Ludeon Forums

Ludeon Forums

  • February 24, 2020, 08:36:13 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

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.

Messages - Master Bucketsmith

Pages: [1] 2 3 ... 27
1
Tools / Re: [LIB] Harmony - non-destructive Detouring without conflicts!
« on: September 14, 2017, 10:20:01 AM »
Just passing through, wanted to say I'm happy you continued the good work, pardeike!

2
Mods / Re: Magic mod request/suggestion
« on: September 25, 2016, 07:06:27 AM »
The only thing sadder than your reading comprehension is your weird little obsession with myself. I'm done replying to your attempts to driving this thread into a personal flamewar. Good day.
You've done a good job at making yourself look a victim after instigating any issues you might see in the first place.
You've been met with exactly the same stuff you're dishing out.
I'm glad you've finally calmed down to end it.

You have a nice day, too! :)

3
Mods / Re: [Suggestion/Request] Playable canine faction
« on: September 25, 2016, 07:03:35 AM »
Glad you agree it is criticism.
Criticism is always hostile.

Isn't the internet a wonderful place? :D
Filled with wonderful people that have the best of intentions! :)

4
Help / Re: [Resolved] Better way to add animals to biome's spawn lists?
« on: September 25, 2016, 05:34:20 AM »
Please refrain from posting without reading the thread first.
I did! I'm just replying in the same way you would on other threads. :(
Why? don't like when it happens?
It doesn't make my earlier post any less true. There are multiple mods that add to the variety of animals. ???
As per what moderators have said, it's not against the rules to voice this, for you, for me, for anyone.
Please don't turn this into a personal crusade, man. There's nothing malicious behind my post.

User has been warned for harassment, further actions will result in a temp-ban.

-Ramsi

5
Mods / Re: [Suggestion/Request] Playable canine faction
« on: September 25, 2016, 05:29:57 AM »
It's called giving criticism where criticism is due. I don't recall reading any rule against that.
Glad you agree it is criticism.
Criticism is always hostile.

6
Mods / Re: Vanilla Friendly Animals (POLL in progress.)
« on: September 25, 2016, 05:28:26 AM »
A combination of A and B. I'd like to see it limbless, but with a wee bit more detail.

7
Mods / Re: Magic mod request/suggestion
« on: September 25, 2016, 05:15:02 AM »
It is becoming increasingly clear that you are not interested in the topic at hand, but rather are simply here to be contradictory.
Absolutely wrong. As the thread would paint the picture, it is you who has forcefully thread to steer other people away from creativity.
I've engaged in the thread's topic to show you the 'other side' and you keep responding with "that's just not true", which is a topic killer.
...
In this way I would absolutely agree with you. Thinking of something like BioShock where blatant magic is painted with the scientific "plasmid" brush worked great there. Of course, simply outright calling something "magic" like I said, is pretty opposite to the rest of Rimworld- as is.
Well this is surprising!
Oh, you quickly backtrack. A shame.
Don't get me wrong though, I'm not saying this type of mod should not be made, just stressing that magic mods are few and far between for this very reason.
You've never been clear on that you don't mind mods being made on topics you disagree with. And as you can guess from the responses you get(mostly mine), the way you wrote your previous posts seem to indicate the opposite of what you tell us now. ;)

Magic has a place in just about any game, if implemented well. How the experience goes for the player depends on their own tastes and expectations as well as the way magic is implemented.

8
Help / Re: [Resolved] Better way to add animals to biome's spawn lists?
« on: September 24, 2016, 04:54:43 PM »
There already are plenty of mods that add animal variety. :o ::)

9
Help / Re: I'd like to start modding but..
« on: September 24, 2016, 04:53:57 PM »
Yeah, compare an XML mod to vanilla's XML files.
And once you grasped that enough to try and tinker with the files, perhaps grab an out of date mod (doesn't matter if it's already updated to A15) and try and update it yourself. :)

10
Mods / Re: Magic mod request/suggestion
« on: September 24, 2016, 04:51:58 PM »
"Creativity" is not really an argument if no one is creating it. I'm trying to point radis_scale in the right direction to get the content he wants to see in the game.
Quote
creativity
ˌkriːeɪˈtɪvɪti/
noun
the use of imagination or original ideas to create something; inventiveness.
Get the hell outta here with that weak reasoning! ::)
You're obviously not an authority to decide on what "the right direction" is.
(Hint; creativity does not live by rules that compact it.)

11
Mods / Re: Magic mod request/suggestion
« on: September 24, 2016, 12:27:22 PM »
> - There are a huge amount of games that have a 'tech + magic' setting, going back all the way to pen and paper.
RimWorld is not one of them. One can expect the majority of mods to be "vanilla friendly", which is observably true in RimWorld. If you want to make another mod that adds magic, power to you, but these are simply the facts.
LOL no.
My second argument in my previous reply already breaks your argument here.

And before you wanna get really technical; there's no explanation for how some mechanics in-game work. They're purposely kept simple for gameplay sake. In essence, it's some magic mumbojumbo that's making it all work!

12
Mods / Re: Vanilla Friendly Animals (Taking suggestions and stuffs.)
« on: September 24, 2016, 11:29:31 AM »
The hype train never ends.

Wildpods for Boreal Forests
-snip-
Giant mushroom cyclops that's highly resistant to bullets but dies "quickly" to fire damage. Get flamethrower mods while they're hot.

After months of procrastination and getting sidetracked by various video games, I finally finished this thing. While we're all still waiting for the release, I'm gonna try and continue the redo of the insectoid appearances and then rework the looks of some few batch 1 animals that I'm not too fond of.
ERMAHGERD! :O
Fantastic!

Still on this...havent forgot...CCL...other stuff...will get to it...promise.
Good. Good.

13
So.. you have 1 item that has diffrent looks on diffrent body types right?
How can i make a craftable item of such thing  ???
Here's what you name the different textures per body type of an item;
Code: [Select]
Jacket.png
Jacket_Fat_back.png
Jacket_Fat_front.png
Jacket_Fat_side.png
Jacket_Female_back.png
Jacket_Female_front.png
Jacket_Female_side.png
Jacket_Hulk_back.png
Jacket_Hulk_front.png
Jacket_Hulk_side.png
Jacket_Male_back.png
Jacket_Male_front.png
Jacket_Male_side.png
Jacket_Thin_back.png
Jacket_Thin_front.png
Jacket_Thin_side.png
So long as 'Jacket' will read something like 'MagicalRobe', you can have a really differently looking texture per body type, for the same item in your XML! :)

P.S.: This is what it will read in the XML for Jacket:
Code: [Select]
<texPath>Things/Pawn/Humanlike/Apparel/Jacket/Jacket</texPath>

14
Unfinished / Re: [WIP][A15] Ancestral Spirits
« on: September 24, 2016, 04:25:26 AM »
If you go to the URL you put in between the IMG tags, then right click on the image and select Copy image address or open the image in a new tab, you'll get the proper URL to use for use with BBCode IMG tags on the raw.githubusercontent.com domain. :)
Code: [Select]
Build a shrine room:

[img]https://raw.githubusercontent.com/MoyTW/MTW_AncestorSpirits/master/About/Images/ShrineRoom.jpg[/img]

Once you've established a Shrine, Ancestors will come visit:

[img]https://raw.githubusercontent.com/MoyTW/MTW_AncestorSpirits/master/About/Images/AncestorCard.jpg[/img]

Ancestors are immune to basically everything, flames included! Samantha and Nanor are just fiiiine here (and if you find something that can kill them, tell me so I can fix that):

[img]https://raw.githubusercontent.com/MoyTW/MTW_AncestorSpirits/master/About/Images/AncestorFlames.jpg[/img]

If the Ancestors are pleased, they'll give you Magic, which you can use for Rituals:

[img]https://raw.githubusercontent.com/MoyTW/MTW_AncestorSpirits/master/About/Images/Petitions.jpg[/img]

The actual petitioning is pretty dull-looking at the moment though:

[img]https://raw.githubusercontent.com/MoyTW/MTW_AncestorSpirits/master/About/Images/Petitioning.jpg[/img]

15
Mods / Re: Magic mod request/suggestion
« on: September 24, 2016, 04:18:04 AM »
Maybe I'm wrong, but I do not think there should be only one magic themed mod, especially when my suggestions are not in other mods, at least I've never seen this.
You're right in that a modding community revolves around creativity! That includes having the option to choose between similar mods that have a similar end result. :)

Just bear in mind RimWorld's setting is very "grounded" so stuff like magic and fantasy don't mesh very well at all with the core of the game- so naturally you can expect there not to be many mods covering that.
That's absolute nonsense in multiple ways.
- There are a huge amount of games that have a 'tech + magic' setting, going back all the way to pen and paper.
- The very idea behind modifying a game is to alter it, obviously. There's no limits to where that creativity should end.
- It will entirely depend on the implementation of the mod(or multiple thereof) whether or not it is successful in blending magic into the core game. Perhaps the mod also alters the core theme of the game, or done so by a companion mod, where you end up having a medieval fantasy colony builder, instead of the semi-purely sci-fi vanilla experience.
- Most importantly; just because you perceive it as a limiting factor does not mean it is a limiting factor.

So true, i didn't think about that.
Well, i'll try more modern and sci-fi things the next time.
No, man, you keep up with suggesting freely! You'll never know when an idea picks up popularity and/or someone ends up making it. :)
This is part of the core of what keeps a modding community going!

Pages: [1] 2 3 ... 27