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Messages - jacob814

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1
Releases / Re: [1.0] Glass&Lights Last Update: [8/18/19] V1.1
« on: August 18, 2019, 03:41:58 PM »
Updated to V1.1, All new textures, and functionality. I would love some feedback so post here when you can.

2
This mod reminds me of a minecraft mod "The Lost Cities". Hopefully Ill have enough time to play with this in a playthrough.

3
Releases / Re: [1.0] jacob814's Mods - Glass&Lights(V R.1) [10/19/18]
« on: June 22, 2019, 07:53:21 PM »
Little late to the party but I haven't forgotten the forum. There is an update coming out soon that changes the look of the mod slightly. I've also completely redone the wall lamps, making them part of the wall and much nicer. Oh, and ceiling lights will be placeable over things now.

[email protected], unless you want to create the textures and make all the required code, no I don't have plans for that kind of thing. Sorry.

[email protected] I see your on here as well, I figure you've already gotten this sorted out.

[email protected] Most of those ideas, while good, take more time than I would like to implement. If you would like to create art assets for those things and I like them, I will probably take the time to implement them. As for removing the component requirement, I can do that before the next update.

4
Mods / Re: Rimworld map roof type editor for savegames
« on: April 20, 2019, 05:06:12 PM »
Can anyone create an exe of this? I spent way to long today trying to get python 2.7 working and keep getting multiple errors. This is the closest thing I could find today that allows users to edit roof tiles to mountainous roof... Unless someone has an actual solution to make mountainous roofs, this is the closest thing we have. If only @TynanSylvester would add another dev mode tool to do this..


5
Help / Save file Map algorithm
« on: April 20, 2019, 02:18:46 PM »
Since Im still very new to modding, does anyone have the source code for the algorithm that stores the save game map tiles and more importantly the roof type?

6
Ideas / Re: We need Poop
« on: April 11, 2019, 12:23:30 PM »
As mentioned previously in this thread, a mod name bad hygiene includes this and although turned off by default, you can have animals poop too. Also, although I agree that having to have dedicated tamers kinda sucks, the loss of tameness for an animal was implemented so you couldn't abuse the system through having a colony of dogs. With that said, both chickens and cows have 0% wildness so they never lose their tameness.

7
Ideas / Re: Shelves why only 2 square?
« on: April 11, 2019, 12:19:03 PM »
if you go to the mod portion of the forum, there is a mod request thread. This is for suggestions to the vanilla game so I doubt anyone who is looking for mod ideas would come here when they can go to the other thread.

8
Ideas / Re: Turned off production appliances shouldn't break down
« on: April 11, 2019, 12:17:53 PM »
Real life machines break down regardless if they are turned on or not, why would it be any different here?

9
@derped, not nessesarily. You can have it hold its fire and when you go to have it fire, the Manhunter pack will remember it. This is the same deal for if you turn off power to a powered turret.

10
I agree this can be quite annoying at times.

11
Ideas / Re: Rimworld Screenshot history
« on: April 11, 2019, 12:12:22 PM »
This is done already by a mod. ts called progress render: https://steamcommunity.com/sharedfiles/filedetails/?id=1438693028

12
Ideas / Re: Batteries could be different....
« on: April 11, 2019, 12:11:09 PM »
Batteries already do this: Small self-discharge of 5W per day. In other words, a battery which is full when uninstalled or disconnected will drop to 300W after an in-game year (60 days).

Also, batteries don't really explode, think of it more as an electrical fault. This is implemented into the game for balance to limit the number of batteries you make. I personally make sure to have two battery banks connected by a power switch so even if this happens I can switch on the non-effect battery bank to resume power.

13
Ideas / Re: Bonded animals should sleep closest to their masters
« on: April 11, 2019, 12:07:19 PM »
That would force the player to have the bonded animal sleep closer. What if a player wants a different animal to bond with a pawn? I don't think this needs to be added when you can just zone the area. I could see this being implemented by assigning animals to specific beds if they have obedience training.

14
Ideas / Re: pause on butcher considers insect meat, can't stop it :/
« on: April 11, 2019, 12:02:48 PM »
I dont think I follow? Meals can be disallowed to to use insect meat, there is no good reason to use insect meat for food either...

15
Why did you make a meal out of insect meat anyway? Why not just disallow using insect meat in meals?

*Human and insect meat are disabled for use by default*

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