Hi guys, can anyone share their copies of A16 versions of RF's mods? The dropbox links are dead
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#2
Mods / [A16] Mod archives
October 02, 2018, 10:44:02 AM
Hi guys, for various reasons i'm still on A16 (mainly i don't want to work on my personal modpack before the 1.0 is finished ).
Does anyone have acces to A16 mods, such as Rainbeau's More Traits or Editable Backstories? I would be very grateful!
Does anyone have acces to A16 mods, such as Rainbeau's More Traits or Editable Backstories? I would be very grateful!
#3
Off-Topic / Help with thesis - game modding
September 30, 2017, 07:16:07 AM
Hello to every and each of you.
I am writing a thesis on game modding (engineering degree) - Reverse Engineering In Service Of Entertainment - Game Modding
I need some help with the part about "reasons for popularity" and "opposition". I would like to include your aggregated opinions in my thesis.
If you would be so kind, please provide answers to the following questions:
Do you use game mods? (not focusing only on rimworld)
If you do, what would be the three(maximum) most important factors that have you using them?
If not, why are you not interested or opposed to modding? (three factors maximum)
Example answers:
Yes.
I use game mods, because the games get boring after a while, and it helps to freshen them up. I also feel that developers do not always deliver 100% of what their game could have to offer.
No.
I am oppossed to the very idea of modding. Games as art should be digested as the author intended. Most often the mods are just a way for players to cheat their way to victory.
Thank you in advance. The thesis will be made available after the academic process is over. Please send me a private message if you are interested in being informed about its availability. Thesis will be in English (around 30 A4 pages).(ETA: February 2018)
I am writing a thesis on game modding (engineering degree) - Reverse Engineering In Service Of Entertainment - Game Modding
I need some help with the part about "reasons for popularity" and "opposition". I would like to include your aggregated opinions in my thesis.
If you would be so kind, please provide answers to the following questions:
Do you use game mods? (not focusing only on rimworld)
If you do, what would be the three(maximum) most important factors that have you using them?
If not, why are you not interested or opposed to modding? (three factors maximum)
Example answers:
Yes.
I use game mods, because the games get boring after a while, and it helps to freshen them up. I also feel that developers do not always deliver 100% of what their game could have to offer.
No.
I am oppossed to the very idea of modding. Games as art should be digested as the author intended. Most often the mods are just a way for players to cheat their way to victory.
Thank you in advance. The thesis will be made available after the academic process is over. Please send me a private message if you are interested in being informed about its availability. Thesis will be in English (around 30 A4 pages).(ETA: February 2018)
#4
Mods / [Mod/Feature Idea] Equipment Rack / Equipment Cabinet
September 30, 2017, 07:09:40 AM
If you are like me, you are probably very irritated by the fact that a gun takes as much space as a tonne of bricks. To remedy that, I have envisioned, being the visionary that I am, a mod that should in fact remedy that.
In reality, weapons and armours are placed in racks and/or cabinets. This has an advantage of keeping many parts of equipment in one place. How would we go about that in RimWorld?
I propose creating two new buildings:
Equipment Rack
Equipment Cabinet
Equipment Rack should only allow tools and weapons, while Cabinet should allow weapons and armours.
The graphics/layout for the buildings should be:
Rack (2x1), a simple gun rack.
Cabinet (8x2), a big array of cabinets (think locker room).
The mechanics:
a) storage
Both buildings should have the 'storage' tab, allowing you to control what colonists put in.
Both buildings should have a storage cell, that the colonists drop off stuff onto*
b) internal container
Both buildings should have a 'contents' tab, allowing you to view the currently stored contents ** ***
Equipment Rack should allow ten pieces of equipment (arr[10])
Equipment Cabinet should allow one hundred pieces of equipment (arr[100])
c) context menu
[Colonist selected] - right-clicking on the building should spawn a context menu with "EQUIP X"-options for every piece of equipment inside. Clicking an option should result in the colonist approaching the rack/cabinet, doing a 'job' and proceeding to next job with the piece of equipment equipped. Currently equipped interfering equipment should be put inside the building. Taken equipment should be removed from the list of contents.
d) contents tab
contents tab should allow to remove an item from the inner list and drop it near the building
Sources:
* Change dresser and expanded storage already implemented it
** I think this is a vanilla mechanic, if not, OHU Dropships has it done pretty well
*** Bonus points for graphical display of contents heh
Let me know what you think (I know this is not an original idea, but somehow it never got done by anyone, so I thought I would write it up. I will most probably not be able to do it, but maybe some of the skilled modders would take it up if there's enough interest. I might if I have more time in the future (work stuff, thesis stuff...)
In reality, weapons and armours are placed in racks and/or cabinets. This has an advantage of keeping many parts of equipment in one place. How would we go about that in RimWorld?
I propose creating two new buildings:
Equipment Rack
Equipment Cabinet
Equipment Rack should only allow tools and weapons, while Cabinet should allow weapons and armours.
The graphics/layout for the buildings should be:
Rack (2x1), a simple gun rack.
Cabinet (8x2), a big array of cabinets (think locker room).
The mechanics:
a) storage
Both buildings should have the 'storage' tab, allowing you to control what colonists put in.
Both buildings should have a storage cell, that the colonists drop off stuff onto*
b) internal container
Both buildings should have a 'contents' tab, allowing you to view the currently stored contents ** ***
Equipment Rack should allow ten pieces of equipment (arr[10])
Equipment Cabinet should allow one hundred pieces of equipment (arr[100])
c) context menu
[Colonist selected] - right-clicking on the building should spawn a context menu with "EQUIP X"-options for every piece of equipment inside. Clicking an option should result in the colonist approaching the rack/cabinet, doing a 'job' and proceeding to next job with the piece of equipment equipped. Currently equipped interfering equipment should be put inside the building. Taken equipment should be removed from the list of contents.
d) contents tab
contents tab should allow to remove an item from the inner list and drop it near the building
Sources:
* Change dresser and expanded storage already implemented it
** I think this is a vanilla mechanic, if not, OHU Dropships has it done pretty well
*** Bonus points for graphical display of contents heh
Let me know what you think (I know this is not an original idea, but somehow it never got done by anyone, so I thought I would write it up. I will most probably not be able to do it, but maybe some of the skilled modders would take it up if there's enough interest. I might if I have more time in the future (work stuff, thesis stuff...)
#5
Help / Fuel only when used on automatic thingies
September 23, 2017, 07:05:49 AM
There is a setting, that makes the fuel only used, when the fueled thing is in use. However, it doesn't seem to work on automatic things. Anyone has any experience with that?
What I want to accomplish is automatic turrets that use ammo-fuel, that is only used when the turret is attacking.
What i accomplished is that they fire, but the ammo is never used up.
What I want to accomplish is automatic turrets that use ammo-fuel, that is only used when the turret is attacking.
What i accomplished is that they fire, but the ammo is never used up.
#6
Help / Is it possible to use cutoutcomplex shader on weapons?
September 01, 2017, 12:01:38 PM
I have made some masks for melee weapons (so that the hilt is wooden brownish and the rest is stuffed) but if I use shader complex, they just use the base texture, instead of the coloured, while simple cutout and no shader specified stuff-color entire texture. Any advice?
(tl;dr: i want to have part of weapon with constant colour and part of it stuff colour)
(tl;dr: i want to have part of weapon with constant colour and part of it stuff colour)
#7
Help / Makin a Pawn Huntable [A16]
August 19, 2017, 02:39:26 PM
Greetings, fellow Rimworlders.
I want the "hunt" order to appear on pawns other than animals. That is: mechanoids and humans. Is it doable? I have scoured the xmls for <huntable> or something similar, but alas, to no avail.
Anyone seen something I could use?
[Reason: I want to be able to quickly designate the fallen for execution, without euthanizing every single one of them manually - be it raiders or mechanoids]
EDIT: Changed the topic name because it suggested that I had an answer for it
I want the "hunt" order to appear on pawns other than animals. That is: mechanoids and humans. Is it doable? I have scoured the xmls for <huntable> or something similar, but alas, to no avail.
Anyone seen something I could use?
[Reason: I want to be able to quickly designate the fallen for execution, without euthanizing every single one of them manually - be it raiders or mechanoids]
EDIT: Changed the topic name because it suggested that I had an answer for it
#8
Mods / [Mod/Feature Idea] More orders (looking at ya, Fluffy)
February 22, 2017, 09:25:15 AM
Very quick and easy to describe - I guess not so to implement.
1) Mark for death - have a bunch of centopedes lying around, screaming in agony? Just mark them for death, and colonist with HUNT worktype will make efforts to kill it to death.
Usable with:
downed enemies
downed mechanoids
downed animals (including the damn bugs)
2) Prioritize this area
let me select a colonist and mark an area for him. He should then proceed to do jobs of applicable types for him in the area, working as normal otherwise, just choosing jobs from this area first.
1) Mark for death - have a bunch of centopedes lying around, screaming in agony? Just mark them for death, and colonist with HUNT worktype will make efforts to kill it to death.
Usable with:
downed enemies
downed mechanoids
downed animals (including the damn bugs)
2) Prioritize this area
let me select a colonist and mark an area for him. He should then proceed to do jobs of applicable types for him in the area, working as normal otherwise, just choosing jobs from this area first.
#9
Mods / [Mod Idea] RPG-esque faction placement
February 01, 2017, 03:48:39 AM
Hi guys
I've been roleplaying a planet wander lately (moving from crashlanding to the AI's ship), and I have noticed that there's a bit of repetitiveness ring to a wander like this, because all the factions span the entire planet. It would be great if there was a mod (or a feature tbh) that would rectify this issue of mine.
lingo below:
should - main feature
could - optional/nice-to-have feature
Problem:
Factions should not span entire planets
Solution:
Mod should first analyze what factions are available (to ensure it's compatible with mods adding factions).
Mod could add a Mechanoid faction to ensure encounters with them are omittable.
Mod could allow to choose what factions are not supposed to be near each other (for example: federation near medieval societies)
Mod should then move the factions around, so that same factions' outposts are 'clustered' in a smaller area (like a continent) and similar types of factions should be close to each other (Federation close to Mechanoid outposts, Medieval near Medieval etc), with some factions able to span entire world (high-tech societies)
This would make the rimworld more challenging, as you would have to choose your paths carefully and have the possibility of avoiding some encounters altogether -- looking at medieval runs, for example).
If this is unclear somehow or there already is a mod like this, please let me know.
I've been roleplaying a planet wander lately (moving from crashlanding to the AI's ship), and I have noticed that there's a bit of repetitiveness ring to a wander like this, because all the factions span the entire planet. It would be great if there was a mod (or a feature tbh) that would rectify this issue of mine.
lingo below:
should - main feature
could - optional/nice-to-have feature
Problem:
Factions should not span entire planets
Solution:
Mod should first analyze what factions are available (to ensure it's compatible with mods adding factions).
Mod could add a Mechanoid faction to ensure encounters with them are omittable.
Mod could allow to choose what factions are not supposed to be near each other (for example: federation near medieval societies)
Mod should then move the factions around, so that same factions' outposts are 'clustered' in a smaller area (like a continent) and similar types of factions should be close to each other (Federation close to Mechanoid outposts, Medieval near Medieval etc), with some factions able to span entire world (high-tech societies)
This would make the rimworld more challenging, as you would have to choose your paths carefully and have the possibility of avoiding some encounters altogether -- looking at medieval runs, for example).
If this is unclear somehow or there already is a mod like this, please let me know.
#10
Bugs / [A16] [Steam] Steam in offline mode breaks mods
January 13, 2017, 03:33:34 PM
When I start steam in offline mode, Rimworld loses all mods.
Steps to reproduce:
Subscribe to some mods
make sure they all download in-game
quit game
Set steam to offline mode
run the game
expected result:
game runs properly with all mods
actual result:
all the mods show "downloading" and do not run
This is especially irritating because Rimworld does not remember load order, so with many mods this gets tiresome.
thank you for your work
Steps to reproduce:
Subscribe to some mods
make sure they all download in-game
quit game
Set steam to offline mode
run the game
expected result:
game runs properly with all mods
actual result:
all the mods show "downloading" and do not run
This is especially irritating because Rimworld does not remember load order, so with many mods this gets tiresome.
thank you for your work
#11
Bugs / [A16] Loading all pawns into pods when on away raid makes them disappear
January 11, 2017, 08:44:42 AM
Description:
When I load all the pawns into launch pods while on an away raid, they will disappear with the encounter.
Steps to reproduce:
1. Move caravan or drop in pods to another tile
2. build launch pads and pods
3. Load everyone into the pods
Expected result:
I can launch the pods
Actual result:
Globe loads and the encounter disappears with all the guys who had been there.
Why is this important:
I wanted to raid a tile and return with the pods (took enough stuff to build the pods on the other side), so that I can spend as little time away as possible. It is currently not possible to return.
Additional:
I run a modded Rimworld, but I don't think any of the mods is at fault here. Just an oversight I guess.
When I load all the pawns into launch pods while on an away raid, they will disappear with the encounter.
Steps to reproduce:
1. Move caravan or drop in pods to another tile
2. build launch pads and pods
3. Load everyone into the pods
Expected result:
I can launch the pods
Actual result:
Globe loads and the encounter disappears with all the guys who had been there.
Why is this important:
I wanted to raid a tile and return with the pods (took enough stuff to build the pods on the other side), so that I can spend as little time away as possible. It is currently not possible to return.
Additional:
I run a modded Rimworld, but I don't think any of the mods is at fault here. Just an oversight I guess.
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