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Topics - togfox

#1
Mods / Mod idea: Surviving Mars
October 14, 2019, 08:12:42 AM
Would love to see a Surviving Mars/Rimworld cross-over.

A map in rocky red zone where initial pawns are robots that mine and collect minerals and assemble pre-fab structures that are delivered via shuttles from Earth (drop pods). Power and water and food needs to be 'crafted' and habitat domes need to be built. Farms and greenhouses and space suits need to be crafted. The environment is the enemy - dust storms and crazy temperatures, hot and cold. Meteorites slam into the surface. Terraforming is eventually possible.

Can even through in a spider alien or two if you like.

:)
#2
Has anyone taken the time to scribble down some maths around food required per  per year? I'm constantly underestimating the food required and I'm running short. When i increase my farms and harvest a great crop I feel comfortable only to find myself starving at the end of winter.

I know all that is part of the game and wouldn't change it but has someone done the maths to know that every colonist requires 10 (or whatever) strawberries per year to remain alive? I need to start forecasting my food residents better.
#3
I'd like a bit of c# to detect different environment events (e.g. rains) and then set pawn zones to something suitable for that event. If it is raining, I'd like all my pawns to move to a zone that I call "Dry Zone" so they don't get wet. When it stops raining, they pawns are then set to "Unrestricted" zone and they go about their business. The zones are custom made and custom named. A GUI would be needed to set up different events:

- when event = rain, zone = xxx
- when event = radiation, zone = yyy
- when event = volcano, zone = www

You can even extend to normal events:

- when event = raid, zone = vvv (bunker)

Of course I can do this manually but it's a PITA switching zones when it rains and then switching back when it stops. I often get distracted, don't notice the rain stop and then realise my pawns are all getting antsy because I've restricted them to the dry zone even though it's not raining.  Cheers.
#4
Mods / Looking for "more animals" framework
April 04, 2019, 08:29:59 PM
I've seen alien races framework and other animal frameworks that let animals do extra things but I'm mulling over the idea of making a highly niche animal mod and wasn't sure if there was a framework that does the heavy lifting.

I don't want to make a new race - I want to make a range of new animals. Or is there even a difference?! Cheers.
#5
I'm going to start a "Dear diary" for my next play-through and you're invited to join me by following the colony's daily journal entries.

Niklas the pawn will be updating this journal regularly so you can see Rimworld from a new perspective - the pawns perspective. Join me and Niklas as we try to survive Phoebe (rough) and the Rim.

I've set up a read-only Discord server so i can post Niklas journal entries there. Join the server and check for new journal entries each day.  :)  Come share in the triumph's and disasters that await this brand new colony. Think of it like a twitter feed - except on Discord.

https://discord.gg/zAnAHX
#6
Don't Land on Me!
ALPHA VERSION




Description:
A short and simple mod that stops enemy raids drop-podding directly into your colony. Drop pods can still land on the edge of the map.

This mod is NOT compatible with TURTLE FRIENDLY RAIDS by Canicvs.

More information:
The other mod that removes annoying drop pods also removed some other stuff I wanted to keep. I looked into how to stop just the colony-targetting drop pods and here we are. This mod removes just one thing - enemy raids dropping right into the middle of your settlement.

You can add or remove this mod anytime you like.

Author/Mod Team

  • togFox
Download
Dropbox link: Don't Land on Me!

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

Copyright
  • copyright for the original creative content provided by the mod authors remains with the mod authors
Change log:
v0.01
Initial release
#7
Mods / Need some weight/factor curve help. Thx.
March 10, 2019, 06:26:38 AM
Anyone worked out how the weight curves/probabilities/rng works in the xml? The example is from the vanilla XML. Would like to know the correct way to adjust weight curve and factor curve.


    <selectionWeightCurve>
      <points>
        <li>(250, 0)</li>
        <li>(800, 50)</li>
        <li>(2000, 80)</li>
      </points>
    </selectionWeightCurve>
    <pointsFactorCurve>
      <points>
        <li>0, 0.5</li>
        <li>5000, 0.3</li>
      </points>
    </pointsFactorCurve>
#8
Not looking for elves or magic or orcs. Just looking for ramparts and shiny armour. Some new swords and the option to build a moat.

Looking for a King Arthur type play-through. Suggestions?
#9
Mods / [Mod request] Emergency first aid
February 20, 2019, 09:43:24 PM
Ever had a lot of pawns go down during a large battle? The aftermath usually involves bodies and fire and gear everywhere. High on your list of priorities is to find which survivors are bleeding out and to triage them first. I don't want the doctor to haul them all the way to the hospital, then fetch some herbal medicine that is sitting in the corner of the map. Many pawns have only  2 or 3 hours to live and you just need to slow the bleeding.

I'd like to right-click my target and 'Give first aid'. This will:

- change the allowed medicine to 'no medicine'
- create a sleeping spot on the ground right next to the pawn
- set sleeping spot to medical

This will allow on the spot provision of emergency first and without micro managing all those steps for every pawn on the edge of death.

Extra bonus: the first aid job is cancelled when the bleed out value is greater than x hours. This lets the doctor stabilise and perform a real rescue or stabilise then move on to the next pawn needing emergency first aid.
#10
Mods / Is it easy to bind dev tools to a key press?
January 30, 2019, 09:27:31 PM
There is a dev tool built into the game to instantly send pawns into a berserker rage. I'd like to bind that to a key or link it to an icon on the screen.

Is that a lot of coding or a little?

I'd like to build a gladiator pit, stick two prisoners in there and see which should join my personal bodyguard force.  :)
#11
Releases / [1.0] Animal head trophy v0.09 - ALPHA
December 14, 2018, 06:54:57 PM
Animal head trophies
ALPHA VERSION



Description:
Have you ever wished to hunt a deer and then preserve and mount the deer's head in your recreation room? This mod will let you do exactly that.

More information:
This mod lets you hunt a deer and then "butcher" the head at a butcher's spot or butchers table. You then need to take the deer head to the crafting table and "craft" the preserved deer head and mount it on a pedestal.

The preserved and mounted deer head can be placed in any room to give an art bonus to that room.

Balanced
It takes the same crafting time as a small steel sculpture and provides the same art/beauty value as a small steel sculpture.

BEFORE YOU DOWNLOAD:
Please note that this is an Alpha version. It is functional and it won't break your save game but there are some immersion breaking aspects to this mod that are still under development:

  • it uses just one deer head texture no matter what animal you preserve - to be fixed in future versions
  • you can create a deer head from any corpse - even a turtle head! To be fixed in future versions

At the moment, this mod allows you to craft a deer head to place in every room. With help from this community I'll strive to making this a fully fledged mod.

Adding this mod won't break your save game.

Author/Mod Team

  • togFox
  • RDMJoker
Download
Dropbox link
Animal head trophies v0.09 Alpha

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

To remove this mod from your save game:

  • Destroy all animal heads and animal head trophies you have in your colony(s)
  • Delete the animal head bills you have at your butcher spots, butcher table and crafting tables
  • Remove the mod from the RIMWORLD main menu
  • Delete the animal head mod folder from your computer

Copyright

  • all art and assets are modified vanilla assets with copyright retained by the original copyright owner
  • copyright for the original creative content provided by the mod authors remains with the mod authors

Change log:

v0.06
Initial release

v0.09
Fixed the beauty of the mounted head to be the same as a small steel sculpture.
#12
I would like to use existing in-game art (slightly modified) to create new art using existing workbenches. I'm very comfortable with xml and inheritance etc and I've seen the examples on wiki and the step-by-step guide by Jecrell. Amazing resources all over the place but they all miss the high level workflow/approach needed to mod something in Rimworld and I think I just need some basic high-level guidance.

Context: making a new piece of art using a new ingredient (recipe) and the existing crafting table (in multiple stages)

Workflow from a players perspective:


  • Take existing vanilla game item
  • 'Butcher' it into a new recipe at the butcher table
  • Take new item to crafting table to turn new item into new artsy item

I assume I need

  • 2 new recipes
  • 1 new "bill" item for the butchers table
  • 1 new "bill" item for the craft table

This new art item will be rotatable (so there are four images/assets). Is that handled by xml as well or will that require coding?

Thx.