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Topics - AntiMatter

Pages: [1]
1
Mods / [Mod idea, game idea?] levels.
« on: April 06, 2015, 05:28:15 AM »
not EXP levels i mean levels as in floors. i know it sounds stupid but it could be a nice enhancement if you could go underground and find more steam gysers for your colony or make a underground bunker.

just an idea here it's come up many times and of course there are many problems and many good things with this idea.

2
General Discussion / What are your three favourite traits to have?
« on: April 06, 2015, 05:20:26 AM »
Now I mean sanguine and stuff like that. not being completely bionic.

mine would be these three (and since I have Edb prepare carefully I can have em on at least one colonist)

sanguine,
industrious,
jogger.

sanguine is a plus 12 buff on mood (explains itself really.)
industrious is a major buff on work speed
jogger makes them walk faster :P

for colonies which are like mazes (I’m not very good at building) these three for me are great!

what are your personal favourites?

3
General Discussion / "High Expectations" how to deal with it!
« on: April 05, 2015, 05:43:51 AM »
OK so I took a whole two months off rim world and recently came back and decided to play a bit since I got bored of everything else but now I see there's this new Debuff which doesn't tell me how to damn well fix!

so yeah I have this colony that has this debuff and I don't know if it's to do with mods or if it's part of the vanilla game

if it's vanilla has anyone got a fix? what do I do to make my dummy colonists stop complaining??

4
Hi guys,

i was just wondering what has changed in Alpha 9 to make a certain mod which i got help with to work in alpha 8 give a pink X box in alpha 9. oh the actual mod still works. i get steel/iron for nothing (yes i cheat) but i was curious because this style of coding is still confusing.

i checked the code and i honestly can not find what's wrong due to my lack of understanding of the code also the Wiki has nothing on modding PLANTS!!!

here's the code please spot the problem ^-^

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Plants>


   <ThingDef Name="PlantBase" Abstract="True">
    <eType>Plant</eType>
    <category>Plant</category>
    <thingClass>Plant</thingClass>
    <altitudeLayer>LowPlant</altitudeLayer>
    <useStandardHealth>True</useStandardHealth>
    <statBases>
      <Flammability>0.8</Flammability>
    </statBases>
    <tickerType>Rare</tickerType>
    <selectable>False</selectable>
    <neverMultiSelect>True</neverMultiSelect>
    <drawerType>MapMeshOnly</drawerType>
    <shaderType>CutoutPlant</shaderType>
    <plant>
      <harvestDestroys>true</harvestDestroys>
      <soundHarvesting>Harvest_Standard</soundHarvesting>
      <soundHarvestFinish>Harvest_Standard_Finish</soundHarvestFinish>
      <sowWork>150</sowWork>
      <fertilityMin>0.5</fertilityMin>
      <fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
      <topWindExposure>0.1</topWindExposure>
      <growthPer20kTicks>0.48</growthPer20kTicks>
      <growMinGlow>Overlit</growMinGlow>
      <visualSizeRange>
        <min>0.3</min>
        <max>1.00</max>
      </visualSizeRange>
    </plant>
  </ThingDef>
   
   
   <!--=========================== Crops ==============================-->

 
  <ThingDef ParentName="PlantBase">
    <defName>SteelWeed</defName>
    <label>Steel Weed</label>
    <statBases>
      <MaxHealth>85</MaxHealth>
      <Beauty>12</Beauty>
    </statBases>
    <description>A strange alien plant that grows a metallic core at it's base.  It has nutrional value, but the plant's core can be harvested as a source of metal.</description>
    <graphicPath>Plant/IronWeed</graphicPath>
    <graphicClass>Graphic_Random</graphicClass>
    <selectable>true</selectable>
    <pathCost>10</pathCost>
    <food>
      <quality>Plant</quality>
      <nutrition>10</nutrition>
    </food>
    <plant>
      <dieIfLeafless>true</dieIfLeafless>
      <shootsSeeds>false</shootsSeeds>
      <harvestTag>Standard</harvestTag>
      <harvestedThingDef>Steel</harvestedThingDef>
      <harvestDestroys>true</harvestDestroys>
      <harvestYieldRange>
        <min>10</min>
        <max>20.0</max>
      </harvestYieldRange>
      <sowTags>
        <li>Ground</li>
        <li>Hydroponic</li>
      </sowTags>
      <topWindExposure>0.1</topWindExposure>
      <growthPer20kTicks>0.48</growthPer20kTicks>
      <lifeSpan>200000</lifeSpan>
      <fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
      <visualSizeRange>
        <min>0.3</min>
        <max>1.05</max>
      </visualSizeRange>
    </plant>
  </ThingDef>
   
</Plants>

i'd also like it if someone updated the wiki to include plant modding tutorials so i don't have to bug people about this mod and i can fix it myself :)

5
Help / IronWeed (need help porting it into alpha 8 (THIS NOT MY MOD)
« on: December 19, 2014, 06:11:53 PM »
i take no credit in this mod. it used to be done by one guy then got updated by another when alpha 7 hit... and now i'd like some help making it work in alpha 8.

here's the code for it:

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Plants>


<ThingDef Name="PlantBase" Abstract="True">
    <eType>Plant</eType>
    <category>Plant</category>
    <thingClass>Plant</thingClass>
    <altitudeLayer>LowPlant</altitudeLayer>
    <useStandardHealth>True</useStandardHealth>
    <statBases>
      <Flammability>1.0</Flammability>
    </statBases>
    <tickerType>Rare</tickerType>
    <selectable>False</selectable>
    <neverMultiSelect>True</neverMultiSelect>
    <drawerType>MapMeshOnly</drawerType>
    <shaderType>CutoutPlant</shaderType>
    <plant>
      <harvestDestroys>true</harvestDestroys>
      <harvestingSound>Harvest_Standard</harvestingSound>
      <harvestFinishSound>Harvest_Standard_Finish</harvestFinishSound>
      <sowWork>150</sowWork>
      <fertilityMin>0.5</fertilityMin>
      <fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
      <topWindExposure>0.1</topWindExposure>
      <growthPer20kTicks>0.48</growthPer20kTicks>
      <growMinGlow>Overlit</growMinGlow>
      <lifeSpan>200000</lifeSpan>
      <seedShootMinGrowthPercent>0.6</seedShootMinGrowthPercent>
      <visualSizeRange>
        <min>0.3</min>
        <max>1.00</max>
      </visualSizeRange>
    </plant>
  </ThingDef>


<!--=========================== Crops ==============================-->

 
  <ThingDef ParentName="PlantBase">
    <defName>IronWeed</defName>
    <label>Iron Weed</label>
    <statBases>
      <MaxHealth>85</MaxHealth>
      <Beauty>12</Beauty>
    </statBases>
    <description>A strange alien plant that grows a metallic core at it's base.  It has nutrional value, but the plant's core can be harvested as a source of metal.</description>
    <graphicPathFolderRandom>Plant/IronWeed</graphicPathFolderRandom>
    <selectable>true</selectable>
    <pathCost>10</pathCost>
    <food>
      <quality>Plant</quality>
      <nutrition>10</nutrition>
    </food>
    <plant>
      <shootsSeeds>false</shootsSeeds>
      <harvestTag>Standard</harvestTag>
      <harvestedThingDef>Metal</harvestedThingDef>
      <harvestDestroys>true</harvestDestroys>
      <harvestYieldRange>
        <min>2</min>
        <max>5.0</max>
      </harvestYieldRange>
      <sowableGround>true</sowableGround>
      <sowableHydroponic>true</sowableHydroponic>
      <topWindExposure>0.1</topWindExposure>
      <growthPer20kTicks>0.48</growthPer20kTicks>
      <lifeSpan>200000</lifeSpan>
      <fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
      <visualSizeRange>
        <min>0.3</min>
        <max>1.05</max>
      </visualSizeRange>
    </plant>
  </ThingDef>

</Plants>

if anyone could point out what's wrong with this and show me what to put in to fix it i'd be very greatful :D

Thanks!

AntiMater.

EDIT: the only thing in the .zip is an "about" folder (and texture folder) and inside the about folder it says:

Code: [Select]
<ModMetaData>
<name>IronWeed</name>
<author>NephilimNexus - A7 Update by Skullywag</author>
<targetVersion>Alpha 7</targetVersion>
<description>Sick of mining?  Trading ships too slow?  An alien species of plant has been discovered made entirely of metal.  How's that for convenience?</description>
</ModMetaData>

so i'm guessing anyone can edit it at will? i could be wrong...

P.S. i'm pretty sure the author said people could take it up and edit it because he gave up on it but if any admin people find this to be false just drop me a message and remove this thread. i don't want any trouble :)

6
Off-Topic / Anyone else get the sudden urge to just blabber in topics?
« on: October 04, 2014, 07:41:15 PM »
I know I’m bad at it. and I know some people who are worse but I’d like to know if there are other people on this forum that see a post they're interested in and just immediately reply to it and do this for 3 or 6 topics and end up having they're name on the first 6 topics as the last person who responded to the topic...

i just did it and I feel guilty for doing it :(

yeah so this is just a "do you read though the 'off-topics' on forums and post as much as you can?" thread :P just curious.

*AntiMatter Out*

7
i know it's hard coded into the game but i despise the entrance to the cryptopods on the side I'd much prefer it on the bottom (where the top is the part that has to fit onto the ship structure beam) can someone (anyone) help me to edit this? or at least tell me what to do to change where the "entrance point" is?

this is just because i can't get most things to look good symmetrically without my ship looking like some sort of weird demented starfish.

all help appreciated.

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