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Topics - ItchyFlea

Pages: [1] 2 3 ... 6
1
Off-Topic / R.I.P Nightshade. (Profile pic cat)
« on: July 30, 2018, 03:55:56 AM »
So I haven't really posted on these forums properly for quite a while. Real life tends to get in the way of that.
I figured those who know me might want an update. The short unrelated to this post is that life is going great for me. Great job, great home, great everything really. But back to this post.

As you guys more than likely know, my profile picture is of my cat. His name is Nightshade.
He was born on the 13th of October, 2008.
He died on the 11th of April, 2018.
I have attached to this post the last picture I took of him. It was a taken in January when he was lying with me in my bed when I was off work sick. The other picture is of both him and his sister when they were 9 months old.
He died because his kidneys stopped working. He was 8kg in weight, and 9½ years old.
He was here at home with me, beside me on my couch. I was holding his paw when he died.
He was cremated and I now have him with me in my living room in a beautiful wooden box engraved with his name.

His sister is still with us. She misses him though, and is much more vocal than she used to be since his death.

I don't really know what else to say. I miss the little bugger, that's for sure. And even though it's been 3 months, writing this post was still hard, and a couple of tissues were required.

2
Off-Topic / Trying to find the name of a space-themed game.
« on: September 08, 2017, 05:43:32 AM »
It's a freeware PC game made by 1 person (afaik). It's a space game where you start out in the early days of space exploration, and have to research engines, ships parts, etc and then build those ships to not only explore the solar system, but the galaxy as a whole. From what I understand, there are aliens in the game that you do eventually have to fight. The graphics were virtually non-existant, just a 2d plane with dots representing ships. The windows that you opened to do things in were standard plain windows forms. Nothing flashy.

3
Saw this on imgur. It's fairly accurate about the cops over here in NZ, so I figured I'd share: http://imgur.com/gallery/kWNQNaC

4
Off-Topic / R'ha 2 - The continuation of the sci-fi epic
« on: April 26, 2016, 11:22:48 PM »
Having seen the sci-fi short (can be watched on the KickStarter page) I've actually been quite interested in seeing this turn into a proper film. They're not wrong about the movie industry changing the film greatly to 'reduce risk' (Have you seen the movie Doom?) so the route they are taking is the best one. I've backed the film with what I could, and figured if I mentioned it here, fellow RimWorlders who also like sci-fi would throw money at it as well. I truly hope they get enough cash to make the film, as it's definitely one I'd like to see.

Here's The KickStarter Link:
https://www.kickstarter.com/projects/730138406/rha-feature-film-bring-the-sci-fi-epic-to-the-scre

6
Help / Notes on trainableDefs
« on: August 21, 2015, 08:21:06 PM »
Just some notes regarding trainable defs and how they can be modded and given to specific animals. This post might not be well organised.

In the races def, under the <race> tag, there are two new tags that you can use. <trainableTags> and <untrainableTags>.
They are list tags, so each new tag would be specified within a <li> </li>.
The tags are defined in \TrainableDefs\Trainables.xml

Usually you won't have to use either of those tags if you're happy with the trainables the way they are. But if you want a trainable, such as hauling, to only take 4 steps instead of 8 to train, you'll have to use them.
You'd also have to make a new thinktree for the animal so that it uses your new hauling trainable.
In the thinktree, the new trainable is defined with it's defName in this tag: <trainable>Haul</trainable>

7
General Discussion / Call for public testers (Alpha 12) (closed)
« on: August 17, 2015, 09:30:51 PM »
Here we are again! We could use some help testing the fixes and adjustments we've made for Alpha 12.

If you're willing to test and do the work involved in finding and properly writing up bugs, please post below and say so!

Testing is rewarding but it's not just playing games. Please don't apply if you're not willing to spend some time investigating bugs you find and writing clear reports about them.

Please ensure your forum email matches your purchase email.

Thanks in advance!

8
General Discussion / Poll: RimWorld T-Shirts
« on: July 19, 2015, 11:31:24 PM »
Would you buy a RimWorld themed T-Shirt?

A rough estimate of the price of a RimWorld T-Shirt with a high quality image of a storyteller, or the game logo printed on it would be around $20USD. (Excluding shipping and applicable taxes.)

The poll will run for 7 days before closing.

I will do my best to answer any questions you have.

9
Unfinished / MOVED: Any way to adjust event weights?
« on: June 24, 2015, 04:23:36 PM »

10
Off-Topic / These really work...
« on: June 02, 2015, 01:26:20 AM »
Yes, I really did send him money:
https://www.youtube.com/watch?v=GLEc8rkODhQ

Totally worth it, and I'm already feeling the effects of those potions/shots. ;D

11
Ideas / Graves more easily moddable via .xml
« on: March 14, 2015, 11:42:31 PM »
Could the hardcoded Grave definition be removed from the Corpse code so that custom graves can be created? Could you also extend the Grave code so that the filled grave texture can be provided via .xml instead of requiring a new grave class to be written?

12
For some reason, when using my custom code to have a different grave graphic shown for a full grave, corpses are shown on top of the grave instead of being made invisible like normal graves.

I had to remove a part of the grave code which I suspect is the responsible part, because ILSpy gives me this which is useless, and I don't know how to write my own:
Code: [Select]
public override IEnumerable<IntVec3> AllSlotCells()
{
Building_Grave.<AllSlotCells>c__Iterator97 <AllSlotCells>c__Iterator = new Building_Grave.<AllSlotCells>c__Iterator97();
<AllSlotCells>c__Iterator.<>f__this = this;
Building_Grave.<AllSlotCells>c__Iterator97 expr_0E = <AllSlotCells>c__Iterator;
expr_0E.$PC = -2;
return expr_0E;
}

Any suggestions on why it's not hiding the corpse if the missing IEnumerable isn't the problem.
Or can someone write an IEnumerable that I could use for the grave?

EDIT: Even when using the thingclass the game gives to normal graves the corpse is still visible. Is there any way to override the game and make the corpse invisible once it's been put into the grave?

13
Off-Topic / Looking for name of a movie.... again.
« on: March 01, 2015, 05:20:56 AM »
You guys have helped me out in the past, but back then I had a much better description of the movie I was after.
This time I can only remember one scene:

The main character of the movie and someone else (a child I think) are walking through somewhere and the child sees a caged tiger. The main character says something along the lines of "They're extinct, that's a clone."

14
Outdated / [A15/A16] [MODLIST] ItchyFlea's Small Mods
« on: February 20, 2015, 02:48:46 PM »
ItchyFlea's Small Mods


Table of Contents:
Click on the name of a mod to be taken to it's post.

Mods for Alpha 16 (Not updated by me):
Extra special thanks to those who updated these since I don't have the time to.

Mods for Alpha 15:

Donations:

Donations are completely optional and are not required to use or download any of these mods. If you would like to send a donation to the texture artist for their texture work on a specific mod, please see the mod thread. If they have given me a donation address, you can find it there.

"PayPal Donate" title="Send donation to ItchyFlea"

15
General Discussion / MOVED: Alpha 9 need help SOLVED
« on: February 19, 2015, 10:31:49 PM »

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