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Topics - zelldot

#1
Ideas / Mod-ability Suggestions
April 30, 2014, 09:45:27 PM
I would like to start a suggestion thread for the modding of rimworld, this is not for suggesting a mod, but suggesting access to certain things that would help in the modding process.

To keep things clear, I would like suggestions purely for XML, not including the ability to DLL, I am thinking more along the lines of easy of access more for the noobie modders.

These are few of my suggestions of the top of my head to get things started (will add more im sure):
- Make the title screen image editable.
- Access to meat thingDef.
- <ignoreNeedsMeal> is needed for food work bench's.
- Use Glower without electric need, only create glow when electric is needed for electric items.
- Research requirement for plants, only grow certain plants after a certain research.

Some things can DLL'ed into the game, but remember this is purely for the XML side. Some of things which can be DLL'ed:
- Use Glower without electric need.

If you are a modder and like to add more to the list please leave a message below, I will be updating this with the what I think are good suggestions to keep things nice and clear for Tynan to stumble across.
#2
Help / Need meal source
April 30, 2014, 09:24:01 PM
This is really bugging me, is there a version of <ignoreNeedsPower> for the meal needs?
#3
Outdated / [MOD] (Alpha 3) Electro Slag Remelting
April 16, 2014, 04:05:38 PM
Have you wanted to clear the slag? Just like stone cutting, this mod add the ability to recover materials from waste slag and reconstitute it back into metal.



This mod is a sample from one of my future creation, an upcoming mod/mod-pack thingy's I am working on called tectronics. But that's a little secret! Shhhh!

To Download: Click Here

Feel free to leave comments.
#4
Since version Alpha 3 - 409, some of the resources were removed which are causing problem with many mod in the community.

The problem happened when missile, shells, medicine and uranium were removed from the core which conflicts with most of the mods that exist for Alpha 3. This mod is a quick fix for missing resources from the original. Although this may not fix everything needed, but hopefully this fixs 90% of the problems with earlier alpha 3 mods and compatibility with the newer version of alpha 3.

To download: Click Here

If you like what we do, then like us on facebook!
#5
Outdated / [MOD] (Alpha 3) Galactic Trader
April 13, 2014, 09:11:06 PM
Introducing the next version of the "Galactic Meat Trader" mod, the "Galactic Trader" mod.



This mod pack is a major upgrade from the original "Galactic Meat Trade" and is back compatible with any saved maps using the "Galactic Meat Trade" mod.
Please note a few changes which will happen when upgrading from an older save:


  • It require more points to research space crates. You will have to research a few more points to re-unlock the crate handler if you had it unlocked.
  • Also the crate handler now requires power, but does not get damaged in the rain.
  • Once saved a map can not return to the "Galactic Meat Trader" version.

So what is in this mod:

  • A load of new ships types to trade with including mining and cannibal ships.
  • 4 new work benches, the stasis crate handler, the medical lab, the space fuel enricher and the heavy ammo press.
  • 4 new research projects, one for each bench.
  • 8 new crates, agave, berries, potatoes, muffalo, boomrat, squirrel, human and space fuel.
  • All food is protected from being eaten while in a crate.
  • Make built in game items, missiles, shells and medicine.
  • All the benches can be built outside apart from the space fuel enricher.
  • All the benches require a power supply.

To download: Click Here (Version 408 & 409)

I am currently in talks about making a synth meat version of this mod pack!

If you enjoy this mod or wish me to make version compatible with your own mod, please feel free to comment, I am also open to suggestion to improve this mode.

If you use our mods in any youtube videos, we would love to see your video, we have already seen a few videos out there with our mods in!

You can follow our current creation just as they are coming out on our facebook page.
#6
Outdated / [MOD] (Alpha 3) Galactic Meat Trader
April 10, 2014, 10:09:55 AM
!! This mod is now out of date !!
This is the newer version: "Galactic Trader"


Are you looking forward to alpha 3? I know we are at the mod pack team!

Start your alpha 3 experience with the abilities to trade meat!!!

I could not wait any longer to post this mod up knowing that alpha 3 is literally just around the corner.



This mod pack adds 1 new research, 1 new building, 4 new resource items, more items in the trading window, and few new types of trading ships with the ability to make profitable trades.

Each crate stores 10 pieces of meat, and can be packed and unpacked only at the players command. The trading crates also store food in a way that makes it uneatable to local animal or people without being unpacked first.

To download (Classic/Out of date): Click Here
To download (Galactic Trader): Click Here


Since version Alpha 3 - 409, some of the resources were removed which are causing problem with many mod in the community.

To download (Resource Fix): Click Here

If you can not use this mod because you are still on alpha 2, why don't you take a look at our website which contains a load of mods for alpha 2 from the community.

Website: http://themodpackteam.tk

I will be looking to add a bit more to this mod, the core function of this originally was to make meat available for trade, but after playing with my own mod I can see few more things I could add and tweak.

Any comments, questions or suggestions feel free to leave a message.
#7
Ideas / [For Modders] Lite Core
April 09, 2014, 08:32:15 PM
I would like to see a stripped down core file called core lite, I would like to make a world from the ground up with a big mod pack, for example an alien planet with no human plants (like potatoes), I started looking into making a striped down core for other modders, and as soon as i removed all the plants, i encounter a problem with placing the grow zone, with a little experimenting i found that i need 1 of 2 things, at least 1 plant to avoid null maybe or you need the potato plant, there is no way i can see around this (using alpha 3 v401).

Now that I have brought up the idea of a lite core with no items, objects, research or other game play contents, allowing modder to build a world from scratch, what do you think about it?
#8
Outdated / [MOD] (Alpha 2 & Alpha 3) Wild Farmer
April 08, 2014, 08:22:07 PM
Hello everyone, I have been working on a few things that I wanted in the game myself personally, I finished on this one thing, I thought it was quite a simple thing that everyone would of done by now and I would of seen it all over the forums, but didn't, so here is my mod, first mod post to the forum.




This mod simply adds the ability to grow the wild plants in a grow zone. Adding raspberry and agave to your farming zones.


Questions? Comments? Type in the box. Enjoy for now.
#9
Help / <beauty>Horrifying</beauty>
April 07, 2014, 01:21:39 AM
      <beauty>Horrifying</beauty>
This is really bugging me, from what I see this does not effect fear but happyness in a negative way, what would be the tag for fear? A positive and a negative example is possible.