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Topics - Jernfalk

#1



Description

Adds the Skeletal Legion faction to the Rim. Relentless warriors of the past who will constantly seek the living. They don't build bases, they destroy yours.
Their ranks consist of four types of skeletons so far:
Skeleton Runner

These might be frailer than their fellow cursed, but they can run down fleeing/retreating colonist with ease and keep them busy as the horde approaches.

Skeleton Peons and Skeleton Archers

These are the bulk of the Skeletal Legion. They don't bleed, are very resistent to cutting/piercing weapons, don't feel pain and have the numbers to overwhelm base defences.

Fallen Heroes

These are the elite of the Legion, clad in armor and with the best Legion weaponry, these walking tanks are sure to cut down a pawn or two if not given the proper respect.

The Skeletal Legion won't appear before 25 days have passed. So brace yourself and fear the inevitable.

Download
v1.0:
modv1.4:


Compatibility
Should be compatible with any other mod. Safe to add on an old save, but be sure to use the "Faction Discovery" mod for them to be added in.

Changelog:
05/11/2018 - v1.4 - Fixed Skeleton Legion raid percentage chance: Now they will only have a 20% chance to be the raiders, like all vanilla factions.
02/11/2018 - v1.3 - Custom body parts and fixed minor bugs that no one noticed. Readjusted Skeleton raid sizes, class proportions, and weapons.
01/11/2018 - v1.2 - Rebalanced Skeleton raids to be less all-consuming.
31/10/2018 - v1.1 - Changed Skeletons to be categorized as "Animals" for the purpose of using graves, being cremated and butchered. Making it easier to clean up.

License
Can include in modpacks with credit. Can reuse/edit code with credit.

#2
Releases / [1.0] Jernfalk's Paper Currency
October 24, 2018, 05:22:14 PM



Description

Adds paper currency to the game and to traders.
Its base worth is 1 silver, but prices will float according to the pawn's skills as if he/she were buying/selling. Can be stacked up to 5000 units and weights almost nothing.

Changes to traders:
- Neolithic traders don't carry any and only trade in Silver;
- Outlander traders carry both Silver and paper money since they also trade with tribals.
- Orbital trade ships carry very little Silver but carry a lot of money.

Changes to Quests:
- There is now a chance that you'll get paper money as a reward for missions.

Download
For v1.0:


Compatibility
Should be compatible with any other mods. Please inform me if it conflicts with something and I'll do my best to fix it.

License
Can include in modpacks with credit. Can reuse/edit code with credit.

#3
I'm working on a new mod and I created a new capacity for my melee weapon. However, it's not getting used in the game when I test it. I tried leaving it as the only tool possible, but then the weapon doesn't show the command to attack when Pawns have it equipped.
Here are the weapons' XML files:
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="BaseMeleeWeapon_Blunt">
<defName>Jernfalk_Firestick</defName>
<label>firestick</label>
<description>Blah</description>
<graphicData>
<texPath>Things/Item/Equipment/WeaponMelee/Firestick</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<techLevel>Neolithic</techLevel>
<weaponTags>
<li>NonNeolithicOnlyMelee</li>
<li>NonNeolithicOnlySimpleMelee</li>
<li>NeolithicMeleeBasic</li>
</weaponTags>
<statBases>
<WorkToMake>200</WorkToMake>
<Mass>1</Mass>
<Weapon_Bulk>0.5</Weapon_Bulk>
</statBases>
<equippedAngleOffset>0</equippedAngleOffset>
<costList>
<WoodLog>10</WoodLog>
<Cloth>5</Cloth>
</costList>
<recipeMaker>
<recipeUsers>
<li>ElectricSmithy</li>
<li>FueledSmithy</li>
<li>CraftingSpot</li>
</recipeUsers>
</recipeMaker>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Poke</li>
</capacities>
<power>8</power>
<cooldownTime>2.15</cooldownTime>
</li>
<li>
<label>flame</label>
<capacities>
<li>Jernfalk_Flame</li>
</capacities>
<power>14.2</power>
<cooldownTime>2.15</cooldownTime>
</li>
</tools>
</ThingDef>
</Defs>


and the tool capacity code:

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <ToolCapacityDef>
    <defName>Jernfalk_Flame</defName>
    <label>burn</label>
  </ToolCapacityDef>
</Defs>
#4
Help / Fire starting?
March 20, 2018, 11:17:29 PM
How do I make a melee weapon start fires on the target? I know it's using C#, but I have no idea how to do it. Thanks in advance!
#5
Outdated / [B18] Jernfalk's Carpets Patch v1.0
March 19, 2018, 08:21:50 PM



Description

Changes the behavior of carpets, making them stain-proof. I plan on making it so that they actually clean your colonists' feet when they pass but for now your beautiful carpet rooms will remain clean, regardless of how much the local builder rolled around in the mud building those walls.



Download
Dropbox - B18 - v1.0

Compatibility
Should be compatible with pretty much everything. Should be safe to add and remove from any saves.

License
Can include in modpacks with credit. Can reuse/edit code with credit.
#6



Description

Adds two variations of horses to RimWorld. If combined with the Giddy-Up! Mod by Roolo, it offers a great transport option for combat and caravanning. By itself, it offers delicious horse meat.

The textures and .XML where taken from Thirite's outdated mod "Taiga Creatures", modified and updated to B18 and beyond.

This is my first attempt at modding and is supposed to offer the option of having horses to those who don't fancy installing modpacks with several animals.

Regular horse

Regular horses that can be naturally found on both Boreal and Temperate forests, they make great pets and caravan animals.

Wooly horse

More used to cold environments, this variation of horse can be naturally found on Tundras as well as Boreal Forests. They are much slower and wilder than regular horses but are able to survive in much lower temperatures.

Download
v1.0:


Older versions:
Dropbox - B18 - v1.02

Patches
v1.0:
A Dog Said... Patch:


Compatibility
Compatible with Combat Extended without the need for extra downloads for B18.
Should be compatible with pretty much everything. Including other mods that have horses in it. Please tell me if it conflicts with something and I'll do my best to make them compatible.
Safe to install on old saves, but I can't promise anything about being safe to remove. Maybe if you make all horses disappear and destroy all meat/leather. Even then, I promise nothing.

License
Can include in modpacks with credit. Can reuse/edit code with credit.

Special Thanks
Alistaire - For helping to make this mod compatible with Combat Extended on B18.
#7
Help / [Question] Are there Horses?
March 15, 2018, 02:22:46 PM
Are there any B18 mods for Horses alone? As in, only the horse or at least the horse + some animals?
Because I was thinking of making a standalone horse mod with some assets from discontinued mods. (The license on it says I can use it. "CC-BY-NC-SA")
#8
Help / [SOLVED] Rimworld Modding Textures gone wrong
March 13, 2018, 01:40:43 PM
So, I'm trying to create a new based on the "Vent". A window.
For now, I'm just trying to change the Vent's textures to my own in order to make it testable.
I modified some values but the problem lies in the Textures.
I keep getting the following errors:
[Steamworks.NET] SteamAPI.Init() failed. Possible causes: Steam client not running, launched from outside Steam without steam_appid.txt in place, running with different privileges than Steam client (e.g. "as administrator")
Verse.Log:Warning(String)
Verse.Steam.SteamManager:InitIfNeeded()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

RimWorld 0.18.1722 rev1198
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Failed to find any texture while constructing Multi(initPath=Things/Building/Windows, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.BuildableDef.<PostLoad>m__0 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Failed to find any texture while constructing Multi(initPath=Things/Building/Windows, color=RGBA(0.500, 0.500, 1.000, 0.350), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.BuildableDef.<PostLoad>m__0 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()


And this is the code so far:

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

  <!--========================= Bases =============================-->

<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<thingClass>Building</thingClass>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<repairEffect>Repair</repairEffect>
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
<filthLeaving>BuildingRubble</filthLeaving>
<statBases>
<SellPriceFactor>0.70</SellPriceFactor>
</statBases>
</ThingDef>

  <!--========================= Windows =============================-->

<ThingDef ParentName="BuildingBase">
<defName>SimpleWindow</defName>
<label>simple window</label>
<thingClass>Building_Vent</thingClass>
<graphicData>
<texPath>Things/Building/Windows</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>Impassable</passability>
<blockWind>true</blockWind>
<fillPercent>0.7</fillPercent>
<coversFloor>true</coversFloor>
<holdsRoof>true</holdsRoof>
<blockLight>true</blockLight>
<castEdgeShadows>true</castEdgeShadows>
<canOverlapZones>false</canOverlapZones>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<statBases>
<WorkToBuild>200</WorkToBuild>
<MaxHitPoints>350</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<tickerType>Rare</tickerType>
<description>A simple window that allows air to move freely in between rooms, as well as letting the user look outside.</description>
<costList>
<WoodLog>5</WoodLog>
</costList>
<costStuffCount>5</costStuffCount>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<placeWorkers>
<li>PlaceWorker_Vent</li>
</placeWorkers>
<building>
<canPlaceOverWall>true</canPlaceOverWall>
</building>
<designationCategory>Structure</designationCategory>
<designationHotKey>Misc5</designationHotKey>
<comps>
<li Class="CompProperties_Flickable">
<commandTexture>Things/Building/Windows/SimpleWindow1</commandTexture>
<commandLabelKey>CommandDesignateOpenCloseVentLabel</commandLabelKey>
<commandDescKey>CommandDesignateOpenCloseVentDesc</commandDescKey>
</li>
</comps>
</ThingDef>

</Defs>


The textures for this are placed in the folder path "Textures\Things\Building\Windows" (Windows being the last folder)

Any idea of what might be causing this? How do I fix it? It's my first time trying to create a mod for Rimworld.