Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Temeez

#1
Releases / [1.0] Floor Lights
January 07, 2015, 04:00:08 PM
Floor Lights

Description:
Lights (lamps) that are integrated into the ground. These lamps used to have their power cable hidden underground, but various rim-rodents kept eating them so the cable placement had to be revisited.
I got tired of those standing lamps ruining the view when I wanted to light up my hallways, so I made this. I tried to make a circular one, but it didn't look good enough for me. I might add more different looking floor lamps, if I get any ideas.

Features
A light (lamp) that goes on ground. Allows standing on it and the light power is same as the standing lamp, but the resource and energy cost is a bit lower and the work to make amount is a bit higher. Also has the 5 different colors, which need researching. It is now possible to build on top of the lamps.

Shapes:
- Square (1x1)
- Corner ( |_ ) for "Stripe"
- Stripe (half square) (1x0,5)
- Small corner ( |_ ) for "Small stripe"
- Small stripe (1x0,2ish)
- Plus (1x1)

Colors:
- White (normal)
- Red
- Green
- Blue
- Yellow
- Purple

Steam Workshop
Link

Download Latest
GitHub | RRS You can also find older versions via the RRS link.

Author
Temeez

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

Changelog

v5.2 (09.09.2018)
- Fixed lamps being build instantly and balanced the WorkToBuild value and a few warnings.

v5.1 (03.09.2018)
- Chinese (Simplified) translation got added.

v5.0 (01.09.2018)
- B19.

v4.1 (06.12.2017)
- Told pawns not to break things on top before building the floor lights, probably.

v4.0 (18.11.2017)
- B18.

v3.2 (29.08.2017)
- A17.

v3.1 (07.01.2017)
- Fixed an issue of not being able to build on top of all the lamp shapes.
- Fixed an issue with altitudelayer.

v3.0 (31.12.2016)
- Reverted the "wire removal" for lamps. Floor tile lamp will still require conduit connection.

v2.6 (31.12.2016)
- Fixed yellow square lamp emitting blue light, oops.

v2.5 (30.12.2016)
- Added corner lights for stripes.
- Wires removed, but some power conduit might be visible at certain situations, looks better though.
- Floor tile lamp is now drag-able.

v2.4 (24.12.2016)
- Lowered small stripe steel cost.

v2.3 (21.12.2016)
- Updated to Alpha 16.

v2.2 (22.11.2016)
- Added the Electricity research requirement for the lamps.

v2.1 (11.10.2016)
- Tweaked power consumption values. Square shape eats 24 power and others less.

v2.0 (10.10.2016)
- Updated to Alpha 15, Dingo helped :)
- Added a new color, purple.
- Added this mod into Steam Workshop.

v1.7 (16.04.2016)
- Updated to Alpha 13
- The power cables/wires are visible.

v1.6 (02.09.2015)
- Added small stripe lamps
- Small fix to the shadow xml

v1.5 (31.08.2015)
- Updated to Alpha 12

v1.4 (14.06.2015)
- Updated to Alpha 11
- Added a white square lamp as a floor tile (but it is still a building)

v1.3 (26.04.2015)
- Updated to Alpha 10.

v1.2 (22.02.2015)
- Updated to Alpha 9.

v1.1 (08.01.2015)
- Allow building on top of the floor lights
- Added stripe shape (half square), rotatable
- Added plus shape
- Added yellow lamp
- Added red,green,blue,yellow colors on textures
- New "Lamps" category for all the lamps
- Different shapes have different stats

v1.0 (07.01.2015)
- Released for alpha 8.


Screenshot(s)
#2
Door Control

Description:
Temperature controlling with doors, for example! Is your room on fire with over 300'C (572'F)? Open the door so pawns don't have to go there and melt like ice cream!
This mod took me about 4 hours to make, and I'm quite happy with it. I wouldn't even have started if I wouldn't have found Haplos post with some delicious source code. You deserve to eat all my ice cream, thank you! :)

Features
Door and auto door have two new buttons:
- Toggle door (open & close)
- Toggle pawn door (keep door open until pawn goes through it (can be cancelled))

It should be self explanatory how this mod works.

Download Latest
MediaFire | RRS feed for the folder where I will add the future versions. You can also find older versions via the RRS link.

CompatibilityPatches
Glassworks IX - MediaFire <<< Download
Miscellaneous w/o MAI - Just activate DoorControl after this mod.

Activate all compatibility patches after this and the mod that the compatibility patch is for.

Author
Temeez

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

Changelog

v1.4 (09.05.2015)
- Won't override vanilla doors now, since doors aren't too moddable in this alpha release. This mod will become obselete in Alpha 11.

v1.3 (26.04.2015)
- Updated to Alpha 10.

v1.2 (22.02.2015)
- Updated to Alpha 9.

v1.1 (08.01.2015)
- Added hotkeys O and P for the buttons.

v1.0 (06.01.2015)
- Released for alpha 8.


Do tell me if there is a snag somewhere  ::)

Screenshot(s)
#3
Outdated / [MOD] (Alpha 8) Beerlicious (v0.2)
January 03, 2015, 10:58:33 AM


Description:
Keep your colonists less unhappy at morbid events. Saw a colonist die? Beer! Saw a rotting corpses? Beer! Feeling sick? Beer!
I have been making this mod for 8 days now. It took me about 3 hours to make the .xml files and textures, rest of the time I spend with C# learning what was under the hood. I plan on adding features to this mod, while trying to keep it simple, maybe, we'll see, but I have plans! 8)

Features
Pawns (colonists) can drink beer if one of the following conditions is true:
- Pawn is sick.
- Pawn saw a rotting corpse.
- Pawn saw a friend die.

Currently the maximum amount of beers a pawn can drink in a row, is two (2). The beer will give a positive mood bonus, as its meant to counteract with the negative one(s). You need to research before you can start making beer. You _should_ be able to buy beers from a trader.

Traits:
- Drunk
- Zui quan

Known "bugs"
- (bug & feature) Pawns without beer might try to steal one from others.

Download Latest
MediaFire | RRS feed for the folder where I will add the future versions.

Author
Temeez

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

Future plans not in order
- More beers / beer types
- Drunk mood/meter/thingy and stuff related to it
- Bring beer to a prisoner -> easier to recruit, if likes the beer
- More traits
- Beer-ish related random event(s)
- Beer barrels & distillery instead or in addition
- Make or get better textures if needed
- A proper plant where you can make beer from

Changelog

v0.2
- Released for alpha 8.


Screenshot(s)
#4
Help / Setting a fixed pawn skin color via C#?
December 25, 2014, 08:06:16 AM
Hey,

I'm trying to mod a new race and I really want to set a fixed(non random) skin color (and trait(s)), but I'm having a problem of figuring out how to do that without "hacking" and setting pawn textures as armors <.<

I'm not sure if its possible, but at least when I tried to do something like this, it didn't work:
    internal class FooPawn : Pawn
    {
        public static readonly Color FooSkin = new Color(34,197,238);

        public FooPawn()
        {
        }

        public virtual void ExposeData()
        {
            base.ExposeData();
            this.story.skinColor = FooSkin;
        }

    }


I'm guessing that it didn't work because the game sets the skin color sometimes after ExposeData(), but even so, I have no idea how to go around that. I hope that someone can help me.

I guess it would also work if I could somehow override (or add to it (if race == "Foo" then use these colors..)) "public static Color RandomSkinColor()" for the new race, but again, I don't know how to.  :'(