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Topics - Telefonmast

#1

Welcome to the Story Framework!

This is a modding tool designed for xml and C# modders alike, it supports full control over complex missions and objectives with xml.

It can be safely added to existing games and should be loaded as close to Core as possible.

More info and guides can be found on the wiki: https://github.com/RealTelefonmast/Missions-Objectives/wiki

Downloads:




Preview

#2




TiberiumRim 2.0

The next iteration of the Command & Conquer inspired mod will have pretty much everything reworked.
Including many new structures, systems, features and an emphasis on graphics.


Harvesters
2.0 will implement automatic Tiberium harvesters and a whole network system to handle harvested Tiberium, which is stored in silos as a value called "Tiberium Credits" - these "credits" can be used to craft many resources at a specialized refinery not shown on the image.
You can see the network controller on the top left which connects all the other buildings with a new structure only constructible in the network controller; below the controller is a Tiberium powerplant, which is fueled automatically by Tiberium credits when connected to a network; Next to that is a refinery, which spawns a harvester and distributes the harvested Tiberium in the network, the the right of that are three silos, storing Tiberium.


Mission & Objectives
Most of the new content will be available through a custom missions system, each mission and objective appearing with various conditions.
Objectives can use any map object, and planned to also use world objects, as targets and work stations. Utilizing the various skills of pawns which will also level up accordingly.
This system allows a complex flow of steps to unlock new items and buildings, and initiate events!
It has been moved to a standalone framework

Detail Overhaul
The main aspect is detailed implementation of features, making a simple terrain change depend on multiple factors for example.
Graphics are also affected by this, leading to dynamical changes of visuals (the contained Tiberium, in any storage that shows it visually, slowly appears according to the amount and is colored depending on the proportion of each type.

[images pending]
-And Much More To Come-


Support us and our work!



Join the Discord!


--Downloads--


Steam

Github
#3

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Initializing...-
Loading...--
Gathering data...---


//>Transmission Begin<\\
Commander. We have an important message for you.

The Brotherhood of Nod and the Galactic Defense Initiative, formerly known as Global Defense Initiative have arrived on your planet.
Both are fighting over you.
Which side are you on?

Your decision will have consequences, choose wisely.
//>Transmission End<\\


TiberiumRim: Factions
It is finally here, the Factions part of TiberiumRim!
This mod adds both Nod and GDI to your Rimworld, with their own buildings, items and more!

Table of Contents
The table of contents can be found here!

Description:

This mod offers two research paths that decide gameplay and your relationship to each faction.
It will be under development, this is not the final version. Expect more to come as time goes on!

Feedback is appreciated,
I hope you enjoy!

Author/Mod Team
Telefonmast(Author,C# coding, XML coding, Concept Artist)
Nephlite(Artist)

If you get any ideas visit our suggestion page!

Downloads




This mod requires TiberiumRim!


Support us and our work!



Join the Discord!


If you encounter any issues post it on our public GitHub or in this thread.
Same goes for ideas and suggestions! All are welcome on the issues as we see them there most likely.
#4

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Initializing...-
Loading...--
Gathering data...---


//>Transmission Begin<\\
Welcome back Commander.

We have information about Tiberium spreading through space.
Humanity was fighting with the strange substance for centuries on the long-forgotten planet earth.
Apparently the Scrin have started an invasive mission on using new planets to harvest their so called "Ichor" – and this Rimworld is in high risk of being the next target – so be prepared.

A Tiberium transport vessel has been shattered in space, spreading Tiberium rocks in all directions.
Observations prove the risk of infestation on this planet.

Your current objectives:
Get control over a colony and keep it alive.-
Protect it from any Tiberium dangers.-
If present - isolate any Tiberium occurrence ASAP.-
Learn about the strange substance.-
Use it to your advantage.-


Save this Rimworld and get the mineral under control.
We are counting on you.
//>Transmission End<\\


TiberiumRim
Hello and welcome to Tiberium Rim – A Command & Conquer mod for RimWorld.
This mod's focus is to add the whole of the Tiberium universe into RimWorld.
This mod is going to be the Tiberium "core" part, Factions and Scrin will be a seperate mod for player customization.

Description:
The table of contents can be found here!

TiberiumRim is a mod which adds the infamous Tiberium from Command & Conquer to your RimWorld!
This mod is - supposed to be - under constant development to add all of those lovely nice features that the C&C lore has to offer.
So far we got some basics down and it will be only reworked and improved from here on.

I hope you enjoy and be sure to report bugs asap!

Available languages:
-English
-German
-Korean

Author/Mod Team
Telefonmast(Author, XML coding, Artist)
Nephlite(New Artist)
Nephlite does amazing art, welcome to the team!

Be sure to check our wiki if you need more information about the mod!
If you get any ideas visit our suggestion page!

Download





Support us and our work!



Join the Discord!


How to install:
- Install HugsLib from either Steam or the forums.
- Download TiberiumRim on steam or from this forum/Moddb.
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- As simple as that.

Get the new Factions addon here!
#5
Help / A way to change the menu background?
December 24, 2016, 04:40:49 PM
Hello!

I want to change the background picture(s) in the RimWorld menu you see when you start the game.
So I've been digging through all of Rimworld, looked at the xml files for something that defines the menu.
But I didn't find anything.
So I suppose it is hardcoded.
Or not?

That's why I'm asking this, just to be sure I didn't miss anything obvious.

Thanks in advance.
#6
Help / [A16] Issue with overlapping textures.
December 24, 2016, 11:36:55 AM
Hello!
I have made a few buildings, but their textures overlap with other textures.


As you can see here.

I've been messing around with resizing the textures themselves, changing draw size, but I can't figure out what I need to do.
The altitudeLayer type is Building, tried some others but it only got worse.
Some textures should be behind but aren't.
Some others even should be in front but get overlapped.

What do?


      <graphicData>
      <texPath>Building/Natural/TiberiumMonolith</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <shaderType>Transparent</shaderType>
      <drawSize>(4,8)</drawSize>
      </graphicData>
      <altitudeLayer>Building</altitudeLayer>
      <size>1,1</size>
#7
Help / Making Plants Glow and Changing Terrain
December 17, 2016, 10:44:26 AM
The title says it all.
I have plant but I want to make it glow, sadly CompGlow only works for ThingsWithComps and not Plants.
Do I need to rewrite the Plant code to add a glow ability for them?
Where do I need to look?

Also I need a way to make a plant change the terrain it's ontop of.
Not sure where to look for that either, is there any xml defs for that?
Or do I need to dig deeper?

Thanks for any upcoming answers.
#8
As the title says, two questions.
I'm working on this mod.

First:
I want to make an event that is similar to the ship part crash(a meteor in this case), with two result options -
Either spawning the meteor as a rock("building" to dismantle).
Or a crater(indestructable).

How do I do that, where should I look?

Second:
I'm working on a faction that besides humans also has a tank "race".
So I thought about the mechanoids as they are machines as well, but I want the tanks to be an own "race" and I'm not sure what defs I need(haven't found any lists with full def explanation for most parts, like factions and races).

Edit:
Anothere question. Is there a way to edit the .xml files more easily without having to type in every single <> for the defs?

Any help would be greatly appreciated!
#9


Welcome to Tiberium - A mod for RimWorld.

The basic idea is to add Tiberium from the C&C games to RimWorld.
Posing a danger or advantage when used correctly.

Take a look at the mindmap I've created, to see everything that is planned and being worked on!

////---Update---////
The mod is having incredible progress!
A big thanks to Profugo for helping me with the C# code!!
Without him this would be a dead project.

Added:
Check the mindmap.

Worked On:
TiberiumRim 1.0 is soon to be released.
Anti radiation suit against Tiberium lethality is left.

Planned/WorkedOn/Finished things viewable at the mindmap.

I'm also open to add things if you have any ideas, feel free to tell me!
NEW!!! Submit ideas here!