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Topics - apljee

#1
Help / Apparel textures not being registered entirely?
January 27, 2020, 11:45:35 AM
Hello. I've recently been working on a mod that adds some new content to the game. One of these new items is an apparel item called the loincloth. The texture path is Things/Pawn/Humanlike/Apparel/BR_Loincloth/BR_Loincloth and the original texture shows up in game (ie. when it's on the ground or something) but it is not properly displaying on pawns, as I get the following error:



For reference, here is a picture of the folder with the textures in it:



And here is a picture of my code, where the textures are referenced.



Any help on this matter would be appreciated, I'm not sure what I've done wrong and short of redoing the file I don't exactly know what I could do that might possibly fix it. Thanks
#2
Unfinished / [A16] The Great War
December 25, 2016, 02:38:44 PM
The Great War

Description:
The Great War mod aims to add in a lot of content that comes from The Great War, otherwise known as World War One.

Features
For a full list of features, you can go to this link and you will be able to view the progress on weapons we've got done.

We also plan in adding actual factions in game to compliment their weaponry.

Credits
apljee (coding and some textures)
Yorshrun (helping with textures)
ShInZy (template for clothing)
Download
Not yet

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
#3
Help / the ol' reverse-shield-a-roo?
December 20, 2016, 10:12:45 PM
is it possible to reverse the qualities of a shield and make it so that the shield can block melee attacks but not ranged ones (or, preferably, block ranged ones but not quite as good)

or are shields already like that (aside from the blocking ranged stuff)

idk

thanks for any help
#4
Unfinished / STARWARS MOD FILES, I'M LEAVING [ALPHA 12]
November 22, 2015, 12:26:58 AM
I'm quitting modding! Maybe not forever, but until I am either good enough to finish a project or willing to stay committed enough to finishing a project. Irregardless, here was was my last project that I was working on. It was a Star Wars: The Clone Wars mod for Alpha 12. Unfinished, of course - Please give me credit if anyone decides to finish the mod and/or use any of the textures.

Please know, not much of the mod is finished and there are a lot of features that I never really got around to adding, so don't bother trying to play it or test it, because you'll just get a shit ton of errors and no Star Wars content. (I used Project: Haloverse as a base, there might be some files left over, I'm a bit rusty in terms of the modding scenario, but afaik there aren't any Haloverse files, but there is 3 images. Two apples, and a thread necromancy picture.)

Project: Republic. Goodbye, you guys.

Goodbye, you guys.
Goodbye, you guys. (Music, as the end credits roll up.)
#5
Unfinished / [A12d | WIP] Project: "Republic"
October 09, 2015, 05:51:46 PM
Project: "Republic"


Description:
From the creator of many shelfed mods such as: "Rim Wars: The Clone Wars", and "Project EONs", and the most famous: "Project EONS: The Shelfed Reboot of a Shelfed Project", brings you "Project: Republic" (Which isn't the name for the mod, if you can't obviously tell.) Some of you might be able to decode what it might be, but I wouldn't doubt that most of you won't because it's not a very revealing title. Project "Republic" (I'll simply refer to it as Republic from now on) will add new races, weapons (melee and ranged), events (possibly), factions, buildings (possibly), armours, and items.


Mod Team:

  • apljee - Lead Developer

- I am looking for more mod team members. If you are interested in joining please message me and I will give you a vague outline of what will be. I would hope that I can trust everyone here not to release everything before it's done, because it seems my big issue with modding is that I lose focus on the actual modding and am more geared towards the forums. -


Download:
Unavaliable, as of right now. (Mod isn't ready.)


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


Screenshots:
- None yet! :)


Planned Features:
- Nothing for you to see here, as of now. Will be updated later.



Credit to Evul because I somewhat copied the layout of his "Project Sky" forum post, and the project part.
#6
Mods / Modding
June 28, 2015, 04:13:37 AM
Well, I'm thinking about getting back into modding. Soon I'm going to be learning C# and in 2 years (which is when the program becomes available for me at my school), I'll be taking Computer Science which is essentially just C# and Java programming, if you don't know what it is. Anyways, I find myself bored a lot and sometimes I think of project ideas for Rimworld mods.

TL;DR - I'm learning C# and Java soon (although JavaScript was already in ye olde noggine), and I'm bored a lot so I'm going to make another mod.

Here's some elaboration on the mods:

Colonial Era Mod:

- Esentially just a colonial era mod. You know all of those great powers during 1700's, 1800's, and early 1900's? This would add factions, weapons, and armours/clothings based off of those great powers. Countries like Britain, France, the Netherlands, Belgium, Portugal, Italy, and Spain would be the main focus of this. Possibly Denmark too.

WWII Weapons Pack:

- Pretty straight forward - just a weapons pack featuring various (and I mean VARIOUS) weapons from countries in WWII. Main focal points for specific countries' weapons would be USA, Britain, Germany, Japan, USSR, Italy, and possibly even China. I can't promise armours and factions because those are a lot more work but if possible it would be done.

apljee's Tech Overhaul:

- Overhauls the technology. However it doesn't do it in such a way like Project EONS (an old cancelled project) was supposed to, it would provide a more difficult start and possibly even late game (if more researches were to be added.) It wouldn't add new factions but it would add new buildings, items, resources, and possibly even weapons and armours.

Rim Wars: The Clone Wars

- A Star Wars overhaul mod that would add various things from the Star Wars universe that are derived from the Clone Wars era. Things such as the Old Republic faction, Jedi, Sith, the Confederacy of Independent Systems, lightsabers, armours, etc.

---

So, I hope you vote for the right one(s), as there is a max of 2 votes. I need to sleep now because it's 4:11 AM.

I'll check tomorrow!
Austin
#7
Mods / Project EONS: The Double-Shelf.
April 05, 2015, 10:36:00 PM
Hey, folks. This is more of a sad announcement (or at least, it's sad for me.) Project EONS will be shelfed again. Reasons are because no one was interested in contributing any art, no coding was being done, the file structure was messy AF, and it was just difficult to do anything when we didn't have anything to work in-sync from (we didn't have eachother on steam, skype, etc.)

Anyways, it has been double shelfed -- adapted after Kolljak, and then shelfed again after apljee.

Here's a brief timeline of Project EON's Lifespan:

March 08 (I think):
- Mod being worked on again!

March 09:
- Tech tree being rewritten

March 11:
- Some progress on stone age. Roughly 1/4 of weapons have been added.
- Need artist.

March 12:
- Compozitor joined the team. Art is great!

March 13:
- GorillaCZ joined the team. Hooray for C#!

March 15:
- Stone Age is roughly 75% complete.
- JuiceBox joined the team.

March 19:
- Stone Age roughly 85 complete. March break is beginning around this time.
- Adamiks joins the team.

March Break:
- Modders lose interest in the mod.
- A few people gain interest on the forums.
- Compozitor seems to be dead.

After March Break:
- No artist.
- No morale/inspiration/enthusiasm
- No work being done.
- Stone Age roughly 95% complete.
- Stone Age textures roughly 88% complete.
- Mod was going to be rewritten, shelved instead.


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


No need to fear! This time, I actually will be reworking a mod!  This new/old mod will actually be Rimwars: The Clone Wars redone! This mod will feature most of the features promised from the old rimwars mod that was previously cancelled due to a lack of interest but now I have gotten interested in it again after playing a few hours of starbound (inspiration! yeah!) and I will be doing this project again.

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

I can't promise that Project EONS will ever come back, but if I ever play Civ 5 again, I can promise you that I might gain inspiration, education, and more importantly, interest into doing the mod again. But at this time and place, Project EONS has been

SHELFED.
#8
Unfinished / Project EONS - New Thread!
April 03, 2015, 12:59:32 PM
Hey. This is the new, dumbed-down version of the Project EONS thread because right now I'm trying to keep it simple.

List of people confirmed to be helping with the mod:
- Me (apljee) - XML Coding, weapon art, C# (learning)
- blaze7736 - XML and C# coding
- JuiceBox - XML Coding
- KnucklyDuck (I think.) - XML Coding, C# (learning)

We need an artist at this point in time. Like... we need an artist. If you are interested please PM me or say something below.

Download will be posted in releases section when we are finished making the first build.

Signature thing to spread hype:


[url=https://ludeon.com/forums/index.php?action=post;msg=120953;topic=11948.0][img width=300 height=150]http://s12.postimg.org/b7ayyphjx/LOGO3_small.jpg[/img][/url]

List of things that we need, at this time:
-Watermill texture
-Primal clothes of all body types (leaf clothing, stuff like that)
-Cloth walls (leather with wood sticks basically, make the "leather" white so stuffcategories work)
-wooden gears (something like conduits but we have a special mechanic for this)
-basic cover(boulders, or something - some primitive cover
-bone and stone weapon tables


Thanks!
#9
Help / Learning C# -- Help?
March 30, 2015, 08:14:23 PM
I'm going to begin the dangerous journey into a deathly black pit that I call C#. (Atleast, that's what I imagine it to be like. I mean, CMD is black. Maybe there's a bunch of batch stelagmites that decorate the cave. Who knows?)

I have no idea where to start.
I also have no idea what I'm doing - I've looked through a few tutorials and I've also looked at the Rimworld code and it's basically jibberish to me. If I'm right, C# is vaguely similar to Java and I never even understood Java too well.

Anyway, all responses that pertain to the subject are welcome and appreciated. Thanks! :)
#10
Off-Topic / Project Terra?
March 27, 2015, 10:15:48 PM
Has anyone else played Project Terra? It's a browser-based nation simulator game. Here's a description from the website:

QuoteProject Terra is an advanced, complex, and free online nation simulation game that aims for total realism through continuous development and improvements. This game presents the player with thousands of options. Choose from among various government systems, which laws you wish to propose, a mega-city's worth of buildings to construct, what resources to trade (and which resources you will keep), all while managing your population and workforce, and building, researching, and deploying numerous military units. With over 50 complex, interactive nation variables allowing you to lead a revolution, form a new nation, and rule it as you choose! Create a leader and forge a powerful nation reflecting your goals and values, from a military superpower to an industrial powerhouse. Your population, resources, and income all grow in real time and make use of some advanced coding features. The best way to find out about the game is to register and play for free!


As of now, I've created a nation called Rimworld with the capital of We Landed. If anyone else wants to play with me, and possibly do some in-game stuff feel free to comment below, or just voice your opinion on the game and your thoughts about it.

-- If you want to register and start an alliance of the rimworlds, please go use one of the links below. If you use a link, please comment saying you've used it because each link can only be used once.

Link 1 - Link Taken by JuliaEllie
Link 2
Link 3
Link 4 - Link Taken by Latta
Link 5
#11
Help / I have a few bugs within my mod...
March 27, 2015, 04:25:30 PM
I have a few bugs within my mod, and I'm not sure what's causing them or how to fix them. (Some such as an error with researchPrerequisites seem more simple but I'm not sure.)

#12
Help / Changing the items pawns spawn with
March 27, 2015, 03:09:56 PM
I would like a simple guide on how to change the clothing and weapons that pawns start with. (colonists). If this is needed to be done in C# that is fine but XML is preferred. :)
#13
apljee's Simple Mods!

This is going to be a thread that will contain all of my simple mods, as I do more stuff in the future, right now it will only contain one (to a few) mods until I find more stuff that I feel like doing or am capable of doing (example, bone mod). I also may sometimes draw code from Project EONS so if you like what you see and don't hate shameless self-advertising, go ahead and download EONS when it's done.

aplTorches

aplTorches is basically just skullywag's Simple Torches - Temporary Light Source mod, but with my name, textures, and code on it. So, basically it's my own new mod! Needless to say, it adds in a new temporary light source, the torch, that will run out over time, but creates a beautiful setting.  8)

Download: Alpha 9, Version 1.2 Download
Changelog:
Version 1.2:
Lowered the cost of torches from 30 wood logs to 15 wood logs
Changed the altitude level from flooremplacement to waist.
Version 1.1:
Fixed the weird bug where it would appear to have a large campfire flame instead of just a torch texture.
Version 1.0:
Initial Release


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

Feel free to request some mods below, but keep them simple and doable. If it's not simple and doable, but I like it, I will probably try to do it an utterly fail but atleast I'll try. Thanks for reading. 8)[/code]
#14
Help / Unlocking VerbClasses with a researchMod?
March 26, 2015, 09:14:40 PM
I'm just wondering if it'd be possible to unlock a VerbClass for shooting a weapon in the game by using researchMod? (because as far as I know it's impossible to do without researchMod) I'll give you an example - I have a Cable-Backed Bow in my unfinished mod, and I'm looking to make it so that the fire arrow verbClass to shoot will unlock after the Fire Arrows research is unlocked.
#15
Help / Graphical Help?
March 24, 2015, 10:11:24 PM
This is more of a graphical help thread -- can anyone help me with getting some of the textures I've made to look more "vanillish"? I use paint.net and freehand draw. I'll take my golden sword for an unfinished mod texture, and I'm just looking for techniques to make it look more vanill-like.

#16
Off-Topic / Venator-Class Ship (MC)
March 24, 2015, 06:55:30 PM
Me an a pal from Sweden are making a Venator-Class Ship from Star Wars on Minecraft, we're wondering if anyone is interested in helping building because it's going fairly slow with a team of two people. This is a hamachi server, at the time. And yes, I know Minecraft isn't the best of games at this point in time but we're still interested in building this.

If you're interested, just tell me your IGN below and I'll give you the Hamachi IP and password.
#17
Ideas / Pages in Architect, or a scroll bar?
March 17, 2015, 12:35:57 PM
I'm looking for a rather simple suggestion, this one is similar to an old mod that was released around the time of alpha 3. I'm just looking for the addition of pages in the architect menu, because sometimes with a lot of mods (I always play with lots of mods for some reason, but I've been cutting down recently.) the UI gets cluttered and I only have access to 3/4 - 1/2 of the screen.

Another thing that would be useful would be a scrollbar for the categories. I know that not many mods do use this but I've tested adding more categories with Project EONS, and with about 3 new categories I can already tell that it could get very tall without more categories.

Simple enhancements is all I'm asking for. :)
#18
Ideas / Colonists --> Survivors/Citizens/Refugees
March 17, 2015, 12:23:56 AM
Can we be serious here? The game shouldn't be calling our space-crash survivors colonists. Colonists are where it's intended to build a city/town somewhere and live there - I think a better suited name would be survivors, citizens or refugees because colonist basically implies that it's intended that they were to crash and land on a Rimworld.
#19
Mods / Mod Recruitment Thread
March 16, 2015, 01:52:34 PM
MOD RECRUITMENT THREAD

- Looking for programmers, artists, or others to help with your mod?
- Can't find anyone?
- Are you a programmer, artist, or something else that's interested in helping with other people's mods?
- Can't find anyone?

Use this thread! Now, worth 3 pounds of leftover lasagnia, this thread can be used to find people who are interested in helping you with your mods, or vice-versa. Just post below saying you're interested in helping someone, or if you need help.

- Why?

Because topics about people needing programmers and artists generally get pushed to the back of the list, and it could be unfair for someone to have an incomplete mod because they can't find people that are interested in helping with their mod.

- Post format?

Pick it yourself. Just use a standardized "I am a programmer, looking for an artist for x mod." or something of the sort.

Cheers, happy finding people for your mods.
#20
Stories / Freddy
March 15, 2015, 01:56:54 PM
Freddy saved the colony. Picture this...

## I was using Progression Overhaul. ##

There was a siege from about 6-7 enemy pirates, and one of my colonists named Rigo was holding a sniper rifle, (they were my best shot, with about shooting 6) and I sent Rigo over with my other colonist, Holloway, who had a PDW. I sent them both in to attack. Rigo stayed a little far away, taking some random shots and I think he hit one person and caused him to bleed out. Holloway tried to take cover from close quarters, but he got bombarded with grenades and ended up losing an arm, and he got shot a bit in the leg so it took him quite a bit of time to get back to the home base (which was quite far away), but he managed to live. I sent Rigo a little bit closer, but he ended up getting shot a little bit, which was pretty bad so I sent him back to recover also.

Freddy was my last colonist remaining, he was a brawler with 12 melee and the plasteel knife you get at the start of the game. I sent him in towards the enemy, surrounded by an aura of glory, and he runs in and stabs the guy on the artillery cannon. Then, he turns and stabs another guy before he can even get his pistol out. The others are fleeing, and then freddy runs and stabs another guy who originally threw  the grenade at Holloway.

And that's how freddy saved my colony.