackstoriesToDatabase();

            base.SpawnSetup();

            // Get the data from the extended def
            ReadXmlData();

            // Load base graphics
            Color colorNormal = Color.white;
            nakedHeadGraphic = GraphicDatabase.Get<Graphic_Multi>(normalHeadGraphicPathMulti, ShaderDatabase.Cutout, Vector2.one, colorNormal);
            nakedBodyGraphic = GraphicDatabase.Get<Graphic_Multi>(kindDef.lifeStages[0].bodyGraphicData.texPath, ShaderDatabase.Cutout, Vector2.one, colorNormal);

            // Load hue graphics
            Color colorHue = Color.Lerp(Color.white, Color.red, 0.30f);
            nakedHeadGraphicHue = GraphicDatabase.Get<Graphic_Multi>(normalHeadGraphicPathMulti, ShaderDatabase.Cutout, Vector2.one, colorHue);
            nakedBodyGraphicHue = GraphicDatabase.Get<Graphic_Multi>(kindDef.lifeStages[0].bodyGraphicData.texPath, ShaderDatabase.Cutout, Vector2.one, colorHue);

// HERE IT CRASHES ACCORDING TO THE LOG:
            Drawer.renderer.graphics.ResolveAllGraphics(); //Causes errors?

// HERE THE NEW GRAPHIC WILL BE SET...
            UpdateGraphics();

...


Do you have by chance an idea what the problem could be?

I really have my problems finding anything because here on Windows 10 it all works without any errors..

Thank you in advance for your help.
Greetings
Haplo


PS:
Here you'll find additional infos like the Player.log, the full source code and the mod files.
http://www.mediafire.com/download/c09vpg56tmxexp0/RimWorld_Robots_CrashInfo.zip

Here is the forum-thread concerning that problem:
https://ludeon.com/forums/index.php?topic=3612.msg209697#msg209697

This is a part of the Player.log of the user

Stacktrace:

  at (wrapper managed-to-native) UnityEngine.Resources.LoadAll (string,System.Type) <0x00068>
  at (wrapper managed-to-native) UnityEngine.Resources.LoadAll (string,System.Type) <0x00068>
  at UnityEngine.Resources.LoadAll<object> (string) <0x00032>
  at Verse.GraphicDatabaseUtility/<GraphicNamesInFolder>c__Iterator18B.MoveNext () <0x000a1>
  at Verse.GraphicDatabaseHeadRecords.BuildDatabaseIfNecessary () <0x00145>
  at Verse.GraphicDatabaseHeadRecords.GetHeadNamed (string,UnityEngine.Color) <0x0002b>
  at Verse.PawnGraphicSet.ResolveAllGraphics () <0x001c6>
  at AIRobot.AIRobot.SpawnSetup () <0x003f6>
  at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Rot4) <0x00232>
  at Verse.MapIniter_LoadFromFile.InitMapFromFile (string) <0x00819>
  at Verse.RootMap.<Init>m__513 () <0x0001d>
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x0002b>
  at Verse.LongEventHandler.<UpdateCurrentAsynchronousEvent>m__50B () <0x00021>
  at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x0005e>

Native stacktrace:

/home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x926cb) [0x7f04bf3b76cb]
/home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x36226) [0x7f04bf35b226]
/usr/lib/libpthread.so.0(+0x10e80) [0x7f04c2421e80]
/usr/lib/libGL.so.1(+0x3b1a9) [0x7f04c1d4d1a9]

Debug info from gdb:


=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================
...
#9
Ideas / An ingame Help-Menu with user content
December 14, 2015, 07:02:00 AM
I've read this on reddit (especially BellisColdwine description) and thought this might be something useful for RimWorld.
But how could it be implemented, so that users could write descriptions (so that Tynan still have time to code) but we'll still have nice background descriptions ingame?

My idea would be a page that fills itself from XML data. The XML data contains the Header, author and the description itself.
The data would come from a forum page where users could drop their suggestions.
The best suggestions will then find their way into the official XML collection and be in the game.

A possible problem would be the right of usage transfer to Ludeon...

What do you think? Good idea? Bad idea? Suggestions?
#10
Help / Changes A11 to A12
August 22, 2015, 01:53:58 PM
Here is a list of a few of the changes in the C# code between a11 and a12 that I've found so far.
  • pawn.playercontroler -> pawn.drafter
  • Find.UIRoot.Map -> Find.WindowStack
  • LayerWindow -> Window - DoWindowContent
  • pawn.playercontroller.AreaAllowed -> pawn.playerSettings.AreaRestrictions
  • GenCellfinder.RandomStandableClosewalkCellNear -> CellFinder.RandomClosewalkCellNear
  • Find.HomeArea.Grid -> Find.AreaHome
  • pawn.Name.StringFull -> pawn.Name.ToStringFull
  • TryFindRandomCellNearWith(...) -> CellFinder.TryFindRandomReachableCellNear(...)
  • GenCellFinder.RandomStandableClosewalkCellNear -> CellFinder.RandomClosewalkCellNear
  • pawn.kindDef.pointsCost -> pawn.kindDef.combatPower
  • pawn.carryHand -> pawn.carrier
#11
Unfinished / Ideas for refactoring of RumorsOfRuins
July 23, 2015, 04:35:44 PM
I'm refactoring my code for the incident rumors of ruins.
Right now it can support different story lines with different treasures to be found via defs.
The new storyline will be selected randomly when the old one is finished.

My question now is:
Do you have any good ideas for where we can send the colonists and what they may find there?

Here is an example of the language file for each story arch:
<LanguageData>

<!-- Incident - Rumor of an old space ship -->
<RumorOfSpaceShip_VisitorTellingRumorInitial>As you sit and talk with your friends from {1}, {0} tells that he has seen an old spaceship near your colony. HECAP says that its hull looked mostly intact, so it still may hold some valuable treasures.\n\nDo you want to investigate this rumor?\nIt may be nothing, or it may as HE says and you'll find some good loot there.</RumorOfSpaceShip_VisitorTellingRumorInitial>
<RumorOfSpaceShip_VisitorTellingRumorInitial_Accept>Accept</RumorOfSpaceShip_VisitorTellingRumorInitial_Accept>
<RumorOfSpaceShip_VisitorTellingRumorInitial_Reject>Reject</RumorOfSpaceShip_VisitorTellingRumorInitial_Reject>
<RumorOfSpaceShip_VisitorTellingRumorRejected>You don't give much to rumors told by {0} and ignore HIM.</RumorOfSpaceShip_VisitorTellingRumorRejected>

<RumorOfSpaceShip_SelectPawnsMessage>Select colonists to send to the spaceship.\nCAUTION: They will be gone for round about {0} days!</RumorOfSpaceShip_SelectPawnsMessage>
<RumorOfSpaceShip_ButtonAssign>Assign to team</RumorOfSpaceShip_ButtonAssign>
<RumorOfSpaceShip_ButtonAssignError>You can't send everyone. Someone needs to watch over the colony!</RumorOfSpaceShip_ButtonAssignError>
<RumorOfSpaceShip_ButtonUnassignVariable>Remove from team</RumorOfSpaceShip_ButtonUnassignVariable>
<RumorOfSpaceShip_ButtonAbort>Abort Mission</RumorOfSpaceShip_ButtonAbort>
<RumorOfSpaceShip_ButtonPostpone>Postpone</RumorOfSpaceShip_ButtonPostpone>
<RumorOfSpaceShip_ButtonSend>Send Colonists</RumorOfSpaceShip_ButtonSend>
<RumorOfSpaceShip_ButtonSendError>Can't send. Noone assigned to go.</RumorOfSpaceShip_ButtonSendError>

<RumorOfSpaceShip_LetterLabel_Returned>Team Returns</RumorOfSpaceShip_LetterLabel_Returned>
<RumorOfSpaceShip_Message_ReturnedBase>Your team returned from the spaceship location.</RumorOfSpaceShip_Message_ReturnedBase>
<RumorOfSpaceShip_Message_ReturnedNoTreasure>They found a deep hole as if something big crashed here into the earth.\nBut even an excessive search didn't show anything. If ever the spaceship was there, now it's gone.</RumorOfSpaceShip_Message_ReturnedNoTreasure>
<RumorOfSpaceShip_Message_ReturnedWithTreasure>They found a deep hole as if something big crashed here into the earth.\nAfter an excessive search your team found the entrance into the vessel. In there they found pristine floors and lightened corridors, but also a slight radioactivity, preventing them to stay too long.\nBut in there they also did find something of value. They returned with..</RumorOfSpaceShip_Message_ReturnedWithTreasure>
<RumorOfSpaceShip_Message_ReturnedWithEnemy>But caution, they also speak of pursuers!</RumorOfSpaceShip_Message_ReturnedWithEnemy>

</LanguageData>
#12
Outdated / [A12] Teleportation (V 1.12.0 / 23.08.2015)
November 23, 2014, 10:52:09 AM
Teleportation



Description:
This is a small mod that gives you a resource teleportation platform. This will help you transport resources from far away into your base.

Modder:

Download:

Screens:
Teleporter:


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Additional Infos:
How to build up a working teleport:
Place the one teleporter near your external outpost, where your colonists are near the resources.
Place the second teleporter near your in-base stockpile, where the resources should be transfered to.
Set the storage in your sender teleporter to the SAME PRIORITY as your receiving stockpile.
Set the sender teleporter state to sending.
Now your colonists will fill the teleporter at the outpost with resources, they will transfer to your base to be placed in your main stockpile.

Issues:
-If you set its priority higher than your other stockpile, or if you don't have free configured space for the resources, the colonists will carry the resources from the receiver back to the sender.

Permissions:
This mod and it's source code is released under the Creative Commons License Attribution-ShareAlike 4.0
Ludeon has an exception clause. ;)
For more info about it take a look into the About folder.

Changelog:

(Version 1.12.0 - Alpha 12)
-Alpha 12 Release

(Version 1.11.0 - Alpha 11)
-Alpha 11 Release

(Version 1.10.0 - Alpha 10c)
-Alpha 10c Release

(Version 1.9.0 - Alpha 9d)
-Alpha 9d Release

(Version 1.8.0 - Alpha 8)
-Alpha 8 release

(Version 1.7.0 - Alpha 7)
-First release


[attachment deleted due to age]
#13
Translations / Official: German | Deutsch
June 08, 2014, 03:28:14 PM
If you wanna have the latest version of the translation files, you can download them from the git-hub:
Latest german translation
When you downloaded the zip file, you should do the following:
-Open the following folder in your filebrowser: ..\RimWorldXXX\Mods\Core\Languages\German\
-Make a backup of the containing folders like 'DefInjected' or 'Keyed'.
-Delete the folders.
-Extract your downloaded zip-file into this folder.
-Run RimWorld and switch your language to 'Deutsch'
-Done.

------------------------

Wenn Du die neueste Version der Übersetzungsdateien haben möchtest, kannst Du sie Dir vom Git-Hub herunter laden:
Neueste deutsche Übersetzung
Nach dem Download wie folgt vorgehen, um die Dateien zu entpacken:
-Öffne den folgenden Pfad in Deinem Filebrowser: ..\RimWorldXXX\Mods\Core\Languages\German\
-Erstelle Dir ein Backup aller Verzeichnisse, wie z.B. 'DefInjected' und 'Keyed'.
-Lösche die Verzeichnisse.
-Entpacke die heruntergeladene Datei in dieses Verzeichnis, so dass die gelöschten Verzeichnisse wieder vorhanden sind.
-Starte RimWorld und wechsle Deine Sprache im Optionsmenü zu 'Deutsch'.
-Fertig.

------------------------

Wenn Du Verbesserungsvorschläge hast, schreib mir bitte eine PM.

#14
Releases / [1.3] Miscellaneous w MAI+Robots
May 16, 2014, 05:54:01 AM
Miscellaneous w MAI+Robots



Description:
This is my collection of mostly independend items of various kinds.
Note: The downloads are in the download section.

The following video shows most of what Miscellaneous can add to your game:
YouTube: Miscellaneous Showcase by Soapie Plays
YouTube: Miscellaneous Showcase by BaRKy

Miscellaneous 'CORE'


This contains various core functions for other Miscellaneous parts.
It must be loaded before the other parts!


It also comes with the following functions/items:
Colonist Keys: Place/Group
   This allows you to use the keys 6, 7, 8, 9 to create teams
   The key 0 releases all drafted colonists, BACKSPACE jumps randomly into your colony
   (Note: This needs a new colony to work; the keys can be reconfigured)
BrainPals
   Some brain implants to enhance your colonists
   (an idea from 'Old Mans War')


Misc.  Bees 'n' Honey

Build beehives where you can harvest your very own honey.
You need to research 'beekeeping'. Once done look out for wild beehives to find a queen bee which can be transferred to your own beehive.
With your beehives you can grow new queens to expand your hives. They will also produce honey for you to eat or sell.
Alternatively you can brew mead (honey-wine) from the honey.


Misc.  EndGame

Do you think your base is done? You have nothing more to do, but you don't really want to leave the planet?
Why not try to get your own town charter via martial law instead? Here is your option for this...


Misc.  Incidents
*** This needs Miscellaneous CORE to work without errors! ***

Artefact
   Your colonist stumbles over an ancient artifact. What might happen if you activate it?
Tactical Computer + Computer Terminal + Anomaly
   The tactical computer gives informations, is good for a game or two,
   and scans the nearby area for interesting places.
Crashed Rescue Pod
   An unknown rescue pod crashed nearby. Do you want to take a look inside?


Misc.  MapGenerator
*** This needs Miscellaneous CORE to work without errors! ***

Blueprint MapGenerator
   This will create some more detailed ruins on map creation.
   Some simple, some complex, some with items to be found, some with mechs,...
   You can also add your own ruin blueprints to the collection.
   (Note: This needs a new colony to work)

Blueprint MapGenerator Xtension 'Urban Biome'
*** This needs Miscellaneous MapGenerator to work without errors! ***

This extension of the MapGenerator mod provides some randomly placed urban biomes.
Here you'll find some abandond city ruins that are reclaimed by nature.
You can explore them or settle in between the old walls.
But watch out! Some of these buildings may contain still active guardians!
   

Misc.  Turret Base
*** This needs Miscellaneous CORE to work without errors! ***

Nano Replicator
   Like a 3D-Printer only for much more complex items
Turret: Weapon Base
   You want to build your own turrets? Build or buy a base and add your weapon of choice to it.


Misc.  Weapon Repair

   Do you have your best weapon in an awful condition, but various worse weapons of the same kind just laying around?
   Now you can repair your weapon with spare parts salvaged from similiar weapons (as long as you have a machining table)
   
   
Misc.  Training

This adds some training facilities:
Shooting Target
   Train up your shooting ability. Joy and training possible!
Martial Arts Dummy
   Train your martial arts ability. Joy and training possible!
Archery Target
   Your colonists like to shoot some arrows for joy. **Joy only**
   

Misc.  Robots

This adds some buyable robots:
Haulingbot
   A small drone to help you hauling stuff around
Cleaningbot
   A small robot to help keeping your home clean 


Misc.  MAI
*** This needs Miscellaneous CORE to work without errors! ***

This adds a mobile artificial intelligence, also known as MAI.
   

Modder:

Downloads:
Caution: To use the new functions the start of a new colony is eventually required.
The latest versions of my mods can be found on GitHub.
You can get the seperate Mods here and their status here.

Known Issues:
Misc. Training is currently incompatible with Targeting Modes


The Mods and their Source-Code can also be found on my GitHub-Page.

Version 1.0 can be found on GitHub here
Version B19 can be found on GitHub here
Version B18 can be found on GitHub here



How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.


Detailed Description:
Detailed Description:
Mobile Artificial Intelligence
  She is an AI persona with a metal body, who wants to be called 'Mai'.
  You can build her. For more information look into the additional description.
Robots
  Some robots (Hauling- and CleaningBot) are buyable from a robot trader.
Tactical Computer + Terminals
   Find and count your pawns, prisoners, friends and enemies with just one click
   Call your armed colonists to the combat room or to the terminal
   Send your colonists to bed or to eat something (only when lower 50%)
   Play a game alone or with your friends
   Send your colonists on an away mission outside the map
Nano Storage
   Store up to ten items in one single container
Nano Replication
   Scan your items and make a replicate with the nano printer
   Note: Only available after research of the nano storage
Archery Target
   The bow is an ancient hunting tool that is nowadays mostly used for fun..
Turret: Weapon Base
   A new weapon base, where you can install the weapon of your choice
   An upgrade to reduce the reload time can be researched, while the automatic base can only be bought.
   It can use a custom top graphic if the weapon installed provides the needed _top file:
   (e.g. Your gun graphic: /Textures/Gun/MyGun.png - Added top graphic: /Textures/Gun/MyGun_top.png)
Incident: Artefact Found
   Your colonist stumbled over an ancient artifact. What might happen, if you activate it?
Incident: Anomaly detected
   Your sensors detected an unidentified object a few days away. If you want you can send an investigation team.
   Note: Only available when a tactical computer is built and powered!
Incident: Rumor of ...
   There are a few rumors of various objects nearby. Do you want to explore them?
   Rumors available right now: Ruins, Slaver Camp, Space Ship, Old Temple, Treasure Map
Keybinding: Colonist Groups
   You have the keys 6 to 9 to set drafted colonist positioning groups.
   And you have key 0 to undraft all colonists without active job.
   Also there are the keys SHIFT+Q and SHIFT+E to send your pawns sleeping/eating.
   Now there is also BACKSPACE to jump back to your Home
   For more information look into the detailed description further down.
Implants: BrainPals
   If you always wanted to have your own voice-in-your-head, here it is: Your personal BrainPal(TM)
   BrainPals are micro computers that are hard wired into the brain and provide you with live feedback.
MapGenerator: Village Ruin Blueprints
   This is a MapGenerator that creates some village ruins out of a collection of blueprints.
   If you want, you can add your own building blueprint to the collection.
   How? Look for the Tutorial in the Help folder.
Training Facilities
  This provides you with two targets to train your skills:
  - A shooting range target to train your ranged weapon skills
  - A martial arts target to train your melee weapon skills


Additional Descriptions:
- Mobile AI
Mai is a researchable and buildable mobile artificial intelligence.
You need to research the basics, how an ai is programmed and how to build a mobile body for her. After you've done this you can build the automatic assembler (1), where most of the body will be produced automatically. After the assembler built your first ai body, you can activate it (2), as long as you have a crafting professional (level 9) to do so.
Note: Once Mai (3) has been awoken, she won't allow further access to her programming, so denying you the abillity to upgrade her. Because of this, you should research everything, that you want for her to know, before hand.
Your Mai has, because of her metal body, a higher damage tollerance. She doesn't need to eat. But she does need to recharge her internal batteries.
Caution: Once her damage is too high or even when her batteries are empty, she will initiate her emergency self destruction program. Try not to be anywhere nearby when she does that..

- Enhanced Mobile AI
If you stumble about an AI Core, you can use that to give Mai some enhanced abilities.
She can withstand a bit more damage and is a bit harder to hit, she learns faster, heals herself a bit better and much more. All in all she is 'enhanced'.

- Keybinding: Colonist Groups
The keys 6, 7, 8, 9 can be used to define where colonists should go to.
Use them like this: Draft all the colonists you want to set the positions for and position them. Now press SHIFT+7 (for group 7) and the positions of your drafted colonists will be saved. To recall the positions just press 7.
This can be done for 6, 7, 8 and 9.
Key 0 has another function: Once you press it, all your drafted colonists, who don't have an active job, will be undrafted. Press SHIFT+0 to switch the recall mode between POSITION and GROUP.
Then there are the keys SHIFT+Q and SHIFT+E: SHIFT+Q sends your colonist to bed. SHIFT+E sends your colonist to eat. But they will only go, if they are hungry or tired enough.
Another key is the F1 key. If you press it, you will jump to a random position inside your home zone.
Note: You can rebind the keys to your own desire with the normal keybinding options.


- MapGenerator: List of blueprints
The MapGenerator has the following blueprints to work with.
These buildings can be placed when a new map is generated:
-Basic Rooms (some simple rooms similiar to the vanilla ruins)
-Bathhouse (an abandond bathhouse with pool)
-Billiardroom (a small house that still may contain a billiard table)
-Security room (a small house where old security was stationed)
-Hacienda (a few haciendas /ranches with various extensions)
-Labyrinths (a few labyrinths where you can find treasures inside)
-Longhouse/Tippie (Some abandond tribe houses)
-Mirror Tower (An old twin tower building)
-Pyramids (An ancient tomb, may contain treasures)
-Military Base (An old military base)
-Well (You know, the thing with water inside)

Permissions:
This mod and it's source code is released under the Creative Commons License Attribution-ShareAlike 4.0
For more info about it take a look into the About folder.

#15
How to make an .dll-mod



Description
This is a small demonstration about how you can make a mod that's using an assembly (.dll).
With this little project you learn about the assembly and it's program. Additionally you'll build your own small dark matter generator and an animated wind turbine. :)
Note, that this is Windows only, as I have no experience with Linux or Mac. Sorry..


Needed Tools
You need the following tools:
- Microsoft Visual Studio 2017 Community Edition (free, download here)
- A basic understanding of C#
- RimWorld


Download
Download the project from Git-Hub.


Preparations
Before you start the project, you need to make the following preparations:
-Extract the file to a folder of your choice
-Go into your RimWorld-Folder:
    - Copy ..\RimWorld000Win\RimWorld000Win_Data\Managed\Assembly-CSharp.dll
      to ..\YourProjectFolder\RimWorld_ExampleProjectDLL\Source-DLLs\
    - Copy ..\RimWorld000Win\RimWorld000Win_Data\Managed\UnityEngine.dll
      to ..\YourProjectFolder\RimWorld_ExampleProjectDLL\Source-DLLs\


Enter The Project
Now that you've prepared everything, it is time to enter the project and take a look into what makes the pump do, what it does and where the problem is..
So open the project by starting <YourExtractionFolder>\RimWorld_ExampleProjectDLL.sln
If everything is installed correctly, Visual Studio should startup, opening your project.
Everything else is described inside.
And once you're finished, you have created your very own dark matter generator and maybe an animated wind turbine.

With this in mind.. Have fun exploring the secrets of the RimWorld code.  8)
See you on the other side,
Haplo
#16
Hello,

does anyone know of a way to define new variables in c# which can be defined via xml?
And if you know how to, can you please tell me?
I'm looking for a way to make ApplyDamageMin, ApplyDamageMax, ApplyDamageTicks of a Building accessable via xml, but so far I haven't found anything that works..
#17
Releases / [1.2] PowerSwitch
April 10, 2014, 03:31:29 PM
PowerSwitch



Description:
This mod expands the available power switch with a few automatic functions.
It also adds hidden conduits with improved statistics.

You start with a simple power switch, which can switch the power transmission through it on and off.
The additional features need to be researched.
After you've done your tinkering you'll have the following functions available:
-Manual switching
-An automatic pawn in room switch on
-An automatic pawn nearby switch on
-An automatic enemy found switch on
-An automatic enemy found switch off
-Timed switching (programable)
    Repeat clicking on the UI to change the times.
    The set times are shown in the description

-Hidden power conduits are also available through research

Modder:

Download:

Pre-Beta 19 versions can be found on



Screens:



How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.


Issues/Notes:
-Additional features need to be researched.
-Don't connect a consumer (lamp, turret,..) directly to the switch.
When it is switched off, the consumer will automaticly reconnect to the next available transmitter.
So add a power conduit or a wall and let it connect there instead.

If you find a bug or think that something should be changed, please don't hesitate to tell me.


Description:
- Manual On/Off: Base functionability, available from the start
- Pawn Detection in Room: Available after research with the normal switch. Detects, if an Pawn (human, animal) is in the room
- Pawn Detection within 7 squares: Available after research. Normal pawn detection mode for wall switches. Normal switches can be switched between this mode and the pawn in room mode by repeatedly pressing the selection button.
- Enemy detection (within 1/3 of the map): Available after research. Available modes: Switch on when detected and switch off when detected.
- Timer: Available after research: Switches on and off at specified times. Time is initially set to 19h->On and 5h->Off. This can be changed by pressing the buttons repeatedly.


Credits:
- Special thanks to iame6162013 for the wonderful idea of the invisible wires.


Permissions:
This mod and it's source code is released under the Creative Commons License Attribution-ShareAlike 4.0
Ludeon has an exception clause. ;)
For more info about it take a look into the About folder.
#18
Workplaces



Discontinued as of alpha 8
As alpha 8 comes with everything my workplace provided, I'll discontinue this mod.
If someone wants to use anything out of it, feel free to do, what ever you want.
Credits aren't needed anymore.

Description:
This mod is the evolution of my first mod 'Blacksmith's Workplace'. It implements all the original functionality and expands on it.
It has two workplaces: The original Blacksmith's Workplace and the newly created Weaponsmith's Workplace.
To use the second you must first read the book 'Weapon construction for dummies'. If you've done this already, there is a whole new world of weapon creation that awaits you..

Warranty: Single functions may need a higher understanding of crafting to be accessible.

Blacksmith's Workplace:
-Smelt Metal into Metal Bars
-Smelt Weapons into Metal Bars
-Forge Metal Bars into Metal


Weaponsmith's Workplace:
-Needs research
-Build Weapons out of Metal Bars


Mod Team:

Download:
Workplaces 1.7.0
or


Addons:
Caution: All addons need the main mod and their third party mod to be active to work!
Workplaces 1.6.0 - Addon for Project Armory 2.13

Screens:



How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Credits:
Thanks to the work of scatterlogical there is now a version compatible to Project Armory.

Notes:
If you want to use and expand on this mod, please feel free to do as you see fit.
If you have time, leave me a small notice so I can take a look into what wonders you created with it..  ;)

I did my best to balance these properly, so they fit seemlesly into the base game.
If you think there should be something corrected, please don't hesitate to tell me.

Changelog:

(Version 1.7.0)
-Update to Alpha 7

(Version 1.6.0)
-Update to Alpha 6
-Update PA extension to 2.13

(Version 1.5.7)
-Fixed M-24 crafting problem
  Thx to Orreborreman

(Version 1.5.6)
-Added Language-Support
-Added de-DE
-Updated PA extension to 2.11

(Version 1.5.5)
-Update to RimWorld - Alpha 5

(Version 1.5.2)
-Error fixing

(Version 1.5.1)
-Update to RimWorld - Alpha 4F

(Version 1.5.0)
-Update to RimWorld - Alpha 4
  (Removed the Smelt SlagDebries option, since it's now in the vanilla game available)
-Added Extension for Project Armory 2.06

(Version 1.4.4)
-Corrected a Problem in the PA-Version.
   Updated only the PA-Version.

(Version 1.4.3)
-Added smelting and dismantling of:
    Pump Gun, Molotov, Bows
-On special request added version without uranium as requirement
-Added Project Armory compatible version thanks to scatterlogical

(Version 1.4.2)
-Added Minigun and LMG (crafting 12 and 11)
-Changed experience gains

(Version 1.4.1)
Update to RimWorld - Alpha 3
Some Bugfixing

(Version 1.3)
This Mod implements and expands on my previous mod 'Blacksmith's Workspace X+', which isn't needed any longer.



[attachment deleted by admin: too old]
#19
Blacksmith's Workplace



This mod is superseded by my new mod 'Workplaces'!

Description:
Here is a small mod that adds a complimentary workshop to the new stonecutter's table.
As the stonecutters table gives you the ability to make stone blocks out of rock debris, the blacksmith's workplace gives you the ability to smelt the slag debris to extract a bit of metal from it.
This mod is made to give you a plausible addition to the stonecutters table. One, which uses the as of yet unused slag debris as a resource.

Mod Team:

Download:


Screens:


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Notes:
This mod is only a small testing mod from me as I'm no modder. So, if you want to use and expand on it, feel free to do as you see fit.
If you have time, leave me a small notice so I can take a look into what wonders you created with it..  ;)

Changelog:
I've added two additional (eXtended) variants of this mod:

The Blacksmith's Workplace X (Version 1.1)
This version adds a new resource and extends the process:
You smelt the metal slag to Metal Bars and, in a second step, the Metal Bars to Metal.
The Blacksmith's Workplace X+ (Version 1.2)
This version is the same as the X version, but gives you additionally the possibility to smelt your not needed weapons to Metal Bars (and these further to Metal).

I did my best to balance these properly, so they fit seemlesly into the base game.
If you think there should be something corrected, please don't hesitate to tell me.



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#20
As the collection of background stories is rapidly growing, I thought I would present the background of my mercenary too..
Critic is allowed, bashing not  ;D

Name:
*****
These aren't the droids... Ehem, sorry..
This isn't the name you are looking for!  8)


Background - Child:
*******************
Mechanoid Nerd
NAME grew up in an urbworld as the only child of a pair of mechanoid designers.
They always encouraged HIS interest in their work, which slowly lead to an obsession to learn and build HIS own.
Unfortunately this also lead to HIM being a loner as HE prefered HIS technical books and neglected friends.
  Research    +3
  Crafting     +2
  Constr.      +2
  Sozial        -2
 
 
Background - Adult:
*******************
Military Engineer
NAME worked as an engineer for the colonial military. Here HE got to play with weapons, drohnes and other fun stuff the soldiers damaged.
HE specialized in repairing and modifying their tools and learned even more by testing them out.
  Constr.      +3
  Crafting     +4
  Shooting    +4
  Melee        +1

 
 
Incapable of:
*************
< Nothing >



Edit: Updated after consulting the guidelines and incorporating the new additions..