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Messages - Igabod

Pages: [1] 2 3 ... 74
1
Outdated / Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
« on: September 25, 2016, 03:20:09 PM »
For remplacing the alphabeaver incident, why not some alphaTermite (Giants termites) ?

I second this motion. Termites are very easy to draw (compared to the other animals in this pack) and would be a great addition to the jungle. It would be pretty cool to make them similar to the hives that spawn in caves but only have them spawn where there are a lot of trees and not make them hostile to other pawns but I am not sure how much work that would require since I haven't looked at the code for the hives yet.

2
Outdated / Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
« on: September 20, 2016, 01:40:17 AM »
Thx for your insights Igabod (Hey modding your Biodiversity mod was one of the thing that put me in the modding things ^^) I will probably keep the "core" mod as is, and provide little patches alongside

Hey Kap! I wasn't aware you were the K in the CK! Glad to see another mod by you. And I'm always happy to give advice to others whether or not they decide to take it. If you ever want honest input on any of your projects you can always send me a private message and I'll respond within a day or two. You've been around here for a while now and I suspect that your dedication will make this mod better than any of my earlier mods. I intend on installing this mod once it is fleshed out a little more and giving it a try, but if you need any assistance whatsoever (opinions, questions, bug smashing, or anything else) just let me know and I'll do my best to help you out. Keep up the good work. I'll be watching this mod as it develops and I will provide whatever feedback I can. :)

3
Outdated / Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
« on: September 19, 2016, 10:48:51 PM »
A lot of people use Vegetable Garden for additional crops, so it might be a good idea to separate the plants and the animals.

The plants and animals can't be separated due to the way that the game was coded (i.e. the same file is used for both). You can customize your plants/animals in the file:

Defs/BiomeDefs/Biomes_Moderate.xml

A Vegetable Garden patch may be released in the future.

They can be separated but only if you add a patch that combines them if people want it. The Biomes_xx.xml file is the only file needed in the patch so you can include a download for that file in both mod listings and tell people to replace the one in the mod files with that one. It makes for extra work though and was a source of irritation for me when I was updating my two mods. The patches for compatibility with all the other mods that affect that one file are numerous. Even in alpha 9 and 10 when I was actively maintaining my mods there were at least 3 or 4 mods I had to work with. Now in alpha 15 there are even more mods so you'll have a long list of compatibility patches if you intend on making things work. It's not hard work, just annoying. So as long as you are willing to devote time to it I say go for separating them. But if you don't have the patience to keep updating patches every time one of the other mods updates then just keep the mod as it is now and put a big bright colored disclaimer on the OP saying "This mod is not compatible with the following mods:". Some people might complain but the most likely thing that will happen is one of the people who uses your mod will do the work for you and post a compatibility patch for whichever of the mods they like to use with this one. If it were me I'd go for letting the users do the patch work and just focus on adding content to your mod. As for the damage levels, I'd take them down to 12 at the max for the strongest animal and below 10 for the others. The other option is to have two difficulty modes and include a separate patch file to be downloaded for the weaker animals. That would of course add more work so it wouldn't be the route I would use, I would just go for the lower damage levels and let the people that want more of a challenge edit the damage levels themselves since it's such a simple edit. Just include instructions for that edit on the original post and let the users decide if that's what they want or not. The majority of people that would download this mod aren't looking for a super-powerful beast to insta-kill their colonists so you should cater to those people and let the more hardcore people make the changes they want. All of this advice is free for you to use or discard as you wish though, I wouldn't presume to tell you how to do your own mod. Good luck with it and I hope you keep adding to it. Rimworld has come a long way since I started my mods but it can always use more diversity.

4
Outdated / Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
« on: September 19, 2016, 09:40:12 PM »
I'm glad to see another person adding more diversity to the game. I used to maintain two mods which added more plants and more animals but I haven't had time to keep them up to date lately so unfortunately they've been discontinued for the time being. I'd be happy to donate some of the textures I did to add into this mod though. I only did one animal texture myself (the rest in that particular mod were done by other people so I can't offer those up) but I did quite a few plant textures I can donate. I'll attach a zip file containing all the textures I can donate and you can pick and choose from them however you like or you can choose not to use them if you don't like them. Let me know if you need or want anything else from me and I'll see what I can do.

[attachment deleted by admin - too old]

5
Outdated / Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
« on: September 13, 2016, 04:39:35 AM »
Best lift the skirt and make sure the mods arnt the same sex as a merger between them would be a sin against god :) And only 2 mods at a time please..none of these polygamous merger shenanigans. Also back in Alpha 1986 Advanced Lamps and I alloped and produced a baby out of wedlock. LED should know Lamps isnt a virgin and has a bastard child named Bathroom NightLights.

It gets worse, LED is technically the child of Advanced Lamps since Loki88 was inspired to make it because of his work on updating this mod. And no, the Bathroom Night Lights mod was aborted in the first trimester due to the lack of bathrooms to put them in.

6
Outdated / Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
« on: September 12, 2016, 07:34:12 PM »
I want to thank everybody for their interest in this mod and I especially want to thank those of you who have taken the time to update it while I've been busy with real life. I keep telling myself I'm going to get the time to come back to the modding community here and actively update and improve on my mods but it never works out that way. I'm not officially killing this mod off, I may eventually pick it back up in the future. But I will give my official permission for anybody to take this mod and re-upload it on their own topic if they want. I have been failing to update the original post with the updated versions done by other people so if anybody wants to create a new post for their updated version of this mod I wouldn't object and will even get around to adding a link to it on the original post of this thread.

7
Mods / Re: Nominate a mod to be included in RimWorld!
« on: August 22, 2016, 02:30:01 AM »
Crafting Hysteresis makes bills pause until a low stock value is met and then resumes them. It is here: https://ludeon.com/forums/index.php?topic=24806.0

8
Outdated / Re: [A13] Bulk Meals v2.4 updated for A13 May 2, 2016
« on: July 17, 2016, 01:33:10 PM »
I'm in the middle of yet another move this week so I'm unable to work on the updates for A14 right now. But luckily Theladdercoins has done the update for this mod and has made it available for all of you who are impatient and wanna use this mod right now. You can find it at https://drive.google.com/open?id=0B3PIDGTELQUfVEYzbEZxVjdiUmc. I'll take a look at it and make sure all the details are updated and then I'll upload it to the original post some time this week after I've gotten moved into my new house and everything.

9
Outdated / Re: [A13] Bulk Meals v2.4 updated for A13 May 2, 2016
« on: May 14, 2016, 10:25:58 PM »
Hi, I tried to use this mod in combination with my mod (https://ludeon.com/forums/index.php?topic=20061.msg220883#msg220883), and it stopped chairs being built even though my mod and yours do not use any of the same xml files.  Any ideas on what the conflict could be?

There should be no reason bulk meals would prevent you from doing anything. Bulk meals doesn't alter any of the core game files, it only adds new things. If you altered the bulk meals xml then maybe you altered it in such a way that interferes, but I can't even think of how that would happen. And I don't have time to download your mod and do testing and figure out what went wrong. I barely have time enough to provide support for my own mods. You'll have to figure this one out for yourself I'm afraid. Sorry I couldn't be more helpful.

10
Outdated / Re: [A13] Ushanka!
« on: May 12, 2016, 03:00:19 AM »
What part of my IS VERY GOOD HAT, YES? comment was ambiguous in that this mod is about a Russian hat?

I didn't happen to see your comment before I posted mine nor is that stated by the mod developer anywhere in the original post. And the fact that you have a question mark at the end of the sentence is the ambiguous part. If there is a question mark it is not a definitive statement at all.

11
Outdated / Re: [A13] Ushanka!
« on: May 11, 2016, 09:58:28 PM »
First off, what the heck is a Ushanka. Secondly, pictures go a long way in helping players decide whether or not they want to use a mod. And thirdly, you need licensing information on the original post.

12
My only complaint with the components system is that it's not very balanced. You can mine for a handful of components but those quickly go away. My solution there would be to increase the size of veins. You can buy them from traders but most traders don't carry enough components to build much. My solution there would be to increase the number of components carried. You can make them in late game but they cost a LOT of metal for just one component. My solution there is to decrease the metal cost and also reduce the amount of research needed to get to that worktable. And you can sometimes find ship parts to harvest but in my few games those were few and far between and the random event where they fall from the sky was so rare that it didn't really make a huge difference.

So really I would like to see a mod that balances the components a bit more. Reducing the component cost for some items could also go a long way. I don't want components removed completely from the game. Just balance it.

13
Mods / Re: Rimworld mod-friendly?
« on: May 11, 2016, 01:40:31 PM »
Okay time to put in my two cents. I feel like modding support should be a low priority for Tynan at this point in development because he is busy focusing on adding in new content for the base game. If he had spent the time available to him on adding in more modding support we might not have gotten the huge relationships update. Sure he could probably easily fix the problem with opening the mod screen requiring a full restart of the game, but that would have meant less features in the alpha 13 update. Of course it's frustrating to us modders but this is not a fully fleshed out game yet. Bug smashing is not for the alpha phase unless the bug breaks the game completely. Beta phase is where all of the bug fixes take place in ANY game (including XCOM which someone mentioned earlier in this thread). No game has as much modding support during the alpha phase as Tynan has provided us with. The thing that drew me to this game was how easy it was to mod at such an early point in development. We as modders have to be patient and deal with the issues until Tynan has finished adding in all the cool features he envisioned for the game and all the feature suggestions. Once the game is to the point where Tynan calls it feature complete I trust that he will invest some time into making this game even more mod-friendly than it already is. Quit giving him a hard time about mod support unless it is a huge issue. Let him focus on the important things to make the base game fun to play and replay and replay again. The more people hassle him about modding support the more he is going to get frustrated and he may decide that it's not worth working on more features for the base game and he may end development earlier than he normally would have. And that would be bad for everybody in my opinion. We need to show him support and try to make his job easier so he is more willing to keep doing it. This doesn't mean we should just roll over and pretend nothing is wrong with modding support, but we should be less aggressive about it. Give him reports on issues that come up but if he doesn't get to the issues immediately then just understand that means he is busy making the actual game better. Quit treating him as though this is a full-release game with all these issues. This is ALPHA and we need to keep that in mind.

14
Outdated / Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
« on: May 11, 2016, 03:00:49 AM »
Dismar could you pretty please make two quick standalone growable agave mods? one for growable in soil agave and one for hydro basins? There was a old mod but I believe it is defunct.
As much as I would like to use your original mod the mod overlap would be unmanageable.

Dismar pretty please with a boomrat on top?
you just want to grow agave in soil and basins?

just go into Mods/core/Defs/thingdefs/Plants_Wild_Arid  open with wordpad
agave is the first plant
and add the following code after      "<fertilityMin>0.3</fertilityMin>"

      <sowTags>
        <li>Ground</li>
        <li>Hydroponic</li>
      </sowTags>

Then change the harvest yield size to like 10
How do I pack it into a standalone mod?

You don't need to if you are just doing this for yourself. When you edit the core game files it just works. No need to make a whole separate mod unless you plan on releasing it for others to download and use.

15
Outdated / Re: [A13] Mod MEGA PACK
« on: May 11, 2016, 12:26:10 AM »
have you considered adding oceanmod (the one that adds an open ocean biome)? it could be a cool challenge

I'm not sure it's compatible with BiomeSpawnTweak and MapGenerator (if I remember correctly it isn't). But you can disable those two and add the one for an ocean biome, if you enjoy it :)

It is compatible with Biome Spawn Tweak as long as Ocean Mod is loaded after Spawn Tweak. I should have actually removed that part of the code to make sure it worked without having to worry about mod load order but I forgot to do that. I might have to do an update to fix that issue later.

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