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Topics - Ded1

#1
Mods / Mod Request: Sayan Race
September 08, 2017, 05:52:56 PM
was hoping someone who knows how can make a Sayan race,  so workspeed modifier of like 20% or higher (cause they work really hard), and a significant melee combat boost (cause well, they are sayans).  Even something that increases the hitpoints of all their parts if possible, cause they are hard to hurt and kill.
#2
So i was hoping that someone can make a mod that will increase the amount of faction bases total, and seperate factions as well like More Vanilla Factions does. 
#3
Help / Trait adding health?
December 31, 2014, 04:01:42 PM
Someone mentioned it on my trait thread and i was wondering if its possible?  If so, whats the format?

#4
Support / Out of index error
December 28, 2014, 04:25:03 PM
I get this error after i play for a little while.  I have never experianced it till recently however and i even removed the mods i had added recently.

Exception drawing Cat: System.IndexOutOfRangeException: Array index is out of range.  at Verse.RoofGrid.Roofed (IntVec3 c) [0x00000] in <filename unknown>:0   at Verse.Graphic_Shadow.DrawWorker (Vector3 loc, IntRot rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0   at Verse.Graphic.Draw (Vector3 loc, IntRot rot, Verse.Thing thing) [0x00000] in <filename unknown>:0   at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, BodyDrawType bodyDrawType) [0x00000] in <filename unknown>:0   at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0   at Verse.Thing.Draw () [0x00000] in <filename unknown>:0   at Verse.ThingWithComponents.Draw () [0x00000] in <filename unknown>:0   at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0

The output file was to big for an attachment so i uploaded it to my dropbox
https://www.dropbox.com/s/pksh16gjzuwcb0c/output_log.txt.backup.txt?dl=0
#5
So i have made 3 traits as of now and will make more if people want me to, just reply with ideas.  I can even make traits that penalize your colonists if you want.

You will need EdB's prepare carefully to get the God trait on a colonist.  The others have very very small chances of naturally generating on a pawn.  So it helps for those too.

About chance of generation on a pawn.  From what i can tell, this is the weight, not actual chance that i can mess with.  So if i set it at .01, or 1/100, that's like saying it has 1/100 chance of being a choice for it to be placed.  Not 1/100 will have it.  Probably closer to 1/500 or so.

God Trait Gives [Probability .001]

  • +150 mood
  • -20 mental breaking point
  • +5 m/s Movement speed increase
  • +5 Work Speed increase
  • -20 Minimum temp
  • +20 Maximum temp

Demigod Trait gives (Not released yet) [Probability .1]

  • +75 mood
  • -10 Mental Breaking Point
  • +2.5 m/s Movement speed increase
  • +2.5 Work Speed increase
  • -10 Minimum Temp
  • +10 Maximum Temp

Nephilim Trait gives (Not released yet) [Probability .5]

  • +15 Mood
  • -2 Mental Breaking Point
  • +.5 m/s Movement Speed increase
  • +.5 Work Speed increase
  • -2 Minimum Temp
  • +2 Maximum Temp

Now about the temps, it seems to actually give 35F so i am assuming the xml reads it as Celsius.

Downloads
Its not letting me add new attachments or anything so i am doing it through dropbox for now. Sorry.

God Trait
Demigod Trait
Nephilim Trait
Trait Pack For those who want it all but don't want to download three times.

P.S.  If anyone is offended by these trait names, pm or post new name ideas and if they are decent i may use them instead.  I apologize if i offend anyone but i wanted the names to all have similar themes in reduced power.
#6
Help / [Solved] Adding Traits
December 25, 2014, 07:21:37 PM
So i am making a mod to add a trait to the game that will make testing stuff easier, however i cant get it to show up on the list of traits using prepare carefully.  The mod is attached at the bottom of the post so anyone can download it and help out.  This is not meant for serious play, it is only meant for use when screwing around or testing out mods without using god mode.

Edit:  Apparently i missed a few lines when i copied over the stuff from the core files.  Its working now.

[attachment deleted due to age]
#7
Mods / Farscape mod?
December 22, 2014, 09:50:13 AM
It would be awesome if someone could make a Farscape mod.  If someone does i hope they would include as much of the crazy stuff that shows up as possible.

This isnt actually a request just more of an idea.  I could see rimworld taking place in the farscape universe tbh.
#8
Outdated / [Mod]Recource Pile Size Increase. [Alpha 7]
December 03, 2014, 12:34:40 PM
This simple mod increases the resource pile size up to 1000 for metal, silver, uranium, gold, wood logs, and stone bricks.  So you no longer need a massive stockpile for all your basic resources.

There is no unique or original code withing this so feel free to do what you want, when you want, and without notifying me!

[attachment deleted due to age]
#9
Help / Altering max stack size
December 02, 2014, 05:11:40 PM
Is it possible?  I would like to change it so metal stacks up to 1000, and silver the same ammount.  However i have no clue as to how to go about making this happen.
#10
Help / Issues with plants
November 26, 2014, 03:42:35 PM
So i reordered the mod load order on my modpack (realized i had the ED-Plants24H mod way to early in the list) however strawberries are now coming up as berries when harvested and berries no longer have an entry for stockpiles.  Any idea what might be causing this?

I figure its an issue with compatibility however no red message shows up so i have no clue where to look.

Edit: Nvm i think i figured it out.  Yep figured it out.
#11
Help / Adding protected areas to armor
November 21, 2014, 03:05:26 AM
How do you add protected areas to armor like immersive rim.  I tried looking through the mod but i couldnt find a reference to bodyparts anywhere in armor sections.
#12
Help / Making Techs unlock recipies
November 20, 2014, 02:40:16 AM
So i am going about modifying the modpack i just released and i want to combine all of the omni gel workbenches into one but still want the recipes for the higher tier stuff to be unavailable till certain techs are researched.  I know it can be done because the deep driller mod does it however i do not know how and must have missed it in the modding tuts on the wiki.
#13
    So i decided to make this modpack because while there are nice modpacks out there, there wasn't one that was just right to how i wanted to play.  I figured if i was going to do the work to make it i should share it.  I hope you like it and i will try to update once a week or so. 
    If anyone can think of a better name let me know.

    The initial release is just a bulk download with the mods sorted to a good load order.  However from here i will be reordering the tech tree, removing obsolete workbenches and adding their recipes to others instead, and doing some balancing here and there. 
    Let me know any suggestions or concerns about the pack.

    Since i do not own the game (my buddy was letting me use his copy, however i wont get access to it again for quite a while), this pack is essentially on hold from updating even if the mods included are.  If you are interested in maintaining this for me, pm me and everyone whose mods are included (same thing i did when i started it) to let them know you are now maintaining it.

    Included Mods

    TTM[Custom Events]
    By Minami26 (This is not the full TTM mod, just the custom events)

    Turret Collection
    By EatKenny

    Immersive Rim
    By Aristocat  (Note: Implants are actually worn like armor.  You do not place anything from the implant table into your colonists)

    EdB Interface UI Mod
    By EdB

    Roof Support
    By Nommy

    Clutter Mod
    By Mrofa

    PurpleIvy
    By Skullywag

    Extended Surgery and Bionics
    By Minus

    T's Mods
    By Telkir

    Apothecarius Seven
    By JuliaEllie

    EdB Prepare Carefully
    By EdB

    Enhanced Defence: Phoenix Edition
    By Jaxxa (Did not use all modules just some of them)

    Less Incident Trolling (No fault version)
    By Marvinkosh

    Miscellaneous w MAI 
    By Haplo

    New Recipe Nurse Tool
    By JuliaEllie

    Mining&Co.: Deepdriller MkII + MMS MkII
    By Rikiki

    GlitterTech
    By Sam_ (i will be modifying this to be more in line with immersive rim)

    Roof Bomb
    By Skullywag

    Mechanical Defense 2
    By Mipen

    Xtra Trees
    By Igabod

    Resource stockpile ammounts
    By Ded1

    Version Info

    • V.5 Initial Release
    • V.51 Updated Immersive Body
    • V.52 Modified Glitterworld to be a little more balanced, Commandos can now spawn with incomplete loadouts
    • V.53 Finished my passes at balancing Glitter Tech.  I will do more if needed though.
    • V.54 Added Mechanical Defence.  Fixed Harvestwork error in Purple Ivy.
    • V.55 Added Xtra Trees, Fixed a few issues with growing plants.
    • V.56 Added My mod, fixed several bugs, second attempt at balancing glitter tech.

    Download
    V.5 Initial Release Dropbox
    V.51 Release Dropbox
    V.52 Release Dropbox
    V.53 Release Dropbox
    V.54 Release Dropbox
    V.55 Release Dropbox
    V.56 Release Dropbox


    Issues

    • Recipe Nurse must be activated after EdB's Interface or you will have issues

    Compatibility
    These mods may be compatible with others.  However if you add mods into the mix, don't complain if something breaks or goes horribly horribly wrong. 

    License
    I own none of this.  If you want to modify it for and distribute it you NEED to contact the mod creators.  You are however free to modify it for personal use, just like all mods.

    Thanks
    A big thanks to all of you for allowing me to use your mods in this!
    [/list]
    #14
    Help / Help Creating Modpack
    November 18, 2014, 12:48:36 AM
    So i plan to create a modpack however the mods i want to use have some minor incompatibility between them (as far as i can tell just texture issues, and some are hilarious, such as a trader hut being a giant potato).  The problem is i do not know how to fix any problems, so i came here asking what i might have to do.

    Here is a list of the mods i would like to include (in no particular order).

    TTM[Custom Events]
    Turret Collection
    Immersive Rim
    EdB Interface UI Mod
    Roof Support
    Clutter Mod
    PurpleIvy
    Extended Surgery and Bionics
    T's Mods
    Apothecarius Seven
    EdB Prepare Carefully
    Enhanced Defence: Phoenix Edition (Shields, Embrasures, LaserDrill, VisibleRadius, WallConnect, Plants24H)
    Less Incident Trolling (No fault version)
    Miscellaneous w MAI
    New Recipe Nurse Tool
    Mining&Co.: Deepdriller MkII + MMS MkII
    Turret Collection v1.5
    Glitter Tech (i will be modifying this to be more in line with immersive rim)
    Roof Bomb
    I will be asking the authors of said mods for permission if i can actually get them to all play nice, if i cant then i wont make the pack and wont have wasted their time.  Of course all mod authors will receive proper credit as well as anyone who renders assistance.