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Topics - lance789

#1
Im working on the assets of my first mod and I hope it will be a big one that adds  a lot to Rimworld. I'm no programmer, so i I have plans to reach out to anyone willing to help with coding the mod. Right now, I'm working entirely on visual assets (pawns, buildings, etc), though I will have a more formal thread made for what it is im aiming to create (gonna take a while to make this thread).

For now, I'm looking for specific tutorials:

  • Adding glow to pawns/objects
  • Animated textures for pawns/buildings
  • Creating a faction
  • Creating patches that allow a mod to use pawns/assets from other mods
  • Creating modules for a series of thematic mods (like wanting seperate mods for pawns, factions, decor, buildings, etc)
  • Allowing modded pawns to spawn with mechanoid raids and mech clusters

Any help would be GREATLY APPRECIATED!
#2
I really want to know do i craft this item...
#3
Mods / 24hr Plant Growth?
October 07, 2016, 12:56:16 AM
Is there a mod the allows 24 hour plant growth, and if so can someone please point me to it?

If there isn't one, could someone make one please? surely we'd all appreciate it, I sure would since my source of income on intense difficulty is farming.
#4
Support / Issues with the site itself...
July 16, 2016, 12:28:57 PM
In the rimworld releases forum/threads, im getting this error a lot:

QuoteInternal Server Error

The server encountered an internal error or misconfiguration and was unable to complete your request.

Please contact the server administrator, [email protected] and inform them of the time the error occurred, and anything you might have done that may have caused the error.

More information about this error may be available in the server error log.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.

Apache/2.2.29 (Unix) mod_ssl/2.2.29 OpenSSL/1.0.1e-fips mod_bwlimited/1.4 Server at ludeon.com Port 443

This is causing me to accidentily double and or triple post sometimes. is there anyway to fix this or is this an error on the server end?
#5
Mods / Population Question...
May 23, 2016, 12:21:16 PM
How many colonists can a player have?
#6
Help / HELP! Events Not Triggering
May 03, 2016, 11:13:53 PM
Events no longer trigger for me in any story teller for all difficulties... how do i fix this?
my mod list + order:

    <li>Core</li>
    <li>Community Core Library v0.13.1</li>
    <li>Community Core Library - Vanilla Tweaks v0.13.1</li>
    <li>EdBModOrder</li>
    <li>EdBPrepareCarefully v.0.13.0.4</li>
    <li>RW_PawnBar-0.13.0.1</li>
    <li>kNumbers-0.4.2-A13</li>
    <li>EdBInventory</li>
    <li>RWAutoSell</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>RW_FluffyRelations-0.13.0.1</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>RW_Manager-0.13.0.2</li>
    <li>RW_FollowMe--0.13.0.1</li>
    <li>Hospitality</li>
    <li>AllowTool</li>
    <li>LessIncidentTrolling</li>
    <li>RW_Blueprints-0.13.0.1</li>
    <li>VeinMiner</li>
    <li>RebalancedSteelTrade</li>
    <li>Complete Tech Solution</li>
    <li>LawnMod</li>
    <li>Recycle</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_Robots_Xtension</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_Incidents</li>
    <li>Smart Bears</li>
    <li>Stonecutting Tweak</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_hair</li>
    <li>Rimsenal_Security</li>
    <li>More Factions Spawn</li>
    <li>LT_ADogSaid</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>RimPharma v2.11</li>
    <li>TargetPractise</li>
    <li>Xerigium</li>
    <li>Craftable Medicines</li>
    <li>Corpse-Fired Generator v1.02</li>
    <li>MuffaloOverhaul</li>
    <li>ED-Embrasures</li>
    <li>ED-LaserDrill</li>
    <li>ED-Shields</li>
    <li>ModularSolarsNoBar1.11</li>
    <li>SmallWalls1.9</li>
    <li>Hedges 1.9</li>
    <li>RTFTJ</li>
    <li>PersonalShieldMKII-PersonalShieldMKII1.3</li>
    <li>PowerArmourMKII-PowerArmourMKII1.3</li>
    <li>M&amp;Co. MiningHelmet</li>
    <li>M&amp;Co. AlertSpeaker</li>
    <li>Fences</li>
    <li>ED-MoreVanillaTurrets</li>
    <li>More Furniture</li>
    <li>Power Efficient Lights</li>
    <li>MoreSunLamps</li>
    <li>T-ConditionRed</li>
    <li>T-MoreBedsVanilla</li>
    <li>T-CoreCropTweaks</li>
    <li>T-ExpandedCrops</li>
    <li>Small NPDs 1.5 CCL</li>
    <li>LDAreaRugs</li>
    <li>Medical Training</li>
    <li>Modular Tables</li>
    <li>HeatedSunLamps</li>
    <li>Small NPDs 1.4</li>
    <li>RoofBomb-RoofBomb1.3</li>
    <li>RT_Fuse-A13-1.0.0</li>
    <li>T-MoreFloors</li>
    <li>Extra Floors v1.14</li>
    <li>ZenGarden v1.20</li>
    <li>ZenGarden v1.21</li>
    <li>AdditionalLighting-AdditionalLighting1.5</li>
    <li>LessLethals-LessLethals1.1</li>
    <li>BetterCoolers-BetterCoolers1.1</li>
    <li>BetterVents-BetterVents1.1</li>
    <li>PowerSwitch</li>
    <li>Mending</li>
    <li>ReclaimFabric-ReclaimFabric1.1</li>
    <li>PowerCell-PowerCell1.3</li>
    <li>BlastingCharges-BlastingCharges1.2</li>
    <li>Individual Appearance-105-v12d</li>
    <li>RT_QuantumStorage-A13-1.0.0</li>
    <li>NoStoneCutting</li>
    <li>roboticlegmod</li>
    <li>TilledSoil</li>
    <li>Trade-12(edited to 5)</li>
    <li>Wargs only</li>
    <li>Misc_Patch_-_EdBPrepareCarefully</li>

Please Help!...
#7
Mods / [REQUEST] WARZONES: Rimworld Edition
May 01, 2016, 10:58:39 PM
**Im going to try my hand at modding rimworld once my classes have ended this week...**
I would love to see a mod that adds random skirmishes to the game space. The way i figure it, this mod could work in 2 ways:

(1) An event system is made that spawns in 2 or more hostile factions to attack each other (would work best if these factions were neutral to player pawns/colony), maybe one or more of the factions spawned this way have a chance of being hostile toward player pawns/colony.

(2) A storyteller is made specifically for these WARZONES events to happen frequently.

Both these versions can use the same events:

-- Random Battle:
This event will randomly spawn 2 or more groups of 2 or more factions who will then attack each other. This may work best if these factions mimic existing factions but are neutral to the player's colony. This event should spawn groups with about the same number of pawns (lets say +40 per faction spawned for this event).

-- WARZONE:
Similar to the Random Battle event, however WARZONE event is continuous for some time, maybe over up to 2 days. Also, instead of spawning large or massive groups of 2 or more factions, groups will be more mid sized (anywhere between 8 to 15 per faction) and will spawn every 1 to 3 hours (in-game time).

-- Forced Colony Occupation:
This even will spawn a single large group (at first) who will set up defenses and turrets within player's colony (like the way visitors hang around in colony). this pawn's can ignore locked doors and eat colony's food, use colony's power source, and add defensive structures (messing up player's progress). Player can either fight them, aid them in some way, or leave them be to do as they please.

These events ignore the presence of other events (doesn't stop them from triggering), but also doesn't stop or ignore situations that may happen as a result of other events. (for example: Flashstorm event occurs, then WARZONE event occurs) or (Raid event occurs, then WARZONE occurs(this would be interesting to see raider getting caught up in this)).

Someone please make this a thing!
#8
Mods / [REQUEST] Migrations and Herds
May 01, 2016, 12:33:54 PM
I would really love to see a mod that adds the following:

• Pawn Migration:
An event that spawns a MASSIVE group of pawns and animals (like Muffalo) to travel from one end of the screen to another. As a bonus, these groups can spawn a hostile group that doesn't become hostile to colony unless they come to close to one another. The size of these migrating groups can be from 10 to 20 (30 or more if group/faction is passive to colony) This event should occur at any time of year during anytime of day.


• Animal Migration:
Some animals migrate from north to south (or east > west, or west < east)(no south > north). This event should occur within the last 2 days before winter actually begins, it should spawn a sizable group of that animal to simulate a herd(varies by animal), and should occur more than once during that 2-day period.

(tiny groups: 3 - 5)
-- Thrumbo

(small groups: 8 - 12)
-- Rhinoceros
-- Boar

(large groups: 17 - 25)
-- Alpaca
-- Boomalope
-- Elk
-- Deer
-- Cow
-- Elephant
-- Warg (can spawn as hostile)+(automatically hostile to all pawns and animals on map, even hostile to other Wargs not part of migration group)

(massive groups +30)
-- Muffalo

These events ignore the presence of other events (doesnt stop them from triggering), but also doesnt stop or ignore situations that may happen as a result of other events. (for example: Raid event occurs, then Migration event occurs) or (Migration event occurs, then Migration event occurs(Warg)) or (Radiation Storm event occurs, then Visiters event occurs, then Migration event occurs).


Furthor more, im pretty sure this can be added to Rimworld by modifying or duplicating the "Passing By" event.
#9
Mods / [REQUEST] Colonist Personal Rooms
April 29, 2016, 11:50:37 PM
I'm requesting a mod where pawns can use rooms as their personal space rather than just simply for meditation and sleep.

Things i'd really like to see:

• Room doors can be locked to only allow pawns who have beds within the room using a toggle (I feel with this script, making additional scripts or ways/chances for pawns to do things alone would be easier).

• Room doors can be locked to only allow pawns into the owner's room with a high enough positive relation (the higher the relation, the more likely a pawn will visit room with pawn to hang out), this should also use a toggle (ex: +25 pawns might visit once in a blue moon, +80 frequent visits to room to hangout and socialize).

• Pawns use joy items found in their own rooms.
• Pawns can decide to eat in their own rooms.
• Pawns can watch TV in their rooms.
• Pawns relax in their rooms (this is separate from relaxing socially).

Someone please make this mod!!!
#10
How do i get the Hi-tech research bench? Am i supposed to research it, and if so, how do i get it to show up (because right now it doesn't)?
#11
Is anyone willing to make an update to LT_RedistHeat Vents and Ducks, or has the mod author forbidden it?
I would love to have an update to this mod, i'd do it myself, but i am horrible at mod-making and coding...  :-\