Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Kemono

#1
Help / Re: Mod Request MULTIPLAYER
January 23, 2015, 12:24:58 PM
Quote from: Gaesatae on January 22, 2015, 07:33:21 AM
Someone asked Tynan about making a multiplayer mod not long ago:

https://twitter.com/TynanSylvester/status/554037665235206144

Nearly impossible.

Impossible is a disgusting word. Nothing is impossible. From time travel to entering the fifth dimension, if you strive for it, it'll happen.
#2
Help / Re: Mediworld Conversion
January 23, 2015, 12:22:42 PM
Quote from: Rikiki on January 21, 2015, 03:29:16 AM
I like your medieval idea conversion and we are not doubting of your abilities BUT you should effectively calm down or the community will not be willing to help you... ;)

To remove stuff from the core, you need to... remove them! ;D
WARNING!!! >:( As you are going to perform a total conversion (i.e. modify the core assets) I strongly recommend doing several backups of the RimWorld657Win\Mods\Core folder.

Here are the steps to remove the power armor for example:

  • Go into the RimWorld657Win\Mods\Core\Defs\ThingDefs. Most of the items are defined here.
  • Open the Apparel_Various.xml file
  • Look for the line "<defName>Apparel_PowerArmor</defName>" (line 461). This is the definition of the power armor.
  • Just delete its definition (from "<ThingDef ParentName="ApparelBase">" line 460 to "</ThingDef>" line 516.

To modify an item's properties, just look into its definition. You will find many properties (like soundExplode or soundImpactAnticipate in Weapons_Artillery.xml).

Good luck and be a gentleman, it opens many doors! ;)

There we have it! Thanks man. I didn't even think of editing the data files, I thought I'd need to make an external .xml that disables stuff only when the mod is activated, which is where the confusion came into play about how I'd go about doing that.

Alright great, with this tidbit I'll give it a go. :)
#3
Still  WIP?
#4
Help / Re: Mediworld Conversion
January 21, 2015, 12:22:19 AM
Rude? If you say so. Haha.

Doesn't look like I'll get much help anyway, so far I've had a guy try and put me down saying it'll take a long time, so don't bother and another guy who literally junk posted telling me no one's going to help.
#5
This has already been done. There's an embrasures mod that has the custom art already.
#6
Yep, if someone could update this, that'd be awesome. The main TTM sucks to be honest, but the custom events are really interesting and the first time I saw a buzzant hill I was surprised.

I loved seeing new events happen, kept the game fresh and interesting.
#7
Help / Re: Mediworld Conversion
January 20, 2015, 09:46:40 PM
Haha, several months. You expect too much from me or you're really simple.

What's easier than removing a bunch of stuff?

I intend to change and remove stuff, once that's done the conversion is done. As for adding races, the code for that is on the wiki. I've done my research, as I said there's no tutorial for disabling in-game assets from the exterior. This project could be done in a week if someone who knew how to edit would chime in.

The modding in this game is ridiculously simple, it's just this one area of disabling existing assets isn't documented at all.

Months, hah! Thanks for the laugh.
#8
Help / Mediworld Conversion
January 20, 2015, 05:54:52 PM
Hi!

I was wanting to play something fantasy/medieval like LotR but with base building and Rimworld's aesthetic/systems. As such the idea for "Mediworld Conversion" came about.

I need help, there's one thing the tutorials don't look at - how to disable existing assets, it only mentions adding in new assets.

I'd like to remove all guns except bows/thrown, turrets, power armour and power related buildings.

Anyone know how to disable stuff in the game so it doesn't spawn, NPCs don't spawn with it, buildings don't appear in the UI etc?

I plan to remove everything related to sci-fi and then add in stuff related to medieval/fantasy to make the game feel like you're playing a fantasy/medieval one. Mortars become catapults etc.

Also how do you edit current assets, like for example changing the sound the mortar makes when it fires, changing the art, building requirements etc.

I'm new to this but it can't be any harder than modding for L4D2, right?



#9
Hi JuliaEllie!

I was wondering if you might make a version compatible with the "Mechanical Defense 2" mod. Contained within the mod are "Droids" and I would LOVE to use this and MD2 together, so far I haven't yet played with this mod on as it conflicts with MD2.

EDIT: I decided to try it out anyway, playing for HOURS and still don't have any drone cores, I made a bill for them, bought 50 meds from a trader and I've got 8k silver, honestly don't know why it's not spawning any drone cores.

Couldn't produce any, so gave up and spawned them in. Wasn't what I was expecting to be honest.

Improvements:
-Remove the "Can't clean because he's a medieval lord." limitations when you install a drone core into someone.
-Make the drones more like the ones from Star Trek, where they frolic in VR whilst their body walks around doing menial drone work. You can do this by removing character traits and adding in Fast-Walker, Psychopath and the Hard-Worker traits.
-Add elemental resistances to the drones. They can't feel the cold, so they shouldn't get a -5 for being cold. Though they can get sick/hypothermia, because their vessel is still flesh.
-For the love of God make it cheaper/quicker to build. It took hours to get up whilst battling everything else, there's really no point getting it at the end of the game when you've researched everything and have a fully functional colony. This has to be something you can get mid-game to make the end-game more enjoyable.
-Compatibility with MD2. So disappointing playing this mod when I know I can go play MD2 and get droids to roam around. At the same time I want MD2 to be able to have augmented humans so it's a technophile paradise.

My final score: 6/10

The whole medicine thing, I didn't use at all. No interest in it coming in, so I won't review that, but bundling a bunch of mods together is generally a bad idea, because you get junk mods you don't want to use. -2 for additional junk mods.

Good idea, good direction, just bad balancing. The drone cores appear too late in the game to be worth having the mod. Also, I'm not sure if this was meant to be played with vanilla, but saving up enough power so that my colony wouldn't go into standby mode every few minutes took a long time.
-2 for lack of balancing and depth.

I think I've been rather fair in my scoring, mod needs a good amount of work to make it "Wow" worthy, as it is now it really doesn't affect the game at all besides being a major waste of time / superficial goal to work towards.