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Topics - AcDie

#1
Translations / Official: Russian | Русский
April 12, 2014, 09:10:13 PM
Translation via official wiki | Перевод через оффициальную вики
Github DL: Public | Tester version

Желающие велкам ;) Нужна помощь? пишите сюда или в лс..
#2



Description:
Complex mod. We provide you extended production for meal with new vegetables & fruits. Organica Inc. - purely natural project don't forget it.

Features:

  • (some) new food types [trees left]
  • (not yet) new resource type [biofuel]
  • (not yet) spices (Dune flashback) [via traders only]
  • (not yet) more recipes for cooking [wanna sandwitch?]
  • (not yet) more jobs for farmers [people need to do something]
  • (not yet) new buildings [barn maybe]
Mod team:
  • AcDie
others welcome

Download:


Screens:


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

Notes:
Work still in progress. But i have too many ideas for implement.

Changelog:
0.0.1 - α version
#3
Mods / Community mods pack
March 02, 2014, 02:29:47 AM
Well since we have more things for modding, our "mods" section growth like accele-potato :o
So i have simple question above..Btw don't forget to discuss your opinion here  8)
#4
Help / (Obsolete) TUTORIAL - Modding Guide
January 21, 2014, 05:15:36 AM
How mod data is structured

RimWorld modding is done by editing definitions. Definitions each define some piece of the game. Different kinds of definitions can define:

  • Sound
  • Weapons
  • Buildings
  • Plants
  • Animals
  • More (to be determined)
When the game runs, it collects all the definitions into pools. It then semi-randomly draws from these pools in various circumstances. It will randomly draw guns of a certain category to arm a new enemy mercenary. Or, it will randomly spawn an animal type on the edge of the map. Modding the game means adding your definitions to these pools and watching the game use them in this way.

Definitions are organized into packages. Each package is saved as a single XML file.

Groups of packages are organized into mods. A mod is a unit of interlinked functionality and content. It could be a pack of new weapons, a new animal, or a total conversion of the game. A mod will usually contain several packages of various types, as well as content like images and sounds.

The base game is defined in a single mod called Core.

Players can choose which mods to activate. In some cases, several mods can be active at once. You could use a medieval mod to replace the core mod, and add on a weapons pack created by someone else. The game will run with the medieval mod content, and also randomly spawn in weapons from the extra weapons pack.

Definition editing

When you open up the package editor, you'll be able to choose a mod to edit. Once that�s done, you�ll choose a definition to edit (or create a new one). This will open the definition editor. The definition editor displays a hierarchical tree of editable properties in the selected definition. Some of them are expandable into lists; elements can be added and removed from these lists. Some of them have sub-properties.
* Mouse over the names of properties in the definition editor to get more info about them.

(source)