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Topics - BaconBits

#1
Outdated / [A16-A17] Grill Tech ~ Updated to A17
September 09, 2016, 12:37:31 AM

Grill Fyre Technologies Inc. (a.k.a. Grill Tech) was founded in
2687 by Reid Fyre. After decades of financial struggle, Grill Tech quickly became
the leading manufacturer of Food Preparation Equipment in the Galaxy. In the year
3544, the President of the People's Intergalactic Solar Republic (P.I.S.R.) convinced
the government to pass the "Independent Domain Infringement Organizational Trade
System" (I.D.I.O.T.S.).

This new law made it possible for the government to establish boundaries
(a.k.a. Rims), which ultimately allowed major companies the ability to
hinder the progress of small businesses. Eventually, almost all of the small
businesses were killed by I.D.I.O.T.S. and many civilizations on thousands
of planets in the every Rim all but died out.

Several years ago, a new government was elected and immediately killed
I.D.I.O.T.S. This paved the way for The Free Trade Act of 4998 and opened
the doors to new opportunities for businesses and individuals alike.

Grill Tech will soon be able to provide your Rim with ALL of  it's quality Hi-Tech
products for all your food preparation needs. However, we need to acquire a suitable
location for our distribution center. Until then, we have contracted supply trade ships
to provide your Rim with some of our most popular items on the market. We
hope to make our full line of products available soon. So until then, Happy Q'ing!

This Mod Includes:

New Cooking Stations:
Fueled BBQ Grill

Electric BBQ Grill


New Food Items:
BBQ Meal          BBQ Ribs
           
BBQ Sausages          BBQ Hot Dogs
               
BBQ Potatoes          BBQ Corn
                 
BBQ Sauce          BACON
             

No Specific Mod Order
Save Game Safe*

*You may have to allow the the ingredients in the details menu


AUTHOR
BaconBits

CREDITS

THIS MOD WAS LARGELY INFLUENCED BY
dismar - Vegetable Garden
cuproPanda - Powerless
Telkir - T-ExpandedCrops

ADDITIONAL HELP
Kapitan_Kavern
Grogfeld


TEXTURES
BaconBits
Some stuff from 'Project Catering'


Download
Grill Tech V1.2 A16
Download
Grill Tech V1.2 A17







-A17 Update

----------------------------------

-A16 Update

----------------------------------

V1.2
-Fixed detail ingredient list
-Reduced item market value
-Balanced nutrition stats to what I think is fair
(BBQ Meal has same stats as Lavish Meal)

----------------------------------

V1.1
-Balanced out nutrition stats

----------------------------------

V1.00
-Initial Release




How to install Mods:
~ Delete older versions of the Mods ~
~ Unzip the contents and place them in your RimWorld/Mods folder ~
~ Activate the mod in the mod menu in the game ~


Q & A:
Q: Can modpack makers include your mods in their modpack?
A: Yes. (Just let me know about it and credit me as the original author.)

Q: Can other modders make derivative mods based on yours?
A: Yes. (Just let me know about it and credit me as the original author.)

Q: Will you put your mods be on the Steam Workshop?
A: Nope.



--------------------------------------------------------------------
Please provide feedback of any and all kinds.
Thanks for reading and/or downloading, hope you enjoy!
--------------------------------------------------------------------
#2
Help / [Solved] Hopper storage and Auto dispense?
September 06, 2016, 08:54:02 PM
The xml code for the hopper doesn't seem to show a storage/stack limit and I know there is one. How can I change the storage capacity of the hopper through the xml file.

Also, Is it possible, through xml coding, to make the hopper "Auto Dispense" into an adjacent storage item? 

Thanks  :)
#3
SPIKE 'EM!!  That's right, I said.....SPIKE 'EM!!

Ever wished you had spikes in the floor to skewer those enemies from below?
Or, Maybe a Raider is chasing a colonist through your hallways, when you realize
it would be nice to have wall spikes push out and crush that Raider against the wall.
What about those pesky Sapper's? It'd be nice to see them fall into a hole filled with
skull impaling spikes. Right?

Introducing:

"Trap Defence"
Adds 3 new traps.
Adds 2 new research criteria:
Basic Traps - Unlocks Floor Spike and Advanced Traps
Advanced Traps - Unlocks Wall Spike and Spike Pit

Both colonists and enemies can trip the traps.
Needs to be reset manually.
Can be made out of any material.
Slightly higher tripping percentage that base game "Deadfall" trap.
Tripping %:
Deadfall: 0.8
Trap Defence:
Enemies ~ 1.0
Colonist ~ 0.2

*Spike Pit must be built outdoors*


Author
BaconBits

Credits
This mod is a derivative from:
- JuliaEllie -  Author of  "The inspection - Spike Traps" mod
- Neocryptorian - Author of  "Better Inspection" mod

If I have forgotten to give credit to anyone please let me know so I can give proper credit.

Download
Trap Defence V1.1 A17
Download
Trap Defence V1.1 B18


~Updated to B18~

--------------------------------------
~Updated to A17~

--------------------------------------
~Updated to A16~

--------------------------------------

V1.1
-Colonists now have lower chance of triggering traps

--------------------------------------

V1.00
-Initial Release


How to install Mods:
~ Delete older versions of the Mods ~
~ Unzip the contents and place them in your RimWorld/Mods folder ~
~ Activate the mod in the mod menu in the game ~


Q & A:
Q: Can modpack makers include your mods in their modpack?
A: Yes. (Just let me know about it and credit me as the original author.)

Q: Can other modders make derivative mods based on yours?
A: Yes. (Just let me know about it and credit me as the original author.)

Q: Will you put your mods be on the Steam Workshop?
A: Nope.



--------------------------------------------------------------------
Please provide feedback of any and all kinds.
Thanks for reading and/or downloading, hope you enjoy!
--------------------------------------------------------------------
#4






How to install Mods:
~ Delete older versions of the Mods ~
~ Unzip the contents and place them in your RimWorld/Mods folder ~
~ Activate the mod in the mod menu in the game ~


Q & A:
Q: Can modpack makers include your mods in their modpack?
A: Yes. (Just let me know about it and credit me as the original author.)

Q: Can other modders make derivative mods based on yours?
A: Yes. (Just let me know about it and credit me as the original author.)

Q: Will you put your mods be on the Steam Workshop?
A: Nope.



--------------------------------------------------------------------
Please provide feedback of any and all kinds.
Thanks for reading and/or downloading, hope you enjoy!
--------------------------------------------------------------------

LOADING.........PLEASE WAIT!  :P
#5
Help / [Solved]Pawns not using new cooking station
September 02, 2016, 10:10:28 PM
Hey all! So, for some reason that I am unable to figure out, I can not get pawns to use the fireplace as a cooking source. I've re-written the code at least three times, referred to Wiki, Milon's xml page, and the core files. My pawns will refuel the fireplace, but will not cook. I can't even prioritize it. Any Thoughts?

Attached is the fireplace.xml and the workgiver.xml

[attachment deleted by admin - too old]
#6



Updated version of the A13 mod. Original post is here:
https://ludeon.com/forums/index.php?topic=18659.0
All credits and license still apply.

Downloads

V1.15
-Updated to A15

------------------

V1.00
-Initial Release


How to install Mods:
- Delete older versions of the Mods
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
#7

Genetically engineered as part of a Prehistoric Revival Experiment, the Mamuffalo is a  VERY large herding herbivore and peaceful unless disturbed like it's cousin the Muffalo. While somewhat coarse, mamuffalo wool's long fibres make it very strong and provides very good insulation. Wool clothes can keep the body warm even in extreme conditions.


Mamuffalo can be kept like other farm animals.
They produce wool and the females are milkable.
Tusks drop when hunted, and butchering a farmed Mamuffalo.
They are also fully trainable.

Author
BaconBits

Credits
mrofa
Graphics for the Mamuffalo were freely given and found here:
https://ludeon.com/forums/index.php?topic=2390.150

Download



V1.01
-Fixed Tusks not dropping
-Fixed training issue

------------------

V1.00
-Initial Release


How to install Mods:
- Delete older versions of the Mods
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.


Q & A:
Q: Can modpack makers include your mods in their modpack?
A: Yes. (Just let me know about it and credit me as the original author.)

Q: Can other modders make derivative mods based on yours?
A: Yes. (Just let me know about it and credit me as the original author.)

Q: Will you put your mods be on the Steam Workshop?
A: Nope.


License:

Creative Commons License

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I could use some Prehistoric Animal textures if anyone would like to contribute to my "Prehistoric Animals Pack" that I am making.

--------------------------------------------------------------------

Please provide feedback of any and all kinds.
Thanks for reading and/or downloading, hope you enjoy!

--------------------------------------------------------------------

#8
Help / [SOLVED]Failed to find any texture
August 14, 2016, 11:04:38 PM
Hi, I'm having an issue with a texture. Any help would be awesome.

I'm making a new animal and I keep getting the same errors even after I change the color.
I've refered to core files and other animal mods and this is what I have:

<bodyGraphicData>
        <texPath>Things/Pawn/Animal/Mamuffalo</texPath>
        <color>(139,93,35)</color>
<drawSize>3.5</drawSize>
<shadowData>
<volume>(0.4, 0.3, 0.3)</volume>
<offset>(0,0,-0.2)</offset>
</shadowData>
</bodyGraphicData>

I keep getting these errors:
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Animal/Mamuffalo, color=RGBA(0.545, 0.365, 0.137, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Failed to find any texture while constructing Multi(initPath=Things/Pawn/Animal/Mamuffalo, color=RGBA(0.340, 0.320, 0.300, 1.000), colorTwo=RGBA(0.340, 0.320, 0.300, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Failed to find any texture while constructing Multi(initPath=Things/Animal/Mamuffalo, color=RGBA(0.545, 0.365, 0.137, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Failed to find any texture while constructing Multi(initPath=Things/Animal/Mamuffalo, color=RGBA(0.340, 0.320, 0.300, 1.000), colorTwo=RGBA(0.340, 0.320, 0.300, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Failed to find any texture while constructing Multi(initPath=Things/Pawn/Animal/Mamuffalo, color=RGBA(0.545, 0.365, 0.137, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Failed to find any texture while constructing Multi(initPath=Things/Pawn/Animal/Mamuffalo, color=RGBA(0.340, 0.320, 0.300, 1.000), colorTwo=RGBA(0.340, 0.320, 0.300, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Failed to find any texture while constructing Multi(initPath=Things/Animal/Mamuffalo, color=RGBA(0.545, 0.365, 0.137, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Failed to find any texture while constructing Multi(initPath=Things/Animal/Mamuffalo, color=RGBA(0.340, 0.320, 0.300, 1.000), colorTwo=RGBA(0.340, 0.320, 0.300, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)


Thanks.
#9
Tools / Art/Texture question
August 13, 2016, 03:44:17 AM
I was wondering what programs everyone uses besides Photoshop?
#10
Help / [Solved]A few xml modding questions
August 10, 2016, 02:07:41 PM
Hi everyone, I'm currently making a BBQ Mod (https://ludeon.com/forums/index.php?topic=23228.0) wich I believe I'm about 80% finished with code and textures. However, I'm running into Def's Ive never messed with. Through research and refering to other mods, I have been able to figure out most of everything i need, though I do have a few questions. Right now I feel I might be over thinking this to the point of missing the easy answers.

1. I want to be able to make BBQ food (like Ribs, Sausage, Potatoes, etc.) be used as ingredients
    when making BBQ Meals as well as be meals themselves. Do I need to have each said food item in two seperate ThingCategoryDefs or can I use one Def and have two parent names? Or Is what I want to do impossible?

2. I want to be able to assign pawns to use the Butcher Table to make raw Sausages. Do I need to do WorkGiverDefs to Prepare raw food at the butcher table, or, can I just assign it to the butcher table in the recipe?

I thought I had another question, but, I'm sure I'll remember it later.

Thanks in advance for any help you can provide!
#11
Unfinished / [WIP] Grill Tech [V1 Released]
August 09, 2016, 02:52:36 PM
Hello fellow Rimworlders!

My plan is to introduce a new BBQ cook table for outdoor and indoor use.
I will also be adding some new recipes. I eventually intend to make this mod compatible with
other food and cooking related mods.

I will be adding:
- A BBQ Grill (fuelled and Electric)
- BBQ Meal
- BBQ Ribs
- BBQ Sauce
- BBQ Potatoes
- BBQ Corn
- Sausage
- Hot Dogs
- And of course....BACON

After initial (Core Based) release I will be working on mod compatibility for dismar's Vegetable Garden and cupropanda's Powerless.

Thanks to kaptain_kavern, I am now in the testing stage.
#12
BaconBits' Mods

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Fireplaces


Description:
So, you're sittin' there watching your pawns do their daily work assignments, when you start looking at all the rooms. Then it hits you like a ton of bricks, "My pawns need a fireplace", but, there isn't one in the game. Not to fear, BaconBits is here! (that sounded better in my head)
Anyways, two sizes and types of fireplaces for your pawns to enjoy.

Features:
Cooking
Joy Objects
Heat Source
Beauty Objects
Wood Fueled And Electric
Built Out Of Any Material
No Set Mod Order
Save Game Safe
Does Not Require CCL
Located Under Temperature

Author
BaconBits

Credits
kaptain_kavern - For error corrections and cleaning up my messy code

Download
Fireplace Mod V1.4 A15



V1.4
-Updated to A15

---------------------------------

V1.3
-New Vanilla Textures
-Fireplaces now heat faster
-Now a little smaller

---------------------------------

V1.2
-Now only two Fueled Fireplaces
-Added two Electric Fireplaces
-Added cooking back in
-More texture changes

---------------------------------

V1.10a
-Added Meditative Joy
-Fixed Fireplace Placement Issue

---------------------------------

V1.10
-Alpha Release
-Added Small Fireplace
-Added Large Fireplace
-Small Texture Changes

---------------------------------

V1.01
- Removed cooking
- Added joy

---------------------------------

V1.00
-Initial Release


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Wall Torch


Description:
Umm........yeah. It's a torch that goes on the wall.

Author
BaconBits

Download
Wall Torch V1.1 A15



V1.1
-Updated to A15
-New Texture

--------------------------------

V1.0
-Initial Release


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Animal Feed Trough


Description:
Tired of watching your animals eat off the floor like filthy...um ???...animals?
Not any more. Get the 'Animal Feed Trough' and those pigs will be eating in style.
*A wooden trough specifically for Hay and Kibble

Author
BaconBits

Download
Animal Feed Trough V1.1 A15



V1.1
-Updated to A15
-New Texture

------------------------------------------

V1.0
-Initial Release


--------------------------------------------------------------------

How to install Mods:
- Delete older versions of the Mods
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.


Q & A:
Q: Can modpack makers include your mods in their modpack?
A: Yes. (Just let me know about it and credit me as the original author.)

Q: Can other modders make derivative mods based on yours?
A: Yes. (Just let me know about it and credit me as the original author.)

Q: Will you put your mods be on the Steam Workshop?
A: Nope.


License:

Creative Commons License

--------------------------------------------------------------------
Please provide feedback of any and all kinds.
Thanks for reading and/or downloading, hope you enjoy!
--------------------------------------------------------------------