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Topics - Cala13er

#1
Outdated / [B18] PopCap+ V1.3
November 19, 2017, 09:31:42 AM
PopCap+ v1.3



Description:
PopCap+ increases the total population cap to around 250 colonists, although levels off a bit for an average of 32.

With a download option for sped up colonist chances.
BEWARE THAT EXTREME COLONIST AMOUNTS MAY REDUCE PERFORMANCE OR EFFECT GAME BALANCE.

Mod Team:
Download:
PopCap+ v1.3 - Mediafire
PopCap++ v1.3 - Mediafire - Also increases the chances of getting new colonists.

How to install:
  • Unzip the contents and place them in your RimWorld/Mods folder.
  • Activate the mod in the mod menu in the game.
Credit:
  • ItchyFlea - For making original mod, I only update it.
Changelog:
V1.3:
  • Updates the mod to RimWorld Beta 18
  • Adds an additional choice of having increased colonist gain chances
V1.2:
  • Updates the mod to RimWorld Alpha 12
V1.1:
  • Updates the mod to RimWorld Alpha 3F
  • Adds a new Storyteller AI that never has raiders appear. Called Phoebe Friendly+. She's found at the bottom of the list of storytellers.
#2
Unfinished / [WIP] Industrial Rim 2
September 07, 2017, 04:37:59 AM


    Industrial Rim 2



    Google docs for Industrial Rim (Incomplete) - https://docs.google.com/spreadsheets/d/1MVga8vGyC85SQ0uvATT81p4DS11P3NJ3n0Is468JyDs/edit?usp=sharing

    Description:
    Hello, welcome to Industrial Rims 2 unfinished mod post, this post is to announce the return of the Industrial Rim mod which got a lot of attention back in Alpha 2/3/5. Due to the amazing evolution of RimWorld, a few things in the old mod will not return. But expect most of it to return. Industrial Rim is returning as a modular mod. Meaning split up into parts. Starting with the core features and then a wing of other optional mods that will extend your Industrial Rim experience. Industrial Rim is now taking a whole new path this time round. Hoping to be far better than the poorly put together past versions.

    The mod has a long way to go, and a lot of planned features.

    Split into these modules :

    Core - Basic Industrial Rim features, does not offer the full Industrial Rim Experience.
    PowerGen Add-On - Allow for more power generation methods like nuclear, hydro and more along with more power options.
    Industries Add-on - Late game based Add-On, will allow you to mass produce low end products to sell at wholesale prices!
    Armory Add-On - This is something I made for the pure adaptation to the increasing difficulty overtime.
    Circuitry Add-On - Adds complicated wiring and logical options to achieve certain designs based on factorio
    Steam Economy Add-On - Based on factories steam system. This adds a huge bonus to having rivers.
    And more modules to come as planned. For more features please see the google docs spreadsheet at the top of this post.


    My tutorials from Alpha 3 LOL :
    I watched these and cringed.
    https://www.youtube.com/watch?v=yvAfLnPJAaM
    https://www.youtube.com/watch?v=ZkVucz5O4kc

    Mod Team:

    Contributors - WorldOfIllusion, Mrofa, Nackblad and Hancake

    Notes:
    N/A

    Playthroughs from back in Alpha 3 :
    RimWorld Alpha 3 Industrial RIM Update v1.1.2 by Viper2350

    RimWorld Alpha 3 Industrial RIM -- Part 1 -- Lets Take A Look by Viper2350
    RimWorld Alpha 3 Industrial RIM -- Part 2 -- Minigun by Viper2350

    Modded Rimworld - Industrial Rim Ep 1 - New Metal, Manufacturing & Buildings by Gaming with Ryan
    Modded Rimworld - Industrial Rim Ep 2 - steel manufacturing by Gaming with Ryan
    Modded Rimworld - Industrial Rim Ep 3 - Lets try this again by Gaming with Ryan
    Modded Rimworld - Industrial Rim Ep 4 - Setting Up Automated Mining by Gaming with Ryan
    Modded Rimworld - Industrial Rim Ep 5 - Troubles With Steel Manufacting by Gaming with Ryan[/list]
    #3
    Hey guys, So I've been gone since alpha 5 and most people know me from how big Industrial Rim got in alpha 2 and 3. I'm just wondering If I should bother bringing the mod back slowly? Since I lost everything, I would have to start again. Or is there a mod that now covers what Industrial Rim did? I'm not sure. Vote in the poll.

    I've been gone for ages, but I've been learning C# and Lua coding and now know a LOT more than I use to which will allow me to make it smoother and better than before. And know this would not start till next alpha.

    For those who haven't heard of Industrial Rim, find it here
    #4
    I asked the same thing a while ago, and I got an email that someone had replied but the topic disappeared. So never saw the answer :/
    #5
    Honestly have no clue with this one but is there a way within dll to get the rotation of another object? For example,

    I want my nuclear Reactor to only use resources from an adjacent hopper that is facing towards it. How would I go about doing this?
    #6
    Help / [B18] PopCap+ (v1.3, 19/11/2017)
    July 17, 2014, 09:08:02 AM
    PopCap+ v1.2



    Description:
    PopCap+ increases the total population cap to around 250 colonists, although levels off a bit for an average of 32.

    With a download option for sped up colonist chances.
    BEWARE THAT EXTREME COLONIST AMOUNTS MAY REDUCE PERFORMANCE OR EFFECT GAME BALANCE.

    Mod Team:
    Download:
    PopCap+ v1.3 - Mediafire
    PopCap++ v1.3 - Mediafire - Also increases the chances of getting new colonists.

    How to install:
    • Unzip the contents and place them in your RimWorld/Mods folder.
    • Activate the mod in the mod menu in the game.
    Credit:
    • ItchyFlea - For making original mod, I only update it.
    Changelog:
    V1.3:
    • Updates the mod to RimWorld Beta 18
    [li]Adds an additional choice of having increased colonist gain chances[/li][/list]
    V1.2:
    • Updates the mod to RimWorld Alpha 12
    V1.1:
    • Updates the mod to RimWorld Alpha 3F
    • Adds a new Storyteller AI that never has raiders appear. Called Phoebe Friendly+. She's found at the bottom of the list of storytellers.
    #7
    I'm looking to release translated versions of industrial Rim. If you're interested that would be great.
    #8
    Turrets Use Shells

    Description:
    To add a bit of realism to the game of RimWorld, this mod makes turrets require shells to fire. (1 shell per bullet)

    Changelog

    //Version 0.2
    --> Extra XML code to define what resource it uses
    --> Extra XML code to define what the storage unit is called that will hold the resources
    --> Extra XML code to define the search radius for the resources and storage unit.

    //Version 0.1
    --> Turrets now use shells for every 1 shot.
    --> WeaponLoader (Hopper) which allows shells to be placed in them, turrets require a "WeaponLoader" with "Shells" iinside it for it to work.
    --> Bullet consumption is now decided by the "burstShotCount" verb found in the xml def therefore can be easily used by modders!

    Planned:

    • Way to craft shells
    • Turret that uses metal to shoot
    • Mod re-name (Too match all future content)
    Mod Team:
    For Developers, to use this mod:
    I am more than happy to have people use this mod within theirs as long as credit is given and I am notified about it's use, same rules apply for modpacks.

    As of v0.2, turrets now include 3 extra XML lines where you can tell it what resources it uses, what's the name of the hopper/storage that will be holding those resources and what radius it searches for the storage containing the resources.

    Downloads:
    #9
      MapGen+

      Description:
      This mod aims to give you new feels to RimWorld, converting the sandy and earth feeling to extreme living conditions such as Lava planets (Please note this is a work in progress, Lava Planet does not change much of the core game). Giving you new experiences on new planets! (This mod DOES NOT give you the ability to travel to other planets, just spawns you on a differently textured and generated map)

      RimEarth has evolved, and now it is time to colonize other planets with the best 3! A company on RimEarth has recently developed technology that allows colonists to genetically adapt to extreme weather and living conditions. And 3 unlucky chosen ones have been shipped of from RimEarth to other planets in the galaxy to colonize it. However only you can write the rest of the story!

      This project NEEDS testers :

      If you're interested in this mod and want to test early releases it would really help! Absolutely any one qualifies for this tester position! Just reply or PM me, much appreciated :)

      Changelog

      [/list]
      //Version 0.2
      ---> Snowy Worlds Release

      //Version 0.1 (literally took me 10 minutes to make this mod)
      ---> Lava Worlds Release

      Mod Team:

      Your planet ideas?:
      Well, I can't think of planets forever, I need your planet suggestions and ideas! Credit will be given.



      Lava Worlds (v0.1)


      Description:
      Changes the map generator and core textures to look like a lava planet:
      Lava Worlds - The typical Lava World generator.

      Features:
      ---> Inability to build on Lava Rock without researching the ability first.

      Downloads:
      ScreenShots:


      Snow Worlds (v0.2)


      Description:
      Changes the map generator and core textures to look like a snowy planet:
      Snowy Worlds - The typical Snowy World generator.

      Downloads:
      Screenshots:
      #10

      This Testboard:
      This is the Testboard for upcoming modpack, RimTechnic. This topic will be the main base of RimTechnic Testers recruitment.

      As a tester you are recommended to press on the notify button to get a update from this topic when something happen.

      The latest devbuild is sent via PM to your forum account and a notification is also added here.
      You are free to talk, write, take screenshots and make videos about the content in the dev build unless something else is said in the PM.

      Tester Recruitment :
      We need testers to make sure the modpack is nicely balanced and fitted. And to make sure there are no bugs, problems or any other issues which I would have to see fixed/changed.

      Unlike Industrial RIM testing, there are far more development builds and far more test versions. Testers will have access to every single one.

      As a tester you are

      • Sent a download link to all test and development versions
      • NOT allowed to give other people the download link
      • Required to be active on the forums (I will be checking)
      • Required to be able to give a good few hours into playing the modpack
      • Allowed to do videos and/or give away spoilers of test and development versions as you wish

      If you're interested please pm me or reply to this topic! Thank you :)

      Testers :

      • Haplo
      • Blackjack1000K
      • dannyepsin

      Mods Included?
      -->Industrial RIM (This is a currently un-released version of IR)
      -->Better Power + (That's right! Better Power + along with IR, Architect gave me permission to make compatibility, And it's exclusive to this modpack!)
      -->PagedArchitect (Custom v0.6 Build) - An exclusive version of paged architect for this modpack only. By pawnstorm.
      -->More Floors! - (With extra exclusive flooring by abcdef) by abcdef
      -->Turret Package - (Removes Industrial Rims turrets, apart from exclusive Shotgun Turret) by kilroy232
      -->MGS:Peace Walker Weapon pack by Blackjack1000K
      -->Wood Economy by ItchyFlea
      -->Power Switch by Haplo
      -->Clutter by mrofa
      -->GlassWorks II by ITOS
      -->E-Furniture by Evul
      -->Sand Lizards by Alex26
      -->E-Vehicles by Evul
      -->Auto-Rotating Hoppers by WorldOfIllusion
      -->Project Armory by Evul
      -->Atomic Power by Psyckosama (With minor power tweaks)
      -->Modular Solar Panels by Kirid
      -->Resource Kompression by Nasikabatrachus (Fixed up by mrofa)
      -->Workplaces by Haplo
      -->Extra Research Tables by Kirid
      -->PopCap + by ItchyFlea (Modified)
      -->Target Practice by ItchyFlea
      -->Small Walls by Kirid
      -->Animal rugs by ItchyFlea
      -->Synthmeat by Psyckosama
      -->Flagpoles by joshwoo69
      -->Auto-Home Region by pawnstorm
      -->Auto-Hunt by pawnstorm
      -->GrimRim by Hari Seldon
      -->Muffalo Breeding by bleedo
      #11
      Unfinished / [MODPACK] (Unfinished) RIM Technic
      May 07, 2014, 07:57:01 PM


      Hello there!
      Hey guys, just thought I would let you know about a modpack I've been working on for some while now! And I've been asked about it. Here's a brief look into what is to be expected.

      What's with the minecraft technic copy name? :P
      Actually, This modpack's name was not inspired by Minecraft Technic, but actually the Lego Technic series. I was a huge fan of what Lego Technic came out with and was always fascinated with every purchase :) (Of course when I was young, I don't follow lego anymore :( sad times.)

      Mods Included?

      • Industrial RIM (This is a currently un-released version of IR)
      • Better Power + (That's right! Better Power + along with IR, Architect gave me permission to make compatibility, And it's exclusive to this modpack!)
      • PagedArchitect (Custom v0.6 Build) - An exclusive version of paged architect for this modpack only. By pawnstorm.
      • More Floors! - (With extra exclusive flooring by abcdef) by abcdef
      • Turret Package - (Removes Industrial Rims turrets, apart from exclusive Shotgun Turret) by kilroy232
      • MGS:Peace Walker Weapon pack by Blackjack1000K
      • Wood Economy by ItchyFlea
      • Power Switch by Haplo
      • Clutter by mrofa
      • GlassWorks II by ITOS
      • E-Furniture by Evul
      • Sand Lizards by Alex26
      • E-Vehicles by Evul
      • Auto-Rotating Hoppers by WorldOfIllusion
      • Project Armory by Evul
      • Atomic Power by Psyckosama (With minor power tweaks)
      • Modular Solar Panels by Kirid
      • Resource Kompression by Nasikabatrachus (Fixed up by mrofa)
      • Workplaces by Haplo
      • Extra Research Tables by Kirid
      • PopCap + by ItchyFlea (Modified)
      • Target Practice by ItchyFlea
      • Small Walls by Kirid
      • Animal rugs by ItchyFlea
      • Synthmeat by Psyckosama
      • Flagpoles by joshwoo69

      Mods to be included soon

      • Auto-Home Region by pawnstorm
      • Auto-Hunt by pawnstorm
      • GrimRim by Hari Seldon
      • Muffalo Breeding by bleedo

      COMING SOON!!!
      #12
        Start With more Colonists Mod

        THIS MOD IS DISCONTINUED

        Description:
        As this has been requested many times by many different people, I thought I would make it. This mod gives you the ability to spawn with more than 3 colonists.

        The extra colonists will spawn around the edge of the map as their pods landed in different locations to the main 3. ALL extra colonists will spawn with a gun equip.

        ChangeLog :
        //v1.1
        --> Now spawns more beds to match the amount of colonists.
        --> Now spawns more food depending on the amount of colonists.
        --> Start with 6 colonists now changes stockpiles to 7 by 7 instead of 5 by 5 (Personal preference)

        Downloads:
        Old Versions:

        Request another version:
        If you want more colonists just comment below how many colonists you want and I'll make it :)

        [/list]
        #13
        Help / RimWorld can't load Class?
        May 05, 2014, 04:02:26 PM
        So I've been trying to get Map Generator to use my custom Genner_ColonistsX. But I keep getting the same error.
        "Could not load class MapStartEdit.Genner_ColonistsX from node <li Class="MapStartEdit.Genner_ColonistsX"></li>"


        namespace MapStartEdit
        {
            public class Genner_ColonistsX : Genner
            {
            }
        }


        Any ideas?

        Thanks, Calum.
        #14
        Off-Topic / Anyone got Planetary Annihilation?
        April 18, 2014, 03:06:42 AM
        Just wondering cause I need some peeps to play on it with!
        #15
        Mods / Industrial RIM Tester Recruitment'
        April 11, 2014, 09:39:24 AM
        Hello guys and gals,

        I'm Cala13er (Calum). Owner and "Developer" of the Industrial RIM Mod, And soon Weapons Plus. I have recently finished Industrial RIM for Alpha 3 (Finally) and that last step is to make sure it is up to scratch, has no balance problems etc...

        We need you testers to identify bugs, balance issues, problems etc so I don't end up finding about them after the release.

        Testers will get all development builds of Industrial RIM And Weapons PLUS and any other mods if I choose to make some more (Highly unlikely right now)

        If you are interested please pm me or reply to this post!
        #16
        Mods / NEED YOUR IDEAS for Industrial RIM Alpha 3!
        April 07, 2014, 04:16:24 AM
        Hello, Recently my ideas for Industrial RIM has hit a small point.

        So to keep Industrial RIM updates coming I need your ideas for what I could add!

        Has to be based on Industrial like, so don't suggest furniture or floorings (weapons and defence are allowed)

        Looking forward to what you guys can come up with. Thanks, Calum.
        #17
        Outdated / [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
        March 17, 2014, 05:16:58 PM
        Main NEWS

        • Coal poll verdict : Coal will be a very important resource early game, and slowly become less useful. - Won with 78 votes to 24
        • Ore poll verdict : Ores will remain however I will be working hard on balancing it for v1.2.0! - Won with 55 votes.
        • Research poll verdict : Research will be a tech tree, sharing similar paths to The Civilization game series. - Won with 35 votes.
        • In-Depth research poll verdict : Vanilla game items/buildings will be part of the research system - Won with 30 votes to 15



        Banner by Blackjack1000K
        Current Version : Industrial RIM v1.1.2 - The Fix Update



        Description:
        Hello, Welcome to the Industrial RIM mod forum post. This mod aims to bring you many industrial like features such as conveyor belts, power plants, industrial hoppers etc... aswell as some non-industrial like features. I hope you enjoy.

        Industrial Rim is designed as a standalone mod, meaning compatibility with other mods is not at all a priority, we do not aim to be compatible with any mods. However if you find that this mod is in-compatible with a mod that would otherwise work well alongside Industrial Rim, pm me and I will look into it.

        My tutorials :
        https://www.youtube.com/watch?v=yvAfLnPJAaM
        https://www.youtube.com/watch?v=ZkVucz5O4kc

        Features:
        The layout is a similar copy of Architects layout for BetterPower+ as I do prefer the way he has layed his topic out. So thanks to Architect :)

        >> Industrial RIM
        >>> Conveyor Belts
        >>> Mining Drills
        >>> Smelters
        >>> Nuclear Energy
        >>> Coal Burning
        >>> Water Energy
        >>> Many methods of power usage
        >>> Carpets

        Full list of features (As of v1.0.0) :

        -> Industrial RIM
        ---> Conveyor Belts
        ---> Conveyor Belt Splitters
        ---> Conveyor Belt Turns
        ---> Nuclear Reactor
        ---> Coal Power Plant
        ---> Water Power Plant
        ---> Water Storage Pool
        ---> Industrial Hoppers
        ---> Coal Mining Drill
        ---> Copper Mining Drill
        ---> Iron Mining Drill
        ---> Wind Turbine
        ---> Nano-Antenna Solar Panel
        ---> Electric Energy Accumulators
        ---> Reinforced Power Conduits
        ---> Advanced Battery
        ---> Large Battery
        ---> Coal
        ---> Copper Ingots
        ---> Walls with installed lights
        ---> Walls with installed red lights
        ---> Walls with installed blue lights
        ---> Blue Bright Lamps
        ---> Red Bright Lamps
        ---> Random animal death incident
        ---> Gold carpet
        ---> Lime carpet
        ---> Pink carpet
        ---> Purple carpet
        ---> Stone Wall with copper wiring


        Change log:

        //Version 1.1.2
        --- Nuclear Waste Removed
        --- Sludge Waste Removed

        //Version 1.1.1
        --- Colonists can no longer walk over conveyor belts due to footprint error

        //Version 1.1.0 - The Fix Update
        --- Added HighTechBattery C# class - High Tech Battery now uses this instead of original battery class
        --- Added (Clockwise) Curve Conveyor Belt to make conveyor assemblies look nicer
        --- Added (Anti-Clocksie) Curve conveyor Belt to make conveyor assemblies look nicer
        --- Added Nuclear Waste (Request and Idea by dannyepsin)
        --- Added Sludge (Request and Idea by dannyepsin)
        --- Colonists can now walk on ConveyorBelts
        --- Conveyor Belts will now forbid any item on the conveyor belt that is not already.
        --- Coal and Uranium consumption adjusted
        --- Coal Power Plants now create sludge as a by-product of waste (Request and Idea by dannyepsin)
        --- Nuclear Power Plants now create nuclear waste as a by-product of energy (Request and idea by dannyepsin)
        --- Nuclear Power Plants now consume less Uranium
        --- Nuclear Waste now glows green for 50,000 ticks then glow disappears
        --- Uranium lasts longer in Nuclear Power Plants
        --- Uranium Efficiency 1 & 2 now affects how long uranium lasts as well as consumption.
        --- Nuclear Power Plants power output lowered
        --- Raw Titanium and Raw Copper now spawn less on the map
        --- Copper Ingots now spawn on map start
        --- Metal walls with green lighting
        --- Alloy Smelter now gives of orange glow when powered
        --- Raw Metal Smelter now gives of orange glow when powered
        --- Fixed problem where mines would stop working after research
        --- Removed - Faster conveyor belts research
        --- Conveyor belts are now faster by default
        --- Industrial Traders now buy and sell Coal
        --- Industrial Traders now buy and sell Titanium
        --- Industrial Traders now buy and sell Copper Ingots
        --- Industrial Traders now buy and sell Carbon
        --- Titanium Spawn ALOT less frequently
        --- Titanium slightly made more useful
        --- Copper Spawns less
        --- Metal Spawns more
        --- Heavy Turret undergone balance fixes
        --- ShotGun Turret undergone balance fixes
        --- Sniper Turret undergone balance fixes
        --- Solar Panels now need researching
        --- Conveyor Belts now need researching
        --- Coal Power Plants now need researching
        --- Almost everything now needs researching :P
        --- Industrial Hoppers now allow food to be placed in them
        --- Industrial Hoppers have critical importance by default
        --- Industrial Hoppers have nothing allowed by default
        --- Research - Solar Panels require research "Solar Technology"
        --- Research - Underground mines require research "Underground Mining"
        --- Research - Conveyor Belts require research "Conveyor Belts"
        --- Research - Hydro Plants, Pools, Accelerators, Turbines require research "Hydro Power Creation"
        --- Research - Coal Power Plants require research "Coal Power Plants"
        --- Research - Smelters require research "Smelting"
        --- Textures - New Conveyor Belt Texture (By Blackjack1000K)
        --- Textures - New Conveyor Belt Splitter Texture (By Blackjack1000K)
        --- Textures - New Steel Plate Texture (By Blackjack1000K)
        --- Textures - New Mines Texture (By Blackjack1000K)
        --- Textures - New Wind Turbine Texture (By Blackjack1000K)
        --- Textures - New Smelter Texture (By Blackjack1000K)
        --- Textures - New Industrial Hopper Texture (By Blackjack1000K)

        // Version 1.0.0
        --- Added - Steel
        --- Added - Refined Iron
        --- Added - Iron Ore
        --- Added - Copper Ore
        --- Added - Copper Ingots
        --- Added - Coal
        --- Added - Carbon
        --- Added - Underground Carbon Mine
        --- Added - Underground Iron Mine
        --- Added - Underground Coal Mine
        --- Added - Conveyor Belts
        --- Added - Conveyor Belt splitters
        --- Added - Nuclear Power Plant
        --- Added - Coal Power Plant
        --- Added - Nano-Antenna Solar Panel
        --- Added - Hydro Plant
        --- Added - Hydro Advanced Turbine
        --- Added - Hydro Accelerator
        --- Added - Hydro Pool
        --- Added - Windfarm
        --- Added - Advanced Battery
        --- Added - Energy Accumulator
        --- Added - Large Battery
        --- Added - Alloy Smelter
        --- Added - Raw Metal Smelter
        --- Added - Red Sun Lamp
        --- Added - Blue Sun Lamp
        --- Added - Walls with Lights
        --- Added - Walls with Blue Lights
        --- Added - Walls with Red lights
        --- New Research - Power Storage 2
        --- New Research - Power Storage 3
        --- New Research - Nano-Antenna Technology
        --- New Research - Nuclear Technology
        --- New Research - Advanced Coal Mining
        --- New Research - Pneumatic Drills
        --- New Research - Uranium Efficiency
        --- New Research - Uranium Efficiency 2
        --- New Research - Conveyor Belt Speed
        --- New Research - Coal Efficiency
        --- New Research - Hydro Intensity
        --- New Research - Advanced Iron Mining
        --- Terrain Gen - Copper
        --- Terrain Gen - Titanium
        --- Scatter - Copper Ingots
        --- Recipe - SlagDebrisExtraction (Slag to metal)
        --- Incidents - Random Animal Death
        --- Story Tellers - All allow up to 500 colonists critical


        Mod Team:

        Need texture artists.

        Contributors - WorldOfIllusion, Blackjack1000K

        Tester Team :
        Credit :

             
        • To Hancake for the texture she has provided for me :) . (Nuclear Power Plant)
        • To Architect for help on the original conveyor belts*
        My mod Team is open, and if you would like to join. All you need is basic C# knowledge along with the full knowledge of XML modding (RimWorld based only) and I'll take you in. Just pop us a pm if interested. I'm open arms :)



        Notes:
        N/A

        Playthroughs!!! :
        RimWorld Alpha 3 Industrial RIM Update v1.1.2 by Viper2350

        RimWorld Alpha 3 Industrial RIM -- Part 1 -- Lets Take A Look by Viper2350
        RimWorld Alpha 3 Industrial RIM -- Part 2 -- Minigun by Viper2350

        Modded Rimworld - Industrial Rim Ep 1 - New Metal, Manufacturing & Buildings by Gaming with Ryan
        Modded Rimworld - Industrial Rim Ep 2 - steel manufacturing by Gaming with Ryan
        Modded Rimworld - Industrial Rim Ep 3 - Lets try this again by Gaming with Ryan
        Modded Rimworld - Industrial Rim Ep 4 - Setting Up Automated Mining by Gaming with Ryan
        Modded Rimworld - Industrial Rim Ep 5 - Troubles With Steel Manufacting by Gaming with Ryan

        Recommended Mods :

        SHOW YOUR SUPPORT OF INDUSTRIAL RIM:

        If you want to show your support of Industrial RIM, add this to your signature!



        [/list]
        [url=http://ludeon.com/forums/index.php?topic=2598.0] [img]http://i1084.photobucket.com/albums/j408/calumrules/industrial_rim_forum_signature__not_by_me__by_blackjack1000k-d7f3hot.jpg[/img][/url]





        [url=http://ludeon.com/forums/index.php?topic=2598.0] [img]http://i1084.photobucket.com/albums/j408/calumrules/industrial_rim_banner_by_blackjack1000k-d7eipw9.png[/img][/url]


        Download Links:

        Donations! (I know it sounds cheap but I'm not forcing you to)
        Every little helps.

        If you do happen to donate! You get versions like my testers do, You get to choose your own feature for me to add for the next update, and a very special thanks from me (wish I could offer more but i'm out of ideas :P. (Must be industrial and not based on weapons like most suggestions are).
        #18
        Industrial RIM : http://ludeon.com/forums/index.php?topic=2327.0

        I'm looking for some graphics/texture artists for my upcoming Industrial RIM Mod. Most textures/graphics are already done. But upcoming features of the Industrial RIM mod will require better textures than what I can deliver.

        If you want you can become part of my mod team!

        If you're interest PM me or reply to this and I'll get back to you as soon as possible!

        Thanks,
        Calum
        #19
        Cala13er's RimCraft Texture Pack V0.1
        The idea of this texture pack came to me whilst I was playing Minecraft with a 64*64 texture pack. I remembered that a tile in RimWorld was 64*64 and decided that I would make a Minecraft texture pack! Seeing as I made a 64*64 texture pack of minecraft that featured all the Minecraft default textures in a higher resolution (32*32, 64*64, 128*128, 256*256 and I attempted a 512 by 512 Version but gave up.)

        I have got a lot more textures however have not implemented them in this version of the texture pack due to incompatibility issues.

        Textures included up to date (In-Game name - Minecraft texture used)
        Soil - Dirt Texture
        Rough Stone - Smooth Stone Texture
        Rough Hewn Rock - Cobblestone Texture
        Carpets - Appropriate Color Textures
        Gravel - Gravel Texture
        Sand - Sand Texture
        Metal Tiles - Iron Block Texture
        Paved Tiles - Half Block Full Texture
        And a few more...



        How to Install:
        1. Make a back-up of your resources.assets file found in RimWorld/RimWorld(Version)Win_Data.
        2. Move the resources.realism.assets into Rimworld and rename it "resources.assets"

        Downloads:
        Cala13er's RimCraft Texture Pack V0.1 (MediaFire) - http://www.mediafire.com/download/hv93h2ka6o7ad9y/resources.minecraft.assets
        Cala13er's RimCraft Texture Pack V0.1 (DropBox) - Coming Soon
        Cala13er's RimCraft Texture Pack V0.1 (Box) - https://app.box.com/s/qt5q6yuxk5dw7j8sx0cj
        #20
        Outdated / [A12d] Cala13er's Realism Texture Pack (v.0.2)
        February 02, 2014, 10:08:20 AM
        Cala13er's Realism Texture Pack V0.2
        Note that this Texture pack is made for Rimworld Alpha 12.

        This Texture pack is currently only a start, only main textures have been changed.

        This aims to give you the most visually stunning RimWorld experience I can offer. Textures are incomplete, and I couldn't emphasis that enough! And the pack is no where near complete.

        This Pack currently includes new:
        Blue, Red & Green Carpets, Dirt, Sand, Rough Stone, Rough Hewn Stone, Metal Tiles, Paved Tiles, Smooth Stone.

        Textures I have made but not included in this texture pack are :
        Solar Panel, Battery, Bed, Chair, Table, Nutrient Paste Dispenser, Equipment Rack, Communications Table, Standing Lamp, Sun Lamp, Research Table, Food, Metal and Silver and many, many more!

        I plan on adding these textures to future Versions of this texture pack.



        How To Install:

        1. Extract the zip file contents into your mods folder.
        2. Activate the mod in your in-game mods menu.

        Downloads
        Download removed until textures are fixed