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Topics - Sandy

#1
[1.3] RPG Style Inventory [V4.3.1]

Hi, thanks for using our mod. Now updated to Rimworld 1.3.

1.2 design(New):
Brought back the old RPG style layout and added some more slots.


1.1 design(Old):

Description:
This mod replaces the vanilla Gear tab UI with an RPG style inventory screen. It also displays small icons denoting if the apparel is worn by corpse or is forced to wear.

Now supports A Rimworld of Magic. Code provided by that mod's author, Torann.

Added support for Combat Shields and UnderWhere mods.

Download
Dropbox :
https://www.dropbox.com/s/30wjlldidbnn9lk/%5B1.3%5D%20RPG%20Style%20Inventory%20%5BV4.3.1%5D.rar?dl=0
GitHub :
https://github.com/SandyTheGreat/RPG-Style-Inventory/releases/tag/v4.3.1
GitHub Source:
1.3: https://github.com/SandyTheGreat/RPG-Style-Inventory
1.1: https://github.com/TorannD/RPG-Style-Inventory
Steam : (Thanks to Ashen for uploading the mod, please wait for Ashen to update the Steam version)
https://steamcommunity.com/sharedfiles/filedetails/?id=1561221991

How to install:
- Unzip the contents and you will find the folder with the version name.
- Inside that folder is the actual mod folder without version name.
- Copy and place that folder in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Saves
Its just an UI mod. You can add/remove it from existing saves without issues.

Added Features
- Added color-coding to identify item's quality
             Legendary - Orange
             Masterwork - Cyan
             Excellent - Purple
             Good - Blue
             Normal - Green
             Poor - Pale Yellow
             Awful - Black
- Added support for race mods
- Added a color change in apparel's health bar, to show if its a tattered one.
- Added support for Boots and Stuff mod.
V3.1:
- Added support for Dual Wield and Simple Slavery mods.
V3.2:
- Added support for Jetpack, Jewelry and Celsius & Fahrenheit mods.
V3.3.2:
- Added mod settings to adjust the gear tab size. Dont need to restart the game.
V3.4:
- Added support for A Rimworld of Magic, by Torann.
V4.0:
- Remade the mod to support almost all of the apparel mods, like VAE, Shields & Underwhere.
V4.1:
- Old RPG style layout and added slots for Shields and underwear.
V4.3.1:
- Fixed the issue with Hands and Feet apparels not showing in slots when using Yayo's Combat 3 (Adopted) mod.

Known Issues
- Mechanoid gear tab crashed the game - FIXED.
- Conflicts with Smart Medicine, not game breaking, just the "Stock up settings" option in Gear tab is missing when used with my mod - FIXED, Thanks to Uuugggg for providing support for this mod.
- Didnt work with other race mods - FIXED, Thanks to Mehni.
- It is compatible with Simple Sidearms. Simple Sidearms has its own UI to show the sidearms. my mod only shows the currently equipped weapon, whether main weapon or sidearms.
- It isnt compatible with Combat Extended mod, bcoz both mods patch the gear tab.
- For CE compatibility, Thanks to Yithend21 for uploading a CE version: https://steamcommunity.com/sharedfiles/filedetails/?id=1792460604. Dont use both versions at the same time.

Load Order:
- It doesnt matter. If any issues come, try to load the mod near the bottom.
- If you are using A Rimworld of Magic mod, load RPG Style Inventory after that mod.

Mods used in preview images:
New:

Old:
- Hugslib
- JecsTools
- Humanoid Alien Races 2.0
- Twilek race mod
- Apparello 2
- FashionRimsta
- Boots and Stuffs
- Medieval Times
- Smart Medicine
- Simple Sidearms
- Simple Slavery
- Dual Wield
- Jewelry

Author
Myself
Credits
- Everyone in rimworld discord community who helped me with the mod. Thanks guys.
- Mehni, for the "One patch to rule them all", which made the mod work on other races.
- Ashen, for uploading and maintaining the mod in Steam.
- master_wu(publicuser), for Simplified Chinese translation.
- kerong08ng, for Traditional Chinese translation.
- ArkTarusov, for Russian translation.
- Saebbi, for helping with CE patch.
- Nylux, for French translation.
- Yithend21, for the CE version.
- Torann, for providing code for A Rimworld of Magic mod.
- Jackobe93, for Czech translation.

License
Feel free to use and include wherever. Credit is optional but I would like it.

If you like my mod, please consider buying me a coffee: https://ko-fi.com/sandythegreat
#2
Mods / [Mod Request] Space Taxi Corp
April 25, 2018, 12:51:50 AM
Space Taxi Corp..
like an orbital trader, u get a notif. then u can contact them using comms console and send ur pawns to a better place, for a travel fare/fortune..
pawns are expected to wear a shirt and pant, if not, the space taxi corp will provide them, but will send the bill to u(will be added to the travel fare)..
just like selling prisoners, but here, u r "sending" ur colonists..
Individual mood debuffs:
Husband/Wife left me - (-5)
Friend left me - (-3)
Colony-wide mood buff:
"Pawn name" went to a better place - (+10)
#3
Outdated / [B18]Sandy's Mods
February 15, 2018, 10:13:19 PM
[B18] Sandy's Designer Doors (V1.0) Carpentry Mod

Hi everyone. I'm Sandy and this is my first attempt at modding games. I really like Rimworld(Thank you, Tynan) and so, I made a couple of mods for it.

Description:
I have put together a bunch of doors with designs on them, just to provide some variety. It has 13 designed doors, one plain door and one reinforced door. All of them have their autodoor counterparts too.
You can build the plain and reinforced doors, but all other doors can only be crafted in a carpentry spot/table. Also, all the doors, except the plain door, can be uninstalled and reinstalled.

Carpentry researches
I have added two researches, namely, Basic Carpentry and Advanced Carpentry.
Researching Basic carpentry will let you craft designed doors from carpentry spots and researching Advanced carpentry will let you craft designed autodoors from carpentry tables.

Pics





Compatibility with the Linkable Doors
they work together, but the designs get messed up if you link more than two doors. thats why i added the plain door. it looks fine while linking doors.


Author/Mod Team
I made this mod, but i would like to credit everyone who helped me in the process.
1. awesome people in the rimworld discord, erdelf, spdskatr, mehni, shotty, walking problem and
    sam, to name a few.
2. thanks to PreDiabetic for coining the "Carpentry" name for my mod.
3. jamaicancastle and mrofa in ludeon forum.
4. all the guys who encouraged me in Rimworld(unofficial) FB group.

Download
https://www.dropbox.com/sh/o2h7pfpitblrev0/AAAn8Cp9E5iru_iFtqdUiI5ha?dl=0

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.


[B18]Sandy's Wall-mountable Power switch(V1.0)

Description:
This mod lets you build power switches on top of walls.

Pics


Author/Mod Team
Sandy
MercuryDoll, from rimworld discord, for the idea(& request)

Download
https://www.dropbox.com/sh/g3lnb9vrq6r9h3t/AADqlv_3eewvcEYzlJ35OOvUa?dl=0

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Saves
since i didnt change any core functions, it should be fine to use in existing saves. but I havent tested much, so take all the necessary precautions before using these mods.
and if you remove the mod, while still mod elements are in the game, obviously, it will cause errors.

License
1.Can modpack makers include your mod in their modpack?
Ya, sure.. if you like it, go ahead and use it in your modpacks. Just credit me if you feel like it. thx.
2.Can other modders make derivative mods based on yours?
Absolutely you can. you dont even need to ask my permission. Just go ahead and see what you can do further.

Thank you for reading till the end. Hope you guys like my mods.
#4
Mods / Door texture problem
February 05, 2018, 05:20:58 PM
Hi. i'm trying to make a double door mod. and no matter how big a texture i load up, no matter how big a <size> and <drawSize> i set, the resulting door's picture is only one tile wide, always.
it will take up the space i specified in <size> and <drawSize>, like (2,3),(3,3), but the actual image is the (1,1) door at the center of the taken up space.
if i set it (3,3), the door will take all the nine tiles, but the pic will only appear in the center of it.
i have tried different textures, with different size and drawsize, but to no avail.
so i think the door is hardcoded to appear in (1,1) tile, and its "slide to open" animation.

Can anyone tell me where is the code part(probably inside Building_Door thingClass) corresponding to the door appearance is, please?
thanks in advance..

P.S. im not a coder, so if u can explain in plain english, i would appreciate that..
#5
Help / Texture loading problem
February 03, 2018, 04:38:09 AM
Hi guys. i saw that 2 tile door mod request and tried to make one. it was somehow easy. i edited the door's def file into double door. the menu icon, blueprint and construction all went fine. even pawns were able to use it. the double door opens and closes fine.
the problem is the graphics. i'll attach the def code below and some pics too.
please tell me where i went wrong.
Thanks in advance.





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


  <!--========================= DoubleDoors =============================-->

  <ThingDef ParentName="BuildingBase" Name="DoubleDoorBase" Abstract="True">
    <thingClass>Building_Door</thingClass>
    <blueprintClass>Blueprint_Door</blueprintClass>
    <category>Building</category>
    <blueprintGraphicData>
      <texPath>Things/Building/Door/DoubleDoor_Blueprint</texPath>
    </blueprintGraphicData>
    <altitudeLayer>DoorMoveable</altitudeLayer>
    <fillPercent>1</fillPercent>
    <useHitPoints>true</useHitPoints>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
      <li>Stony</li>
    </stuffCategories>
    <statBases>
      <MaxHitPoints>350</MaxHitPoints>
      <Flammability>1.0</Flammability>
    </statBases>
    <leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
    <selectable>true</selectable>
    <tickerType>Normal</tickerType>
    <rotatable>true</rotatable>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <designationCategory>Structure</designationCategory>
    <holdsRoof>true</holdsRoof>
    <staticSunShadowHeight>1.0</staticSunShadowHeight>
    <blockLight>true</blockLight>
    <drawerType>RealtimeOnly</drawerType>
    <building>
<isInert>true</isInert>
<canPlaceOverWall>true</canPlaceOverWall>
      <soundDoorOpenPowered>DoorOpenPowered</soundDoorOpenPowered>
      <soundDoorClosePowered>DoorClosePowered</soundDoorClosePowered>
      <soundDoorOpenManual>DoorOpenManual</soundDoorOpenManual>
      <soundDoorCloseManual>DoorCloseManual</soundDoorCloseManual>
    </building>
    <comps>
      <li Class="CompProperties_Forbiddable"/>
    </comps>
<placeWorkers>
<li>PlaceWorker_DoorLearnOpeningSpeed</li>
</placeWorkers>
  </ThingDef>

  <ThingDef ParentName="DoubleDoorBase">
    <defName>DoubleDoor</defName>
    <label>double door</label>
    <description>Divides rooms. Must be manually opened and closed, which slows people down.</description>
<size>(2,1)</size>
    <statBases>
      <WorkToBuild>1200</WorkToBuild>
    </statBases>
    <graphicData>
      <texPath>Things/Building/Door/DoubleDoor_Mover</texPath>
      <graphicClass>Graphic_Single</graphicClass>
  <drawSize>(2,1)</drawSize>
      <damageData>
        <!--  no damage marks because they don't move with the door
        <rect>(0,0.12,1,0.76)</rect>-->
        <enabled>false</enabled>
      </damageData>
    </graphicData>
    <uiIconPath>Things/Building/Door/DoubleDoor_MenuIcon</uiIconPath>
    <costStuffCount>40</costStuffCount>
  </ThingDef>

</Defs>


Edit-1:
i managed to edit the texture and made it look like this. but its still not covering the full space.