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Topics - Evul

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1
Unfinished / [WIP] Project Armory
« on: May 01, 2016, 03:59:49 PM »


DESCRIPTION
Project Armory contain weapons from many ears games and movies that are well balanced and structured. This new improved version of the mod will have different mod kits containing weapons from a specific game, movie or era. Project Armory is a open source community project that focus on adding well balanced weapons with graphic as close to the vanilla game as possible to RimWorld. Feel free to join our slack channel and fork us on GitHub. Come and make space and RimWorld great again!

LINKS

2
Mods / FORUM INFORMATION: New way release name tagging [A11].
« on: June 15, 2015, 12:32:05 PM »
The [MOD] tag have played out its roll and a new system for naming topic have been implemented from 11 and upwards!

Click here for more information:
https://ludeon.com/forums/index.php?topic=7037.0

OR just look in the releases board.

3
Help / Help needed with a multi platform tool (Pa)
« on: May 04, 2015, 07:46:13 PM »
I am looking for some one that have experience with multi platform tool programing.

I need help rewiring the kit switcher for Project Armory to suit a more customizable and a more user friendly loon. Also for multiply platforms. is there anyone that is willing to help out?

4
Help / MOVED: [FONT] RimWorld fan made font
« on: March 02, 2015, 07:42:19 AM »

5
Releases / Mod release rules
« on: February 19, 2015, 02:12:53 PM »
Here are some basic rules set for everybody to enjoy their time on the mod release board in addition to the Forum-wide rules.

1. Stick to the community standard topic naming. E.g. name starts with [1.0] for version 1.0.

2. Include a license. This is just a few sentences at the end of your post. It should answer at least these questions:
  • Can modpack makers include your mod in their modpack?
  • Can other modders make derivative mods based on yours?
3. Avoid spamming mods in the release board. If you have multiple minor mods (e.g. a mod that only changes one or two things and does not change the game overall) make a mod collection thread instead. We have had problems with people posting large numbers of tiny mods, and want to make sure there's room to see everyone's work.

4. If you release a modpack, you must fully credit the authors of all mods included in the pack. You must present a list of all included mods, each tagged with the names of the author(s), and with a direct link to the original mod's release page. You must abide by the license restrictions of the respective mods.


Before creating a new mod release, please take a look at HELP: Publish a mod, help and FAQ.

6
Mods / ANNOUNCEMENT: Mods on the wiki
« on: January 15, 2015, 03:04:17 PM »
Hello!
I have been making a nice and working wiki page for the mods for all you guys.
http://rimworldwiki.com/wiki/Mods

Add your mod the the mod list here with correct information!
Description should NOT be longer than 12 words.

As usual follow the existing format.


Make a WikiPage
A little thing you should think about before you make a new page for your mod on the wiki is:
"Will i keep maintaining the mod?"
If so you are free to make a new page! We don't what a million non updated pages, don't we.


Follow this page name:
Code: [Select]
MyMod (mod)
MyTool (tool)

it will then look like this:

Code: [Select]
rimworldwiki.com/wiki/MyMod_(mod)
rimworldwiki.com/wiki/MyMod_(tool)

A WikiPage for mods and tools uses a infobox in order to make them look the same and making them show up as mod or toolcategory. If you not using this infoBox it will simply not show up in the category.

Template:
Code: [Select]
{{infobox custom|mod/tool
|name         = displayed name
|state        = released/outdated/suspended
|logo         = adds a logo of 120px instead of the ludeon logo
|forum        = number of forum thread (e.g 33.0 to //ludeon.com/forums/index.php?topic=33.0)
|author       = author name or team
|version      = version of mod
|comp         = which version of game is compatible with, leave blank for current
|firstrelease = the date that the mod was released for the first time.
}}

Exsample:
Code: [Select]
{{infobox custom|mod
|name         = My Little Pony
|state        = released
|author       = Evul
|version      = 1.00
|comp         = Alpha 8
|firstrelease = 2025-12-024
}}

7
General Discussion / Colony Showcase
« on: January 01, 2015, 09:38:25 AM »
Ive been playing around for a while on a colony named PomPomDorien (My fiance named it)
Here are some pictures of the current state of the colony.

Mods used:
Clutter
Glassworks
CentralHeatingMod
ProjectArmory (InternalDevBuild)
EdBInterface
EdBModOrder
EdBPrepareCarefully
Miscellaneous_HiRes

The entire colony


The the center and trade post


Hospital and north power center


Gate


North Block


HQ

8
Help / Is it possible to add new biom generation type?
« on: December 29, 2014, 09:55:53 AM »
Hi I'm wondering if it's possible to add a new type and new generation type on the map?

9
Ideas / A more interactive world map
« on: December 22, 2014, 04:01:53 PM »
I assume Ty already figured some of this stuff out already but I whant to make suggestion of it anyway :)

First of make the world map able to load save games, so you don't have to make a save game the game saves the progress on exit on the world map. This also makes it possible to revisit the colony after its destruction.

Ability to expand your already existing colony. Simular to create new colony but make it possible to move in to a new colony with a selected group of resourses and colonists.

Trade and help other colonies or faction. This to make the world more interactive and enable more enriched relations.

That's a small idea for now.

10
Ideas / Priority change on snow and dirt
« on: December 19, 2014, 03:53:24 PM »
I've been playing on a colony that got completely whipped. When i was looking on the colonies destruction i noticed the dirt on the snow on the pathways.

This got me thinking; That is ugly. So my suggestion is simple, change the layer priority of snow and dirt. So we don't have to see the dirt on the oversnowed dirt above the snow.


11
Ideas / Colonial marketplace
« on: October 28, 2014, 04:41:21 PM »
A colonial marketplace what do I mean with this?
Well simple. A zone were visitors go to and set up shop. If the colony is rich enough and have good enough relations. The player will be able to buy equipment directly from a naboring colony and get beter relations. This are more a planet side way of trade instead of ordering things of world.

12
Releases / Helpful info for publishing mods
« on: October 21, 2014, 09:18:03 PM »
This is just a post help you get started.

Host sites mods:
ModDB
Nexus mods [Official Graphic: Download button]
Modsaholic [Official Graphic: Download button]


Other file upload services:
Dropbox
*PM me and I add more

Topic name:
Follow the community standard so it is easy to know when a mod is outdated or not.
The current community standard and recommended format is:
[AlphaVersion] [Tag] ModName (ModVersion) Possible quote, message or date.

Example names:
[A19] The rose mod (2.1.2a) Give it away!
[A19] RimWorld red carpet mod (Version 2)
[A19] Lockable door mod (v1.30) (2020-10-11)
[A19] New animal boomrat
[A19] [ADDON] New animal boomrat - Blue colour.
[A19] [TEXTURE] White rose - Red roses or white, I bring white.

Current supported tags:
Sub-MOD or ADDON - A sub-mod is a modmod a mod on a mod.
TEXTURE - A pure texture replacement, nothing else.
MODPACK - A pack of mods and textures. Make sure you ask for permission befour making one.
MODLIST - An unofficial list of mods. (Please don't make more then one.)
*We will not stop you if you make a new one. As long as it is logical.

First post templates:
Pick the one you like the most or make your own. Copy the code and shape it to yours.
Code: [Select]
[center][size=20pt]HEAD[/size][/center]

[color=orange][size=18pt]Description:[/size][/color]
Your description and information of the mod.

[color=orange][b]Sub Topic[/b][/color]
More information about the mod.

[color=orange][size=18pt]Author/Mod Team[/size][/color]
You and other

[color=orange][size=18pt]Download[/size][/color]
Download link your links

[color=orange][size=18pt]How to install:[/size][/color]
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

*The templates are gathered from the most used formats on the board.

Note: When making your own; avoid making a entire topic in one bright sparkly colour and large letters, its just enoying. Its better to be clean but unique. Make your own subtopics in pictures or other creative ways.

RimWorldWiki:
When you have made your first post you might want to add your self to the RimWorldWiki mod List

FAQ:
Q: I can't remove my poll. How do I do this?
A: Send a PM to a moderator with a link to the topic with a poll.

Q: Can my mod or list of mods be pinned?
A: No. It will be unfair to other mod creators if the list or mod is pinned.

Q: Why are there mods from the previous alpha still in the release thread?
A: Mod threads are moved to outdated when the mod has been; inactive for 2 versions back, the user have been inactive for one version back after a new alpha have been released. Usually a cleaning starts after a new version of RimWorld is released.


Page is under edit it will be completed soon.

13
Is it just me or are space refugees that lays incap after trajectory recovering and swarming your colony?

14
Bugs / [W | 0.7.584] Pistols in the corner
« on: October 19, 2014, 03:45:54 PM »
Is it just me or are more pistols poping up more and more in the further left corner?

Throe the cause of the game more and more pistols is poping up in the left down corner. Does anyone else experience this?

Is it just happening to project armory pistols or does it happen to any other weapon?

Help confirm and squish this bug.

EDIT: 0001237: Pistol spawn in lower left corner when space refugee event launches

[attachment deleted by admin: too old]

15
Video / Evul Development Gameplayes (Alpha 7)
« on: October 18, 2014, 08:00:51 PM »
Here is my first ever game play, more might come :)

https://www.youtube.com/watch?v=I5gwjOn-PI4

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