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Topics - Pandora

#1
Help / Random End Product
January 18, 2016, 01:09:56 AM
Is it possible to add random results to a workbench? E.g: Enter item A, receive either item B, C or D. With a random chance of each. 

Example mod:
Cook Food (Recipe requires raw food).
End Product: Either Poor, Okay or Good food. With a 50% chance of each product.
#2
Help / Incidents
August 23, 2015, 11:35:49 AM
I've created a trading mod, which adds 12 new traders. However, their frequency is high. This often means that there are more custom traders than vanilla traders. Is there a way to reduce this? I've noticed that in the IncidentDef, there is <chance>, would creating a new IncidentDef and increasing the chance, mean that a) more traders arrive or b)more custom traders arrive? Also, would a new IncidentDef require a .dll?
#3
Unfinished / AstroTec Labs Future Mods Poll
August 22, 2015, 11:59:22 PM
My mods are .xml only; as such, I won't be adding events, complex buildings, new weapons/ armour  or pawns; there are plenty of these mods available. 

AstroTec Labs focus on bringing modern day theoretical & experimental science to Rimworld. An example of this would be our Off-world Asteroid Mining, which isn't possible yet.
#4
Help / <statFactors>
August 18, 2015, 01:48:13 PM
I want to make an item that has a negative impact on beauty. Looking at the core items, I've noticed some have:

<statOffsets>
<Beauty>18</Beauty>
</statOffsets>

<statFactors>
<Beauty>6</Beauty>
</statFactors>


My question is, what is the difference between <statOffsets> and <statFactors> and how does the <Beauty> in each affect the beauty of the item?
#5

Latest Version: 5.0b
All other versions rescinded.

AstroTec Wiki:Ops Manual


Description:
This mod allows off-world asteroid mining by adding new research, workstations and items. The purpose of this new equipment is to turn meteorites, asteroids and nebula gases into usable resources.

Mod Contents:

  • 15 new Research Projects.
  • 3 new Workstations.
  • 1 new generator.
  • 7 new Items.

New Research:
AstroTec Labs have developed 15 new research fields. Each unlock either further research or equipment. The AstroTec Wiki goes into more detail about each research project, these include:

  • Astrometric Studies.
  • Interstellar Exploration.
  • Interstellar Communication.
  • Remote Asteroid Mining.
  • Interstellar Geology.
  • Subspace Networks.
  • +9 More

New Workstations:

  • AstroTec Console: Crafting.
  • AstroTec Beacon: ARC Communication
  • AstroTec Micro-Refinery: Refining precious metal and recycling apparel.

New Equipment:

  • MkII Command Module.
  • AstroChassis.
  • AstroMiner.
  • AstroCrate
  • M2-9 Canisters






QuoteChangelog:

v5.0b

  • Fixed compatibility with certain mods.
v5.0

  • Updated to Alpha 15c.
  • Added required Tech level - Industrial.
  • Added required Research Bench - Hi-tech.
  • Added components to Workbench recipes.
  • Added components to Command Module recipe.
  • Added Bio Generator - similar to the Fueled Generator but offing more Watts and capacity.
  • Changed BioFuel recipe.
  • Added 2 new Research projects.
  • Added new 2 recipes.
  • Removed "Sell Biofuel" recipe.
  • Removed "Trade M2-9".
v4.0

  • Added Biofuel & Biogas; both can be sold for silver.
  • Added Biofuel research.
  • Added Biofuel research.
v3.0

  • Updated from Alpha 8 to Alpha 11.
  • Added/ Changed minimum skill requirements.
  • Added/ Changed skill gain.
v2.0

  • Removed Demiweave/Plant.
  • Removed "Outdoor pursuits".
  • Moved Ops Manual & Appendices to Ops Manual.
  • Added ARC trading.
  • Expanded research fields to 12.
  • Altered production costs.
  • Workstations are craft-able with Metallic "Stuff".
  • Added Nebula harvesting & M2-9 Canisters.
  • Recycling Clothes now gives Cloth, Hyperweave & Synthread. (Amounts subject to future change.)
v1.2

  • Recycling via Advanced Recycling research (recycle AstroMiner debris into Plasteel).
  • Craft Hyperweave & Synthread by combining cloth with Demiweave.
  • Demi Plant & Demiweave: A new plant used in the crafting of Hyperweave and Synthread.
  • Recycle Clothes: Turn shirts, pants and jackets into usable cloth.
  • Outdoor pursuits: A simple campfire & cooking pot used to cook simple stew and hearty stew.
  • Appendix 1 & 2 (included in the download) explain the changes in more detail.

Design:
The mod is designed for mid to late game. Research will take time and patience; you will need to put time and effort into obtaining the new workstations. Unlocking advanced-tech is not a quick process and the research tree reflects this.

Compatibility:
This mod doesn't overwrite any core files and should play nice with other mods.

Download:
v5.0b

v5.0b


Future Updates:
This mod will be updated as and when the main Alpha version is updated. I may release optional add-ons in-between updates.

Permission:
Permission must be gained before adding this mod to modpacks or forum posts. You may edit the .xml files for personal use. All rights reserved.
#6
Help / Crafting: workAmount
January 03, 2015, 05:58:41 AM
If, for example I made crafting an item: <workAmount>60000</workAmount> (which is how long it take to make abstract sculpture). Would my colonist be able to stop and continue a task on a worktable? I found that in Alpha 7, a colonist would stay until the task was complete, often starving or tired.
#7
Help / ThoughtDef
January 03, 2015, 05:33:55 AM
A two-part question:

I'd like to add thought defs to my mod. Basically;

Add bill to worktable, colonist completes bill; colonist gets thought. I want to create a shower worktable where colonists use soap in a recipe and gain a "Clean" thought. This would be a time limit thought, possibly stack-able.

Questions:
1. Can I do this without .dll?
2. Would I add the thought code to the Soap or the Worktable?

And (on an unrelated note). Can I create an Orbital trade beacon, similar to the vanilla Orbital trade beacon, without a .dll?
#8
Help / Custom Events
October 27, 2014, 05:06:48 AM
I want to create some text-only events, would I still need a .dll?
#9

Latest Version: 2.0

Description:
AstroTec Labs is proud to release V2.0. This mod allows off-world asteroid mining by adding new research, workstations and items. The purpose of this new equipment is to turn meteorites, asteroids and nebula gases into usable materials.

Mod Contents:

  • 12 new Research Projects.
  • 3 new Workstations.
  • 5 new Items.

New Research:
AstroTec Labs have developed 12 new research fields. Each unlock either further research or equipment. The AstroTec Wiki goes into more detail about each research project, these include:

  • Astrometric Studies.
  • Interstellar Exploration.
  • Interstellar Communication.
  • Remote Asteroid Mining.
  • Interstellar Geology.
  • Subspace Networks.
  • +6 More

New Workstations:

  • AstroTec Console: Crafting.
  • AstroTec Beacon: ARC Communication
  • AstroTec Micro-Refinery: Refining precious metal and recycling apparel.

New Equipment:

  • MkI Command Module.
  • AstroChassis.
  • AstroMiner.
  • AstroCrate
  • M2-9 Canisters







QuoteChangelog:
v2.0

  • Removed Demiweave/Plant.
  • Removed "Outdoor pursuits".
  • Moved Ops Manual & Appendices to Wiki
  • Added ARC trading.
  • Expanded research fields to 12.
  • Altered production costs.
  • Workstations are craft-able with Metallic "Stuff".
  • Added Nebula harvesting & M2-9 Canisters.
  • Recycling Clothes now gives Cloth, Hyperweave & Synthread. (Amounts subject to future change.)
v1.2

  • Recycling via Advanced Recycling research (recycle AstroMiner debris into Plasteel).
  • Craft Hyperweave & Synthread by combining cloth with Demiweave.
  • Demi Plant & Demiweave: A new plant used in the crafting of Hyperweave and Synthread.
  • Recycle Clothes: Turn shirts, pants and jackets into usable cloth.
  • Outdoor pursuits: A simple campfire & cooking pot used to cook simple stew and hearty stew.
  • Appendix 1 & 2 (included in the download) explain the changes in more detail.

Compatibility:
This mod doesn't overwrite any core files and should play nice with other mods.

Download:
SendSpace v2.0
Nexus Mods v2.0
Extract to Rimworld/Mods

Permission:
Permission must be gained before adding this mod to modpacks or forum posts. All rights reserved.
#10
Help / Custom Trader
October 17, 2014, 06:41:17 PM
Is it possible to add a custom trader without overwriting the core traders and without needed a .dll. I assume i'd need a TraderKindDefs and that BaseTraderKinds would indeed over right core traders. Also, "<tradersCarry>true</tradersCarry>" is the only line I need in my itemdef to make traders carry it (along with adding the item to a TraderDef?
#11
General Discussion / Tailoring
October 11, 2014, 02:56:53 AM
So I can make shirts, pants and hat. How about dusters? I saw a raider wearing one and wondered how I could make more complex clothing.
#12
General Discussion / Steam Keys
March 21, 2014, 01:20:54 PM
When RimWorld is released on Steam (this year in theory) will those of us who already have it and have supported it in Alpha get Steam Keys? I don't like the idea of buying it a second time on Steam.