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Topics - AHare

#1
Mods / [Mod Request] MD2 Mechanical Walls
August 08, 2017, 07:39:43 PM
Would anyone be able to update or recreate the Mechanical Walls portion of Mechanical Defense 2? I wish RimWorld had better support for larger doors or gates, but this would work too. MD2 hasn't been updated in a while though, disappointingly.
#2
Wooooo A13 finally :D
This will be for all my mods, ultimately a collection of tweaks to the base game (and the mods I like). For right now though, just a couple until things really kick into high gear.

Researchless Stonecutting Bench
Simple! Just removes the research requirement for the stonecutting bench, so you can use it right away. Seems silly to lock that behind a gate but not sculpting, but hey, mods!
#3
Mods / [Mod Request] Smoothed Walls
September 12, 2015, 07:51:09 PM
Sometimes it's nice to have the stone walls when you're digging into a mountain/hill, but they give -2 to beauty which isn't too great. So what about being able to smooth out the walls, similar to smoothing stone floors? Ideally they'd just negate the beauty loss and take about the same time to do as floors.

EDIT: It exists! E's Small Mods.
#4
Mods / [Request] Bigger Doors
September 04, 2015, 06:05:25 PM
Simple idea, doors that are 2 and 3 wide. I find putting two doors next to each other looks strange, more so with three of them.
#5
Ideas / Extreme Temperature Hazards and incidents
September 02, 2015, 09:42:52 PM
I just did some testing to see what happens in extreme temperatures, and I was a bit disappointed to find out...nothing happens. Pawns get hypothermia or heatstroke, which is good and expected, but it doesn't seem to affect much else. So I have a few thoughts:

For pawns:
- Along with hypothermia, extreme cold slows a pawn's speed at doing anything. A low enough temperature can freeze a pawn in place.
- Extreme temperatures makes pawns want to sleep more, with heat giving exhaustion.
- In extreme heat, there is a chance for pawns to spontaneously combust. This is more likely if they are wearing clothes, however it's still a relatively unlikely. Chance does increase as the temperature rises though.
- Prolonged exposure to extreme hot or cold causes damage over time, scaling with the temperature.

For food and items:
- Heat causes food (especially meat) to spoil more quickly, until it reaches a certain point where...
- Extreme heat (250f+) can cook meat, making it more appetizing to colonists but also taking longer to cook. The hotter a room is, the faster it will cook.
- Cloth and textiles can catch on fire. This includes worn clothes.

Other:
- There is a chance for plants and trees to catch on fire when it gets hot enough.
#6
Help / Can you limit the stuff options?
October 07, 2014, 04:37:46 PM
If you make something use the Stuff system, can you limit it to using only certain materials? Like not being able to make it out of plastisteel or uranium even if those are available?
#7
Outdated / [MOD] (Alpha 7) More Hydroponics Basins 1.1
October 07, 2014, 09:22:36 AM
Nothing fancy, I just like options. Adds three extra hydroponics basin sizes at 1x1, 1x2, and 1x3.
UPDATE: Added three extra, at 2x2, 2x3, and 2x4.

#8
Help / Ship parts not counting as ship parts
October 04, 2014, 05:26:35 AM
I'm making some more ship pieces, but when I place them in-game they don't seem to count. If you have just the modded ones, they're not recognized as proper parts. I also made another ship beam, but it isn't can't be used for cryptosleep pods. I checked the C# source, and that I saw (I really know nothing about C# so I'm probably missing it), it just gets all the blocks adjacent to the core that count as ship parts, so I'm not sure why this isn't working. Anyone else got an idea? Are ships parts just not moddable or something yet?
#9
Shipyard - More parts for your ship!


Put those left over resources to good use and spice up your ship design!
      
This mod adds a few blocks specifically for making ships look better.
Current features:

  • Smaller thruster!
  • Another Cryptosleep pod! Has the interaction square on the other side, for symmetrical ship designs

Hopeful features:

  • Wall blocks!
  • Corners!
  • Steeper corners!
  • Cockpit! Uses an AI core. No more need to dangle one off your back end!
  • Smaller Reactors!

Bugs:

  • Added parts don't count as launchable ship parts. If you have just the modded parts on a ship, you cannot launch. I have no idea how to fix this at the moment.

[attachment deleted by admin: too old]
#10
Help / Error loading textures
October 02, 2014, 12:40:47 PM
Made a thing, and when I load it up the icon is a big pink X and when placed it's just a pink square. Tried using images from other mods and the core, still errors.
Console gives this:
Failed to find any texture while constructing Graphic_Multi(initPath=Shipyard/ShipEngine_back, color=RGBA(0.500, 1.000, 0.600, 0.400), colorTwo=RGBA(0.500, 1.000, 0.600, 0.400))
Failed to find any texture while constructing Graphic_Multi(initPath=Shipyard/ShipEngine_back, color=RGBA(1.000, 1.000, 1.000, 0.400), colorTwo=RGBA(1.000, 1.000, 1.000, 0.400))


EDIT: Nevermind, solved it. Was using graphicMulti in the XML when i should have used graphicSingle.
#11
Outdated / [MOD] (Alpha 7) Natural Terrain Flooring
October 02, 2014, 03:24:24 AM
A couple mostly aesthetic mods for small things that annoyed me and that I can fix.

Natural Terrain Flooring


Adds the natural terrain as a flooring option. Allows you to build floors made of sand, soil, gravel, stone, and mud. They're like normal terrain, so you can farm on the soil, and even make smooth stone floors over the rough stone floor. Takes 10 stone per square, but 15 for the rough stone flooring.

Also adds water options, allowing you to make your own lake! Deep water works slightly different than vanilla, allowing mobs to swim through it at 15% of their normal speed. Building these takes a bit more, with 25 stone and 5 metal for shallow water, and 50 stone and 10 metal for deep water.

Natural Terrain Flooring
A7 1.2

  • Made vanilla deep water to be swimmable, at 15% normal speed
  • Made deep and shallow water build-onable, so now you can have a house on the lake!
  • Made mud build-onable.
  • Added restricters to most of the vanilla buildings. This means you can't build solar panels or batteries in the middle of deep water. This may be overrided by other mods that change the vanilla stuff, I'm not sure.

#12
Help / Vanilla terrain/structure texture locations
September 28, 2014, 03:21:30 PM
I looked in the core dump that's pinned, as well as the game files itself but I can't find the vanilla textures for stuff like walls or the ground. Where would those be located?