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Topics - InterstellarOrbit

#1
Stories / Epicraid.mp3
September 30, 2019, 12:11:34 PM
>be me
>raid comes, defenses not set up in cave base
>ohno.exe
>get colonists in group, raiders start rushing in
>rifle guy with 17 shooting
nice
>ok ill position himright behind a melee character to fire over the shoulder
>enemy is about 10 tiles away
>rifle guy aims
>comeonandfirealready.mp4
>rifle guy blows head off of melee guy
>what.file
>get swarmed since guy with shotgun went into a mental break
>aaa
>colony on fire

#2
Pandora: Rebornv0.5
James Cameron's Avatar Overhaul


Do you wish that you could explore the forests of Pandora? To observe the great landscape and the homeland of the Na'vi?

LOOK NO FURTHER!
Mod Features


  • Over 100 Textures will be introduced in order to complete the Immersion effect.
  • 20+ Plants, from the Movie and from other sources, will be added.

  • A playable Na'vi Race, featuring carbon reinforced bones that are hard to kill.

  • The world will have the RDA Spread out all over the world, along with Tribes who have either been at war with the RDA or have coincided with the RDA for years.

  • Many of the weapons will be added; such as the M30 Machine Gun(As Shown below)


Updates/Releases

Our hope is to have a completed mod by early to late Q4 of 2020. Art is our greatest Roadblock, financially and time-consuming. I have already poured a good amount of funds into this project, so I will not let this die.

Contact/Playtesting

In order to get into contact with us, and see the whole roadmap ahead, I would suggest joining the discord. This is where you can say your suggestions and keep up to date with the mod!

We also have a website.wip

Dependencies/Incompatible Mods

As with all mods, some have Dependencies. This is no exception. The mod requires Erdelf's Humanoid Alien Races 2.0(Link here.)
As far as Incompatible Mods, I am unsure. This is why I need playtesters! Join the discord and become one!

Jake Sully: [voice over] Up ahead was Pandora. You grew up hearing about it, but I never figured I'd be going there.
#3
NOTE: Moved to https://ludeon.com/forums/index.php?topic=49582 to avoid Necro-posting.


What Does this Mod Do?
This will be a complete overhaul mod. There will be two versions, one with Rimworld Influences and one without. The Version without Rimworld Influence will be strictly based on Avatar. For example, You will not find Muffalo in the game. The Version with Rimworld Influence would obviously have such items.


What does this mod add?
This Mod will add almost everything there is known about the world of Pandora:
Races: It will add a playable Race called the Na'vi, the main inhabitants of Pandora.
Animals: Arachniods, Direhorses, Fan Lizards, Hammerhead Titantheres, Hellfire Wasps, Hexapedes, Prolemuris', Tapirus, Thanators, Viperwolfs, Woodsprites and Many, MANY more.
Plants: Literally Every plant that can be researched, Including but not limiting to Willow Trees, Cat Ears, Healing Rose, Howling Pods, and much more.

How can I help?
You can help by joining the Discord, where you can interact with the Dev Team, give suggestions, and share your personal opinions of Avatar! You can also become a Playtester!  https://discord.gg/V8purxR

Can I become Apart of the Dev Team?
Yes, We are always looking for any Coders, Artists and people who have bright ideas!

Please note this is a *HUGE* Project. I can't stress this any more than I have. What you see here is merely a glimpse of the final project. This will take time. I'd like to thank the wonderful committee here at Ludeon Forums, my wonderful Dev team, and The Rimworld Discord.

Depencies
Alien Races Framework 2.0.

Version History
Changelog:
Aug. 14th -0.1.3c
Bugfixes, New Graphics, Adaption to 0.19
(Removed hair for later development)

Aug. 4th -0.1.2c

-Bugfixes, patch for new version of AlienRace; Finishing Touches to be released in 0.1.3c

Aug. 2nd -0.1.1c

-Race Finished, Bugfixes, Backstories and Skin will be fixed in 0.1.2c

July 26th -0.1c

-Na'vi Finished, release of Alpha 1 to playtesters

June 21st -0.1b

-Added Art for Na'vi, final stretch for v0.1

June 18th, 2018 -0.1a

-Added Na'vi, a playable race with custom names(wip)
#4
Hello, 
      I created some trees that will be added in a mod I am making. However, they don't seem to grow correctly, as throughout their lives they stay the same size... As well as they seem to rustle in the wind too violently. Is there a way I can address this in the Defs?
(Here is a GIF of what is happening)
#5
Hello,
     I am working on a Mod which involves trees. However, The game cannot seem to find the file path. This is eerily similar to this post; https://ludeon.com/forums/index.php?topic=31919.0 But it seems to have been unanswered. I also have a Error saying that "Config error in RedTree: RedTree has null thingClass." Where can I define it? I have attached the Output log and a Screenshot of the debug log(Please dismiss the error with the Leafless Texture path). Here are the XML files:
(Tree)
Quote<?xml version="1.0" encoding="utf-8" ?>
<Defs>
   <ThingDef ParentName="WT_PlantBase">
      <defName>RedTree</defName>
      <label>Scolding Tree</label>
      <description>From the Tribes of the South, this tree holds a magical characteristic to it that it sears the skin when held.</description>
      <graphicData>
        <texPath>Things/Tree/RedTree</texPath>
        <graphicClass>Graphic_Single</graphicClass>
        <shadowData>
         <volume>(0.15, 0.3, 0.1)</volume>
        </shadowData>
      </graphicData>
      <statBases>
        <Beauty>6</Beauty>
      </statBases>
      <ingestible>
        <nutrition>0.25</nutrition>
      </ingestible><plant>
        <leaflessGraphicPath>Things/Plants/TreeOak_Leafless</leaflessGraphicPath>
        <growDays>25</growDays>
        <harvestedThingDef>RedWood</harvestedThingDef>
        <harvestWork>1250</harvestWork>
        <harvestYield>50</harvestYield>
      <wildBiomes>
         <TemperateForest>0.025</TemperateForest>
         <AridShrubland>0.05</AridShrubland>
         <Desert>0.08</Desert>
         <ExtremeDesert>0.177777777</ExtremeDesert>
      </wildBiomes>
         <sowResearchPrerequisites>
            <li>MultiAnalyzer</li>
         </sowResearchPrerequisites>
      </plant>
   </ThingDef>
</Defs>

WoodDrops:
Quote<?xml version="1.0" encoding="utf-8" ?>
<Defs>

   <ThingDef ParentName="WT_ResourseBase">
      <defName>RedWood</defName>
      <label>scolding wood</label>
      <description>From the Tribes of the South, this tree holds a magical characteristic to it that it sears the skin when held.</description>
      <graphicData>
        <texPath>Textures/Item/RedWood</texPath>
        <graphicClass>Graphic_StackCount</graphicClass>
      </graphicData>
      <equippedAngleOffset>-20</equippedAngleOffset>
      <soundInteract>Wood_Drop</soundInteract>
      <soundDrop>Wood_Drop</soundDrop>
      <statBases>
        <MarketValue>2.0</MarketValue>
        <MaxHitPoints>250</MaxHitPoints>
        <Mass>0.5</Mass>
        <Flammability>1.0</Flammability>
        <DeteriorationRate>1</DeteriorationRate>
        <MeleeWeapon_DamageAmount>10</MeleeWeapon_DamageAmount>
        <MeleeWeapon_Cooldown>1.5</MeleeWeapon_Cooldown>
        <SharpDamageMultiplier>0.3</SharpDamageMultiplier>
        <BluntDamageMultiplier>0.7</BluntDamageMultiplier>
      </statBases>
      <stuffProps>
        <stuffAdjective>wooden</stuffAdjective>
        <categories>
         <li>Woody</li>
        </categories>
        <commonality>0.1</commonality>
        <color>(204,0,0)</color>
        <constructEffect>ConstructWood</constructEffect>
        <appearance>Planks</appearance>
        <soundImpactStuff>BulletImpactWood</soundImpactStuff>
        <soundMeleeHitSharp>MeleeHit_Wood</soundMeleeHitSharp>
        <soundMeleeHitBlunt>MeleeHit_Wood</soundMeleeHitBlunt>
         <statFactors>
         <MaxHitPoints>0.75</MaxHitPoints>
         <Beauty>4</Beauty>
         <Flammability>0.75</Flammability>
         <WorkToMake>3</WorkToMake>
               <WorkToBuild>3</WorkToBuild>
         <DoorOpenSpeed>1.5</DoorOpenSpeed>
         <MeleeWeapon_Cooldown>1.0</MeleeWeapon_Cooldown>
        </statFactors>
      </stuffProps>
      <isBodyPartOrImplant>true</isBodyPartOrImplant>
      <thingCategories>
        <li>ResourcesRaw</li>
      </thingCategories>
      <techHediffsTags>
        <li>Poor</li>
      </techHediffsTags>
      <verbs>
        <li>
         <verbClass>Verb_MeleeAttack</verbClass>
         <hasStandardCommand>true</hasStandardCommand>
         <meleeDamageDef>Blunt</meleeDamageDef>
        </li>
      </verbs>
   </ThingDef>
</Defs>

Thank you for your help in advance.

[attachment deleted by admin due to age]
#6
Ideas / Runtime Editor for mod creators
April 02, 2017, 03:52:45 PM
Hello, While messing around with my mod, I always have to restart the game to 'update' the mod files. I was wondering if it would be possible to add an option in the debug menu for such actions. Any thoughts? (What a 'Runtime Editor' Does it allows a person to modify files in-game and see the results.)
#7
Hello, I am making a mod that will add trees to specific biomes. However, I am having trouble defining where they will spawn. Will I have to make a new BiomeDef for these new trees, or can I define it in the PlantBase?
#8
Unfinished / [A17][WIP] WoodTraits Mod
March 29, 2017, 08:37:19 PM
WoodTraits (WIP)
What this mod does is it adds more trees(and Cacti) which yields mystical wood. If, for example, you create a weapon out of a certain wood, it will add Buffs to such item. Depending on the Biome, only certain trees will be able to spawn. (Ex. The RedTree can and will grow in the Desert, but not the Tundra.)
Planned Features:
Wood Armor(With Steel interlaced, who wood run around with Wood Armor!?
Wood Melee Weapons(Adds Buffs to weapons)
Tools (Such as a Pickaxe)
Wood Guns?


Types Of Wood:


RedWood: From the Tribes of the South, this tree holds a magical characteristic to it that it sears the skin when held. (More Blunt Damage, and Chance to burn the Target)


OrangeWood: The Armies of the Galaxy are known to use this wood to recruit citizens to join their army, due to the fact that OrangeWood radiates a hypnotising effect. (Increased Recruiting Chance, Small bonus with Trading.)


YellowWood: The Workers from Urbworlds wear wood armor to be able to move more items around.(Strength, increases Carrying Capacity)


GreenWood: Human's #1 Desire has always and will be Money. Humans have made GreenWood extinct on Earth, causing a catastrophic economic event.(One of the rare woods, it will be hard to find, not only numerically, but physically, since the only thing that makes it not resemble its Oak Brother is that its Trunk is a slightly shaded Bright Green.


BlueWood: Light-Armoured Gladiator's often used this wood, as its characteristics gave the occupier better movement.(Increased Movement Speed.)


PurpleWood: Often made into clothing, it is used at Glitterworld Parties to make the user much more alive. (Less Fatigue)

(Still working on Texture for GoldTree)

GoldWood: Possibly the Rarest Wood of them all, Traders from Glitterworlds have used this to great extent to persuade their customers to agree to buy their items at insane prices. (Greatly increased Trading,Small bonus to recruiting)


GrayWood: One of the most common trees, Graywood usually sticks by rocks and are used by miners.

Roles:
Lead Developer: InterstellarOrbit
Testers:
RobloxSina66
The-Eroks

NOTE: Anything can be changed during inDev Phase. If you have any suggestions, please comment down below. If you would also like become a tester, message me.

This Project is under the license of CC BY-NC-ND 4.0, until the Mod is released.

#9
Stories / Here's Some Content For Story Makers
March 28, 2017, 03:42:59 AM
When my first colonist, Joshlynn died of infection ( I only had 2 other colonists after she died) I moved my 2 prisoners that were in a hideous prison cave to her bedroom. Unfortunately for them and me, Pirates crashed into my house from drop pods and decimated my other two colonists. As I sat there, watching the pirates take my colonists away ( due to the fact that they were alive still) I wanted to watch how the prisoners would re-act to them being trapped in a room, not being fed, and they were also from two hostile factions. Unfortunately, they simply sat there and died of malnutrition. ( However, it was kinda funny watching how one went berserk, punched the other in the left hand which downed that prisoner, then watching the berserked prisoner fall down and die from malnutrition) I'm not a good Story writer, so I was wondering if people could put a spin on this story.  ;D