Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Nitrodev

#1
Releases / [1.0] Absolutely No Roof (v1.0)
January 14, 2019, 01:08:44 PM
Absolutely No Roof

This simple mod allows you to remove ALL types of roofs.

Note: As infestations only occur below mountain roofing, this mod can be used to prevent the event from happening. But this is only the case for tiles where the roof has been removed, this mod does NOT disable the event.

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1624893841
Download: https://www.dropbox.com/s/ubgsribmum12mon/AbsoluteNoRoof%5Bv1%5D.zip?dl=0

You may use this mod in any modpacks without asking my permission.
#2


Inspiration aims to make colonists skills level up a bit faster by giving them moments of inspiration.

INSPIRATION SHOULD WORK WITH OLD SAVES.


New events:
- Inspiring dream: A colonist had an inspiring dream and was given 200 xp to a random skill that has a level below 20. This gives also a thought of "Had an inspiring dream" which increases the mood of a colonist by 5 (does not stack) This event has two days of cooldown.
- Inspiration: This event fires when a colonist is doing a bill, mining, viewing art, doing joy activities, watching TV or constructing. It increases a random skills level by 1 as long as the skill is below 12. If the skill is 12 or above then 7 500 xp is given.

New trait:
- Inspiring: This allow a colonist to inspire others to gain xp in a skill, but only in skills where the colonist with the trait has a passion or a level above 10.

New social interaction:
- Inspired: This colonist inspired another, making the inspiree(?) get 500 xp in a random skill. (This interaction gives the opinion of "chitchat" to both the inspiree and the inspirer but this will most likely change in the near future.)

Changelog

[b]Ported to 1.0[/b]

B18 Version 1.1.0
FINAL MAJOR UPDATE (see my reply for more info)
*Translations added. (Will countinue adding languages eventually. If you want to see the texts in your language, tell me about it.)
*Mod settings to configure the xp given from the social interaction 'inspire' and the 'inspiring dream' event.
*Typos fixed.
*Bugs fixed.

B18 Version 1.0.6
*Fixed a bug where the game didn't recognize the events.

B18 Version 1.0.5
*Fixed a bug.

Version 1.3.0
*Made the Inspiration event to be triggered by watching TV, doing joy activities and viewing art.
*Fixed a few bugs that i forgot to fix while porting to A17, sorry about that.

Version 1.2.5
*Fixed the bug where i left the chance of a pawn inspiring another at 100%, i have changed this to 20% (same as chitchat).
*Colonists with the inspire trait will only give inspiration in skills they have a passion or high level (over 10).

Version 1.2.0
*Added a social interaction called "Inspire".
*Added a new trait "Inspiring"

Version 1.1.0
*Made the Inspiration event have diminishing returns. Check the mod description of more info.
*Made the Inspiring dream event have two days of cooldown after each time it fires.
*Fixed a bug.


You may make translations of this mod.
You may also use this mod in any modpacks without asking my permission.

Thanks to:
Erdelf
MarvinKosh
And everyone at the Rimworld modding community.

Download:
https://www.dropbox.com/s/st9gea0mi74cf6v/Inspiration%5Bv1%5D.zip?dl=0
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1264593530
#3
Help / Complexity of Assembly modding
July 19, 2016, 10:43:21 AM
Hi there, i'm an aspiring modder and a wiki contributor and since i bought the game and started modding it (only 2 days ago), there has been one question on my mind: How complex can Assembly modding get? so far i've only modded with XML and it's been quite nice and easy, but since i (at some point) would like to learn more complex modding (Assembly) i want to know exactly how far i could get with it.

Thanks for any answers i get and sorry for any typos.