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Topics - Berengar

Pages: [1]
1
Unfinished / Warhammer 40k - An Overall
« on: October 29, 2015, 11:24:48 AM »
Hello Guys!

I am working currently on an Overall for rimworld in the Warhammer 40k Setting.
My plan is to splitt the mod in different submods, so every one can play as he wants. :)

Planned Features

1: Furniture, Walls etc. Faction and Weaponmods are a nice thing, alone. But without some Stuff for you base, besides nice turrents, it will always miss something. Because of that i will add Stuff to give you beloved Colony that nasty 40k feeling.  ;D
Planned are Walls (when i got them right.. Never happy with them..), Decorative and normal Furniture, power, crafting mechanics and so on.

2: Factions! No 40k mod will  realy completed without some nice Orcs and Chaosmarines to bash. :) Will post here an list with planned factions, and will update them, if i complete new units and stuff.
a: Orcs (2 Units nearly finished.. needs some fine tuning)
b: Tyranids (2 Units nealry finished)
c: Chaos

3: Weapons, Armors and Clothing. Pretty selfexplaning. Every thing that is fitting will be craftable.

4: Animals, Plants and biomes. (When i got at the end the motivation and time)

Help
So now i need a bit help from you Guy's.
Any suggestions? Post them below, mostly need ideas for furniture. But small warning, i will not go into DLL modding, so only stuff that is possible with xml.

Download
I already play an test version of the mod, but want do do a bit of finetuning, etc.. Bevor i will upload it here.


Screenshots



Tyranid



2
Help / More usefull pets.
« on: September 01, 2015, 08:32:42 PM »
Hey guys!
I play at the moment a bit with the pets aroung.. trying some sort of minion summonion.
But i cant figure out how to give pets more abilitys than houling and fighting.
Maybe some of you can give me a tip.

3
Help / Losing meleeskill?
« on: January 02, 2015, 08:48:28 PM »
Hey.
Aehm i have an siriuse bug, since i add an new meleeweapon to the game.
Once they use ingame ANY melee attack, they slowly loses Meleeskill... tick by tick.
Any idea? Its a bit  gamedestroyng for me at the moment...

4
Mods / (Textures) Star wars
« on: December 29, 2014, 10:05:35 AM »
Greetings!
Because there is at the moment a litle hipe on star wars stuff, i decided to puplish my textures from Rimtroopers. There free to use^^
I make an extra thread, because i will keep update this one.
Aehm oh an last thing. Some of the weapons (the E-11, DL-44 and the DH-17) are from projekt Armory. I just reworked them.
Credits are always welcome. :)

Weapons





Creatures




Helmets













Armors
The 2 packs you will find below.^^
Groundversion from Viperlol. Rework them a litle bit.




[attachment deleted due to age]

5
Help / Hair with spezific color?
« on: December 27, 2014, 09:10:40 AM »
Hey!
Aehm is it posible to add hair that is just white?
Will make an race with just white hairs.

6
Outdated / [TEXTURE] (Alpha 8) Creeps! An texture mod. (V.8/9/10....)
« on: December 27, 2014, 07:04:28 AM »
Greetings.
I creating an small texturemod that gives you colonist small faces.. looks creapy but i love it. :D
So i chare it with you. Just put the textures in the texture folder of the coremod to install.. delete it when you want its not anymore. Oh forget to say, just male at the moment.. (or forever :P)
http://www.mediafire.com/download/yebpv4432tcmt1r/fgdfdf+und+so.zip





7
Help / Faction war
« on: December 22, 2014, 03:04:26 PM »
Greetings!
I got 2 new factions.. the stormtroopers, and the rebels.
And normaly that two guys realy dont like eatch other..
But when they meet each other on the plains of rimworld.. they just ignore.
Any Idea how to change that?

Mfg: Berengar

8
Outdated / [MOD] (Alpha 8) RIMTROOPERS an star wars overall 0.45
« on: December 19, 2014, 04:24:33 PM »
Greetings!
This is the beginning of an star wars overall, at the dark times of the galactic zivilwar.
The Rimtroopers landed on the Rimworld.. searching for troops from the residence.. will you help them? Or the Rebels?
Or do you want to go you own way..
You have to decide what you colony will do, in that galaxy far far away.....

inside.
1: The rimtroopers with his own weapons, armors and sounds. At the moment just normal stormtroopers and scouts.
2: The Rebels.

To do list.
1: Funiture and Turrets.
2: Hutta stuff! Like bountyhunters, criminal scum, a random rancor landed on your cafeteria... and so on. 40%
3: Animals.
4: Jedis. 67%

Warning! Like every faction mod, you have to start a new world.

Credits.
Some Weapons: Project Armory https://ludeon.com/forums/index.php?topic=1950.0
Mandalorians: SmartCheetah
Viperlol for the idea, and the ground version of the rimtrooperarmor.

Download
http://www.mediafire.com/download/3znhcpxnat5x1kc/Rimtroopermod.rar

Image


9
Mods / [Mod Request] An Tavern.
« on: December 18, 2014, 01:51:12 PM »
Greetings!
For some secons i become an Idea, what be an funny mod.
So the idea is to add the posibility to build an Tavern, where your Colonist can drink, after an hard day of killing Raiders or something. ;)
Ok, thats already posible, but what i think will be cool is, when outsiders can drink there to, for a little amout of Silver. So there go in.. buy something to eat, or drink, and sitting on one of the tables,

What do you think? Is that posible?

10
Unfinished / [WIP] Native Factions-reworked
« on: December 13, 2014, 06:04:36 PM »
Hello!
I'm start working on a new Mod, and searching for some Ideas and some Feedback. :)
The idea behind that mod is, to improve and advance the natice Factions, like the Pirates, Mercenarys...
Over the Time i will rework every single Faction with his own Cloth, and more specific Unis. (Bosses to)

1: Pirates 75%
The Idea for the pirates is simple. They should be something between the Fallout and the Borderlands Raiders..
So armors, Weapons and Units that looks like they took some scratch from the Deserts, and put it thogether, without an real plan. So at the end they are one or two differend Raiderclans planned. With individual Equipment, Bosses, and maybe some Cars.

Here are the Pirates until now.


Outlanders: 7%
There will be different outlander Factions. Like from a town in an desert, so a bit like the sandguys from star wars, Steampunk Cowboys from the Marshs, and maybe Traders from the green Lands.

Mercenarys: 24%
Going forwards!


Spacers 5%
They will be the only way to get high tec Stuff. Will create some Soldier armors, and finde clothes for them...

Tribes: 25%
I will make cannibals out of them.. for some days i see an image from borderlands 2 where one of the bandits holds on big Shield, with an Minon pinned on the front. Maybe make a Shield like that, with the hide from an old colonist on the front.
Will slow down them MUTCH but give them an imense defense..
So your will see many realy slow.. but hard to kill, meelefighters.

Normads: 3%
They came from the endless white...

How ever.
I need some ideas for the other faction.
Manly for the Outsiders, and the Mercenarys.

Mfg: Berengar




11
Help / Skills needed for special weapons.
« on: December 05, 2014, 10:07:35 PM »
Greetings!
�hm my question is, is it posible to add an weapon, that need a special skill to use? Like medicine?
Im working on an Magic system, for the doctors in your Colony..

greetings: Berengar

12
Outdated / [MOD] (Alpha 7) Faction: Orcs! 0.35
« on: December 03, 2014, 11:30:21 PM »
Orcs!

Greetings.
That is just a small faction Mod, that adds the good, old orcs to the game. At the moment just 3 meele ones, but over the time i planned to add more. And a sense behind killing orcs.. beside to safe the colony.  ::)
PS: Maybe there a bit to strong.. i dont hope so, but balancing isn't my biggest talent..  :P

DOWNLOAD
http://www.mediafire.com/download/xktto1luo8gzqgl/Orcs.zip

http://creativecommons.org/licenses/by-nc-sa/4.0/



13
Help / WorkGivers help.
« on: December 03, 2014, 09:06:44 AM »
Greetings.
So i need some help.
Im working on a new smithing system, thats start with a forge, where your have to heat metal, to become GlowingIron.
With that your can form an Metalpipe, witch your can heat again, and form it than on the Anvil. So far so good.
I start with testing the glowing iron. The Forge works, and is buidable.. same with the rezept. But, something is'nt correkt with the workgiver def i think.. My Colonist just dont start to work on the Forge, and i dont can priorize the order.
Here the Codes.

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

  <RecipeDef>
    <defName>MakeGlowingIron</defName>
    <label>Heat Iron</label>
    <description>Heat some Iron.</description>
    <jobString>Heat Iron.</jobString>
    <workAmount>600</workAmount>
    <workSpeedStat>TailoringSpeed</workSpeedStat>
    <sustainerSoundDef>Recipe_MakeClothes</sustainerSoundDef>
    <productHasIngredientStuff>true</productHasIngredientStuff>
    <ingredients>
      <li>
         <filter>
            <thingDefs>
               <li>Metal</li>
            </thingDefs>
         </filter>
      <count>10</count>
   </li>
    </ingredients>
    <products>
      <GlowingIron>1</GlowingIron>
    </products>
    <skillGains>
      <li>
        <skill>Crafting</skill>
        <xp>300</xp>
      </li>
    </skillGains>
  </RecipeDef>

 
 
</Defs>

Building
Quote
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>



  <ThingDef Name="BuildingBase" Abstract="True">
    <category>Building</category>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <selectable>true</selectable>
    <drawerType>MapMeshAndRealTime</drawerType>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <repairEffect>Repair</repairEffect>
  </ThingDef>





  <ThingDef ParentName="BuildingBase">
    <DefName>Forge</DefName>
    <EType>Building_WorkTable</EType>
    <label>Forge</label>
    <ThingClass>Building_WorkTable</ThingClass>
    <Description>A Forge.</Description>
    <graphicPathSingle>Smith/Forge</graphicPathSingle>
    <CostList>
      <WoodLog>30</WoodLog>
      <Metal>30</Metal>
    </CostList>
    <AltitudeLayer>Waist</AltitudeLayer>
    <UseStandardHealth>True</UseStandardHealth>
    <statBases>
      <WorkToBuild>1000</WorkToBuild>
      <MaxHealth>180</MaxHealth>
      <Flammability>1.0</Flammability>
    </statBases>
    <Size>(3,1)</Size>
    <Overdraw>False</Overdraw>
    <DesignationCategory>Production</DesignationCategory>
    <Passability>Impassable</Passability>
    <hasInteractionSquare>True</hasInteractionSquare>
    <interactionSquareOffset>(0,0,-1)</interactionSquareOffset>
    <itemSurface>True</itemSurface>
    <recipes>
      <li>MakeGlowingIron</li>
    </recipes>
    <inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>
    <building>
      <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
    </building>
  </ThingDef>






</ThingDefs>

And at least the Workdef
Quote
<?xml version="1.0" encoding="utf-8" ?>
<WorkGivers>

  <WorkGiverDef>
    <defName>MakeGlowingIron</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Crafting</workType>
    <priorityInType>10</priorityInType>
   <billGiverDef>Forge</billGiverDef>
    <verb>produce GlowingIron</verb>
    <gerund>producing GlowingIron</gerund>
  </WorkGiverDef>


</WorkGivers>

Oh and the Item
Quote
<?xml version="1.0" encoding="utf-8" ?>
<Resources>


  <ThingDef Name="ResourceBase" Abstract="True">
    <thingClass>ThingWithComponents</thingClass>
    <label>unspecified resource</label>
    <category>Item</category>
    <eType>Item</eType>
    <resourceReadoutPriority>Middle</resourceReadoutPriority>
    <useStandardHealth>true</useStandardHealth>
    <selectable>true</selectable>
    <altitudeLayer>Item</altitudeLayer>
    <stackLimit>75</stackLimit>
    <tradersCarry>true</tradersCarry>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
    </comps>
    <alwaysHaulable>true</alwaysHaulable>
    <drawGUIOverlay>true</drawGUIOverlay>
    <rotatable>false</rotatable>
    <pathCost>15</pathCost>
  </ThingDef>

  <ThingDef Name="ResourceVerbBase" ParentName="ResourceBase" Abstract="True">
    <eType>Equipment</eType>
    <thingClass>Equipment</thingClass>
    <equipmentType>Primary</equipmentType>
    <techLevel>Neolithic</techLevel>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
    </comps>
  </ThingDef>




  <!--
  <ThingDef ParentName="ResourceBase">
    <defName>WoodPlank</defName>
    <label>wood planks</label>
    <description>For building structures.</description>
    <graphicPathSingle>Things/Item/Resource/WoodPlank</graphicPathSingle>
    <soundInteract>Wood_Drop</soundInteract>
    <soundDrop>Wood_Drop</soundDrop>
    <baseMarketValue>1.9</baseMarketValue>
    <tradersCarry>false</tradersCarry>
    <statBases><MaxHealth>150</MaxHealth><Flammability>1.0</Flammability></statBases>
    <storeCategories>
      <li>ResourcesRaw</li>
    </storeCategories>
  </ThingDef>
  -->


  <!--=============== Pure stuffs: Fabric, leather, etc  ====================-->

  <ThingDef ParentName="ResourceBase">
    <defName>GlowingIron</defName>
    <label>GlowingIron</label>
    <description>Heatet iron.</description>
    <graphicPathSingle>Smith/GlowingMetal</graphicPathSingle>
    <soundInteract>Metal_Drop</soundInteract>
    <soundDrop>Metal_Drop</soundDrop>
   <baseMarketValue>1</baseMarketValue>
    <statBases>
      <Flammability>1.0</Flammability>
    </statBases>
    <stuffProps>
      <canMakeApparel>false</canMakeApparel>
      <color>(200,200,200)</color>
      <statFactors>
        <MarketValue>1</MarketValue>
      </statFactors>
    </stuffProps>
    <storeCategories>
      <li>ResourcesRaw</li>
    </storeCategories>
  </ThingDef>



</Resources>

Im realy new at moding Rimworld, so i think its a small problem.. i hope. :D

14
Unfinished / [WIP]New Race: Orcs! And other fantasy/Middle Ages Stuff.
« on: December 02, 2014, 08:23:16 PM »
Greetings.
At the moment i'm working on a new Faction, the good and green Orcs.
For some time, i create some orcs for a guy that working on a 40K Orcmod. But, sadly, the mod never relesed.
Yesterday i found the old textures in my archive, and start to make my own orc mod.  :D
Planned are a hostile Faction of classic fantasy orcs. With 2-4 different low meele orcs, 2 archers, a Shaman with magic, and a Boss. Yeah, and maybe some craftable Items, like Orcskull Helmets.. and Orcskin Clothes. For the Orcslayers in the Colony.  ;)
But i have nearly no scipting sklills.. and dont plan to learn it. So i'm not sure, what i can make. But the ground Faction works ingame. (too lazy to make a Pic ;) )
All that will later be a part of a fantasy Overall from Rimworld, that i working on. And with that a grapical overall, that will give Rimwold a dark and realistic feeling. :D

The first 2 Meele-orcs are finished.




So what are you think about the Idea? And do you have sugestions?

The second part will be a new Smithing systems for armors and Weapons.
There i split the crafting in 4 main parts.
1: heating some Metal in the Forge up.
2: Make on the Anvil a glowing Pipe out of it.
3: Bring the metal Pipe in the right form, and size on the Anvil, and make a glowing Blade out of it.
4: Cool down the Blade, on in the Water.
5:Sharp the Blade.


Your will start with easy Weapons and Armors, that just need simple Blades and plates. Over the time, your Blacksmith become better and better, and your gain new materials. So your can smith better Armors and Weapons.
An exempel for an lowrate Armor, mixed with a medium part.
Here is a pic from a Colonist, wearing a heavy platemail, so medium ranking, and an simple metal helmeth.
Also an Furshirt.. but that will be another story. :D




Berengar

PS:My English is horrible.. i know.  :P

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