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Topics - Pravus

#1
Help / Has Tynan Changed How Structures Render?
August 30, 2018, 05:18:55 PM
As the title states, I'm wondering if anyone has an insight into possible rendering changes with the release of B19. I have a fairly simplistic mod that I put together a couple of years ago that adds the option to build fences and a few alternative styles of flooring (https://ludeon.com/forums/index.php?topic=26964.0) that surprisingly has remained fairly popular since I posted it. I haven't actively played RimWorld for a while now but I do try to keep my mods updated for the benefit of the players that enjoy using them so much. With the release of B19, however, I've run into an unexpected problem.

While testing my work to update my mod for compatibility with B19, I noticed that individual tiles of fencing were being rendered from their atlas seemingly "blown up" slightly within the game engine. This was resulting in the outer edges of individual tiles being cut off from the image. There were also some strange alignment errors that started manifesting, particularly around the endpoints of a line of fencing. None of this has ever been a problem I've run into prior to B19. Any ideas as to what could be causing such strange behavior?
#2
Outdated / [A18] High Tech Laboratory Facilities
January 13, 2017, 10:50:01 PM
High Tech Laboratory Facilities


This mod started out as a personal project for myself to use in my own game but due to requests I decided to release it publicly.  I made this mod due to feeling that the graphics for the "hi-tech research bench" and "comms console" were a bit too boring and plain for my liking so I decided to make my own graphics for them.  Following that I decided to continue modifying and adding research assets to fit the theme I was working toward.  Full disclosure, I didn't work on this mod to the point that I would normally consider fully finished and there are a few parts I never felt fully satisfied with (the ground-penetrating scanner graphic being one example as I never could come up with a fully realized design that I liked).  I am also currently playing other games and focusing on other matters in my life so I doubt I'll undertake any further updates anytime soon.  To make up for that however I included a little bonus:

  • tailor-made lab coats that slightly enhance research skills
  • a late game research project that unlocks plans for an advanced powered combat exoskeleton
  • custom graphics for both (exoskeleton artwork based upon the incomparable rooki1's work!)

Quick and dirty update!  Added native minification def to all items due to popular request.  All usable research items (Hi-Tech Research Bench, Laboratory Station, and Research Terminal) now link with the MultiAnalyzer and each other for a benefit of +10% research speed per link.  This hopefully makes up for the Laboratory Station and Research Terminal not counting as Hi-Tech Research Benches for the purpose of actively researching technologies with the bench specifically noted as a prerequisite.  Enjoy!

Download:
Dropbox
Steam Workshop

License:
Modders are welcome to utilize assets included in this mod as they see fit though attribution is always appreciated!
#3
Unfinished / [WIP] Lavatory Facilities
October 21, 2016, 04:18:15 PM
During a recent game I was struck by a realization that I'm shocked hadn't hit me sooner: RimWorld colonies never have access to lavatory facilities!

This is madness!  Doesn't Tynan realize that "everybody poops!" ;p

So I started working on a mod to rectify the situation!  So far I have completed the initial artwork and xml structure but I had a few ideas I have yet to implement.  I'm still an absolute novice at .DLL construction and it may be a bit yet before I have the available time to sit down and really dedicate my attention to it.  With that in mind, I thought I might post what I had so far as well as what I'm hoping to achieve in case any modder more capable than myself wants to take a crack at it.  Full credit will be attributed to any and all contributors to the finished package.

Here's a sample of a few art assets in game:



What I would like to add:
  • Toilets and showers used as source of comfort and joy (example: pawns could occasionally stand in a shower when joy and/or comfort is low much like how pawns engage in the "stargazing" activity.)
  • If the previous is made possible, usage of toilet facilities should be restricted when a pawn's food need is too low (starving pawns shouldn't need to regularly defecate)
  • If possible, pawns could temporarily display as nude when showering then display clothed normally when finished


Thanks in advance to anyone looking to help!


Download:
Dropbox
#4
Releases / [B19] Fences And Floors v1.21
October 20, 2016, 11:00:07 PM
Fences And Floors
Now v1.21 Featuring Community Feedback Balance Pass



Special thanks to ItchyFlea and mrofa whose mods Fences and Clutter inspired this mod!

This mod adds 4 new styles of flooring and 4 fences (3 perimeter fences and a smaller defensive barrier).  Fences are gathered into their own menu category and research requirements have been applied where appropriate.  Plywood paneling and the simple wood fence are available from the beginning and are relatively simple to construct.  Upon completing the Machining research requirement access to chainlink fencing, high security fencing, the security barrier, steel grate flooring, and metal panel flooring is made available.  The last addition, sensor panel flooring, becomes constructable upon completing a new research project: "Reactive Flooring."

Some additions exhibit special qualities.  Steel grating has an inherent bonus to cleanliness due to most dust and detritus falling cleanly through the grate.  Wood and chainlink fences can be fired through while providing a small amount of cover.  The security barrier can be walked over (though with some difficulty), much like vanilla sandbags, but still provide good cover from incoming fire.  Lastly, sensor panels include advanced electronics, sensors, and networking components within their design.  They are expensive and difficult to construct but react to the presence of pedestrians moving overhead by optimizing their surface to the users stride resulting in a net increase in walking speed!


Plywood Paneling


Steel Grating


Metal Paneling


Sensor Panels


Wood Fence


Chainlink Fence


High Security Fence


Security Barrier

Introduced in v1.1!  Gates have been added for wooden fences, chainlink fences, and high security fences (formerly labeled metal perimeter fences)!  Fence HP values, material cost, and build times have been adjusted for balance!  *NOTE: Due to the way RimWorld currently renders doors all gates have a secondary entry in the build menu intended to be used when placing gates in vertical fence rows.  This avoids having any jarring graphical weirdness when building new gateways.*

Introduced in v1.2!  After considering community feedback Fences and Floors has undergone a balance pass!  Material and work investments have been rebalanced to better fit in with vanilla RimWorld assets across the board!  Fences and gates have also had their HP totals rebalanced to better mesh with core structure HP totals and to ensure proper situational usefulness!

Hotfixed to v1.21!  Adjusted material cost values of High Security Fences due to an oversight when updating that made them far too durable for their cost investment.

Download:
Dropbox
Steam Workshop

License:
Modders are welcome to utilize assets included in this mod as they see fit though attribution is always appreciated!