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Messages - S4NDBE4R

#1
Adding my two cents, you should think about developing a "hot coffee" bill and an "ice coffee" bill. Respectively, hot coffee would need a non-frozen temp to stay unspoiled, while the iced coffee would need the freezer.
#2
Of course, armor is just a layer. So anything "bigger" should be fine.

Or are you asking if it can be bigger than the base 128x128 pixel count?
#3
Mods / Re: [Mod Request] Statues of dead pawns.
January 08, 2015, 07:53:08 PM
Quote from: StorymasterQ on January 08, 2015, 07:37:21 PM
"Remembered old friend     +3"
This would be great, make it stackable up-to 6 times
#4
Mods / Re: [Suggestion] Cloth + Xerigium = Medkits
January 08, 2015, 07:36:53 PM
I think there are a few medical mods that expand that sort of thing. To lazy to look it up. But either way kudos for the balanced bill for a med pack.
#5
Help / Re: [MOD HELP][SOLVED] Image File Question
January 08, 2015, 11:55:07 AM
Thanks for the quick responses!
#6
Help / [MOD HELP][SOLVED] Image File Question
January 08, 2015, 11:32:32 AM
I don't know if I'm just missing it, but is there a way to use different image files other than just a .png?  I'm mainly looking to use a .gif to have an animated item. Using a .psd that way i can use a META as well would be nice too.
#7
Mods / [MOD HELP / REQUEST] Four arms
January 07, 2015, 02:23:47 PM
Hey, just curious if anyone has ventured down this road, adding additional arms? I've been messing with the code for days now not getting anywhere. What I'm trying to do is get a four armed person. Be it organic arms that they start with (tougher of the two) or if its just a prosthetic limb you can buy and bill your colonist to receive. Once that's accomplished, getting them to hold another weapon would be nice. Heck, I'd be happy with just 180% (all four arms being robotic) efficiency buff at the moment.
#8
Mods / Re: [Mod Help] Modifying Colonist Textures?
January 07, 2015, 12:20:24 PM
Of course, here is something that may help you out. It's all base textures, leaving out a handful of things. But base bodies are in there to get you started. Its buried in Things/Pawn/Humanoid/Bodies

https://ludeon.com/forums/index.php?topic=2325.0
#9
Mods / Re: {Mod Request} Glowing Projectiles
January 07, 2015, 11:57:47 AM
Quote from: aditaja on January 07, 2015, 11:18:59 AM
No , dont use it at the projectile data , use it like this

<ThingDef ParentName="BaseBullet">
    <defName>Bullet_Pistol</defName>
    <label>pistol bullet</label>
    <graphicPath>Things/Projectile/Bullet_Small</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <projectile>
      <flyOverhead>false</flyOverhead>
      <damageDef>Bullet</damageDef>
      <DamageAmountBase>10</DamageAmountBase>
      <Speed>55</Speed>
    </projectile>
    <comps>
<li>
<compClass>CompGlower</compClass>
<glowRadius>5</glowRadius>
<glowColor>(199,22,164,0)</glowColor>
</li>
    </comps>

  </ThingDef>

it will make bullet color like picture that im post before , and for specific bullet type ...
PS: sorry for my bad english ...  ;D

The reason why I said use it in the basebullet is that the way you have it will run into graphical errors when there are more than just one gun shooting off. I tested it and confirmed this. Its mainly when they are taking cover. There are also times where the glow will stay at the spawn of the bullet through the lifespan of the bullet, making the person shooting the gun very vulnerable at night.

You could make an expanded basebullet (how food is derived), which should work just fine, keeping it all in one nice "neat" file. But to put it on the actual labeled bullet def will lead to complications.
#10
Mods / Re: {Mod Request} Glowing Projectiles
January 07, 2015, 08:23:30 AM
Quote from: CB elite on January 07, 2015, 12:05:11 AM
I remember attempting this by putting that comp in the projectile def, but that never worked. Thanks for showing how this is accomplished!

The only thing I don't like is how the glow is rendered as the projectile travels...

Slower projectiles obviously look a lot smoother than fast ones, but "glowy" beams aren't typically slow :P lol

Perhaps a future alpha will allow for smoother rendering of these glows? :)

Yeah.. That's something I'm actually going to be looking into sometime later (unless someone knows this already). I am guessing that if you change the ticker, it might render faster? Seems to me that anything traveling over 94 speed is noticeable. So it would seem that we are stuck with "plasma" weapons for now haha.
#11
Mods / Re: {Mod Request} Glowing Projectiles
January 06, 2015, 02:47:32 PM
Hey, so i just dug into the actual light defs. It looks like all you will need is this little bit of code here.

    <comps>
      <li>
        <compClass>CompGlower</compClass>
        <glowRadius>0</glowRadius>
        <glowColor>(0,0,0,0)</glowColor>
      </li>
    </comps>

You'll want to put that at the end of the bullet base for your weapon. DO NOT put it in the actual labeled bullet def for the gun, this way it will track the bullet, preventing a graphical error. So it should look something like this.

  <ThingDef Name="BaseBullet" Abstract="True">
    <category>Projectile</category>
    <tickerType>Normal</tickerType>
    <altitudeLayer>Projectile</altitudeLayer>
    <thingClass>Bullet</thingClass>
    <label>bullet</label>
    <useStandardHealth>False</useStandardHealth>
    <neverMultiSelect>True</neverMultiSelect>
    <shaderType>Transparent</shaderType>
    <comps>
      <li>
        <compClass>CompGlower</compClass>
        <glowRadius>4</glowRadius>
        <glowColor>(217,0,0,0)</glowColor>
      </li>
    </comps>
  </ThingDef>

Of course changing out the glow color numbers will result in different colors. Right now it's set at red. Hope this helped

-Edit:

With all that said, changing BaseBullet will affect all bullets in the xml. So if you're wanting different colors, or having a mix of glowing and non glowing, make sure you have all new xmls for each type.
#12
Mods / Re: {Mod Request} Glowing Projectiles
January 06, 2015, 11:44:40 AM
Looking forward to seeing how this is done, been wanting to do some things with ambiance. Maybe digging into one of the other light mods can give a bases of how its accomplished?
#13
Outdated / [MOD] (Alpha 8) Cohhilition Invasion (V1.0.1)
December 30, 2014, 02:46:54 PM
Just something I threw together on my lunch break at work. Basically adds a handful of apparel. For a Twitch streamer called CohhCarnage

Quick shot of me testing it.


V1.0.1
Fixed a few texture paths. Corrected spelling.

Dropbox Download
Zip
https://www.dropbox.com/s/twmafe62qaazhig/Cohhilition%20Gear.zip?dl=0
7z
https://www.dropbox.com/s/3r7tggu7iy5frgz/Cohhilition%20Gear.7z?dl=0