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Messages - TheRexus100

#1
Outdated / Re: A12D: Hardened Mechinoids
September 24, 2015, 08:52:14 AM
I can't even kill 1 Centipede xDDD so i won't use this.But good luck with it.
#2
Free to not join?  ???Nevermind, im done here :/.Nobody can help me.Bye.
#3
He gave me link to this post.
#4
Help / Re: Random human spawn from Table.
September 22, 2015, 01:01:22 PM
 :( It's sad.
#5
Help / Re: Random human spawn from Table.
September 22, 2015, 10:42:40 AM
What i need to write?
<products>
<Colonist>40</Colonist>
</products>

OR

<products>
<SpawnColonist>40</SpawnColonist>
</products>

Im not good at modding.I started to learn.Can you help me?
#6
Help / Re: Random human spawn from Table.
September 22, 2015, 04:32:43 AM
Thanks.I'll ask them.
#7
Hey guys.Someone called Fluffy (l2032) told me that I can get help here.So, I want make a mod for my personal use that let me spawn colonists from hmm hydroponic or custom work table.
I added my mod as attachment.It shows in hydroponic but doesn't spawn colonists. :< Can you help me?
:-[

[attachment deleted due to age]
#8
Mods / Re: [Question] Craft a human.
September 21, 2015, 10:27:21 AM
I just want to know how to make a table where i can "make" a colonist with random stats.Thats all.It's all for my private use.
#9
Help / Random human spawn from Table.
September 21, 2015, 06:38:04 AM
Hey, how can i make a mini mod that let you "make" from resources a pawn ( human) with random stats that is your colonist already.Is it possible? Thanks.It's for my private using only.

I made this but its not even showing in hydroponic...

<ThingDef ParentName="PlantBase">
    <defName>ColonistPlant</defName>
    <label>colonist plant</label>
    <statBases>
      <MaxHitPoints>85</MaxHitPoints>
      <Beauty>12</Beauty>
    </statBases>
    <description>An advance tech plant that grows Colonist.</description>
    <graphicData>
      <texPath>Things/GrowGoods/Plant/GoldBush</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <selectable>true</selectable>
    <pathCost>10</pathCost>
    <ingestible>
      <preferability>Plant</preferability>
      <nutrition>0.40</nutrition>
    </ingestible>
    <plant>
      <dieIfLeafless>true</dieIfLeafless>
      <shootsSeeds>false</shootsSeeds>
      <harvestTag>Standard</harvestTag>
      <harvestedThingDef>Colonist</harvestedThingDef>
      <harvestDestroys>true</harvestDestroys>
      <harvestYield>1
      </harvestYield>
      <sowTags>
        <li>Hydroponic</li>
      </sowTags>
      <topWindExposure>0.1</topWindExposure>
      <growDays>7</growDays>
      <fertilityFactorGrowthRate>0.6</fertilityFactorGrowthRate>
      <visualSizeRange>
        <min>0.25</min>
        <max>1.00</max>
      </visualSizeRange>
    </plant>
  </ThingDef>
#10
I'm waiting for A12 droids. ::)
#11
Outdated / Re: [A12] Mod List (Last Updated: 9/13/2015)
September 13, 2015, 12:19:54 PM
Why there is on the list Rimworld Zombie Apocalypse? It's not ready for A12.
#12
Will be there A12?
#13
Mods / Re: [Question] Craft a human.
September 11, 2015, 11:24:18 AM
Maybe its not balanced and logical but some people want to play in diffrent way...Not everyone is playing rimworld in the old way.I mean hard survival....
#14
Help / Crafting a droid with a weapon.
September 11, 2015, 11:11:43 AM
Hey, im using MD2 Droids mod.You can craft battle droids here.But i want to edit this.I want to craft droids with custom weapons.Without it  I need to arm everyone.It takes so much time.Is it possible?What lane i need to add and where?


  <PawnKindDef Name="BaseDroidKind" Abstract ="true" Class="MD2.DroidKindDef">
    <label>droid</label>
    <race>DroidRace</race>
    <pointsCost>999999</pointsCost>
    <defaultFactionType>Colony</defaultFactionType>
    <baseRecruitDifficulty>60</baseRecruitDifficulty>
    <backstoryCategory>Civil</backstoryCategory>
    <isFighter>false</isFighter>
    <apparelTags>
      <li>Spacer</li>
    </apparelTags>
    <apparelMoney>
      <min>0</min>
      <max>0</max>
    </apparelMoney>
    <allowedWorkTypeDefs>
      <li>MD2Maintenance</li>
    </allowedWorkTypeDefs>
    <standardBodyGraphicPath>Pawns/Droid/Body/Droid</standardBodyGraphicPath>
    <headGraphicPath>Pawns/Droid/Head/DroidHead</headGraphicPath>
    <maxEnergy>650</maxEnergy>
    <Settings>MD2LogisticsDroidSettings</Settings>
    <explodeOnDeath>true</explodeOnDeath>
    <explosionRadius>1.9</explosionRadius>
    <disableOnSolarFlare>true</disableOnSolarFlare>
    <EnergyUseRate>0</EnergyUseRate>
    <canManThings>true</canManThings>
  </PawnKindDef>

------------------------------------------------------------------------------


  <PawnKindDef ParentName="BaseDroidKind" Class="MD2.DroidKindDef">
    <defName>MD2BasicCombatDroid</defName>
    <label>Basic Combat Droid</label>
    <allowedWorkTypeDefs>
      <li>Firefighter</li>
      <li>Flicker</li>
      <li>Hunting</li>
    </allowedWorkTypeDefs>
    <isFighter>true</isFighter>
    <backstoryDef>BasicCombatDroid</backstoryDef>
    <standardBodyGraphicPath>Pawns/Droid/CombatDroid/BattleDroid</standardBodyGraphicPath>
    <headGraphicPath>Pawns/Droid/CombatDroid/BattleDhead</headGraphicPath>
    <Settings>MD2BasicCombatDroidSettings</Settings>
  </PawnKindDef>


I don't know if i pasted a good lines.
#15
Outdated / Re: [A12] RimBeast: The hunt begins.
September 11, 2015, 04:47:57 AM
Nice work, i hope you will finish your mod =]