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Messages - jaredis1

#1
Quote from: Adamiks on June 16, 2015, 07:18:58 AM
Ok, so in general this mods is great for Nazi-Canibals colonists? I thought Rimworld is enough dark :D

If your non canibal nazi colonists use this mod lol, its not going to add the old blood based things, they are now more real like, like the blood power gen is now the Night Power Gen, and the old plant or green power gen is now,  Eco Boost Power Gen.
#2
Quote from: Adamiks on June 15, 2015, 05:58:48 PM
Oh so in general this is SC-like mod with bloody everything? ;D

It was updated, Have a look and see (Should work with past vers of this mod!)
#3
Quote from: Adamiks on June 15, 2015, 05:58:48 PM
Oh so in general this is SC-like mod with bloody everything? ;D

That was a color of red metals. =) There was something more you could use Human Meat with other than eating
#4
Quote from: Canute on June 15, 2015, 03:18:54 PM
Is this just another "Superior Crafting: Action Stations! " ?

No better, It will have power making, batterys, lots of crafting, working with guns... It will be adding alot more to Rimworld for late game users, to add more, there will be things like the toxic fall out but with Blood or Human Flesh, and a few other things.
#5
Quote from: Adamiks on June 15, 2015, 02:50:03 PM
Videos and screenshots don't working. Also description literally tells nothing :D

I was updating them as you posted that =) this is a remake of my old mod, Im updating it more and more, the Description tells what the mod will be doing, right now, it only makes the bars to make the longer game better. It should do almost what it did back in A3 soon with a few updates
#6
Here is a Crafting mod that I put together to help make the game more replayable and better with mods,

It uses Steel Bars, Plasteel Bars, Metals, Meats (of the Human type)...

Bugs:


Videos:


Downloads:
Will be updated a lot, so be ready for lots of updates! Due to how much ill be updating this mod. I'll be using Google Drive!

Download Folder


Im open to more ideas! If you have one (or find a bug) post, pm, or email me!
Have a great day and a even better week!!!
(PS it says by Jaredis5, thats me on youtube!)

Updates:
0.3.2 Updated code for Eco Power Gen and Night Power Gen, readded batterys, fixed bugs!
0.3.1 Updated to A11!
0.2.4 More code was added to go with the "Powered Batterys" that are in the mod, also has some new things in the works! be ready to see lots more come!
0.2.3 Added lots more stuff, read the info.txt for more info!
0.2.2a adds the right source code, and a update to the info.txt (my bad!)
0.2.2 adds yellow bars to power plants, some more code clean up! getting ready for 0.3.0 update soon!
0.2.1a Adds power plants back into the mod! they act just like they did before!! also will be cleaning up some of my xml code next update, if you need more info about each update see the info.txt file in the Source Folder!
0.2.0 Updated for Alpha 4, had to remove about half of the mod to get it working with A4... As of right now addons WILL NOT WORK(With A4)!
0.1.9 Added lots of new things, also updated the addons with the main mod, so now you have to use the things that the addons are for!
0.1.8: Adds next a new PowerPlant (hehe) that using Plant Metal! To use you can put a hopper next to it with Plant Metal in it (Not done) or put it in the sun (working!)
0.1.7: Now has Dll file for Blood Batteries and Plant Batteries!


Screenshots:

[attachment deleted due to age]
#7
Tools / Helper_Program (wip) {0.0.2}
November 09, 2014, 04:56:06 PM
I am working on making a program that can help you will your computer, right now, it can! I am going to add where it can mod games for you, even open the game after you install the mods!

Ill be putting a link after I clean some more code up and doing more to add Rimworld as the first game it will be able to mod!

Said link... https://drive.google.com/open?id=0B5n0Y-JriZKeXzVxRURrcTNIWGc&authuser=0

To add mods to rimworld, put the .zip files into the mods folder, then on the main menu, (when the popup pops up) type in 4, then it will say Main Menu: type in 1 and then follow then program to do whats next.

The program does not like caped letters, so for yes or no, do not cap... for your username and real name, yes cap.

It runs almost fully in batch, the voice it uses to talk to you is ran in vbs. The gamedatabase files will be batch.

0.0.2- I updated some code, fixed some of the menu popups, reworked the menus, Ill be cleaning more code and adding better mod installing soon!
#8
this mod will sadly not be updated to A5... sorry i need to make a new mod...
#9
due to me getting a joy, less updates but ill still be working on my mod!!
#10
Updated again!! yay added alot more cool stuff! =D
#11
Quote from: xBlackfieldx on June 16, 2014, 09:44:16 AM
Thank you so much for the update :D I was going crazy without any other power then solars and geothermals :P

My mod has ways of making power!
#12
Quote from: Architect on June 14, 2014, 03:30:50 PM
Quote from: jaredis1 on June 14, 2014, 03:01:33 PM
Quote from: Architect on June 14, 2014, 02:35:04 PM
Work has begun, a total of over 200 errors ironed out and dealt with when compiling, now I just need to go through all the XML stuff and make sure that works.

I hope to have an alpha 4 build out sometime between later tonight and tomorrow afternoon. Said build will be lacking a lot of sounds, will likely still be full of minor errors, and new features will be missing textures and not fully functional, but the base Mod as it was before alpha 4 should work as it once did, which I think is what people are looking for at the moment.

Edit:
That being said, I'm running into some significant issues with the fact that RimWorlds GUI seems to randomly delete itself entirely when using my mod, and spits up literally no errors whilst doing it. Might take a while to correct this, what with not having even the slightest indication what the issue is and all.

if that happenes its a XML code... if you want i looked at some ones mod and show that there is no longer a <thingdefs> at the start of the thingsdef files

Cheers dude, but I've already tracked down the issue now. The UI namespace no longer exists, and ITab_Bills was attempting to use it. You're quite right it was an XML issue though, just generally they error as opposed to deleting the entire game GUI :P

ya took me forever to find out that lol
#13
Quote from: Architect on June 14, 2014, 02:35:04 PM
Work has begun, a total of over 200 errors ironed out and dealt with when compiling, now I just need to go through all the XML stuff and make sure that works.

I hope to have an alpha 4 build out sometime between later tonight and tomorrow afternoon. Said build will be lacking a lot of sounds, will likely still be full of minor errors, and new features will be missing textures and not fully functional, but the base Mod as it was before alpha 4 should work as it once did, which I think is what people are looking for at the moment.

Edit:
That being said, I'm running into some significant issues with the fact that RimWorlds GUI seems to randomly delete itself entirely when using my mod, and spits up literally no errors whilst doing it. Might take a while to correct this, what with not having even the slightest indication what the issue is and all.

if that happenes its a XML code... if you want i looked at some ones mod and show that there is no longer a <thingdefs> at the start of the thingsdef files
#14
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
June 14, 2014, 02:59:32 PM
Quote from: gertvv on June 08, 2014, 12:02:58 PM
Droids v0.3:

  • I would have liked to have the Droids built at the Machining table, but then I couldn't add the research requirement.

Ill see if i can make you a xml file to do that, i did that with my mod[/list]
#15
Unfinished / Re: [Tool] ModManager
June 14, 2014, 02:18:59 PM
Quote from: Blackjack1000K on June 13, 2014, 01:32:30 AM
Quote from: pbgben on June 13, 2014, 01:23:05 AM
Quote from: Blackjack1000K on June 13, 2014, 01:09:57 AM
Suggestions:
1. Delete/backup, savefiles.
2. Delete/deactivate/activate/backup/Download, mods without starting Rimworld.
3. Alerts you if your using an outdated mod
4. Warns you if your using a mod that is not compatible with the current alpha

Questions:
how were you originally planning on handling mod downloads?

Thanks for the suggestions!

I plan to host a website where mod owners can submit them, the mod owners will have to keep them updated and list compatible versions. The client will just download/remove mods to/from the folder you select.
sounds good. hopefully everyone will start using it once its out :).
I would so use this for my mod!!! but one thing i ask, dont use the date as a way of updating the mod, plz make us mod makes have a xml file saying all about the mod like

<ModName>RileysAllInOneCraftingMod</ModName>
<...>0.2.3<...>

you know what i mean, that way lets say we do a sub update, we can mark it as one, or to a small update like 0.2.1a was for my mod. I have use mod managers that use the date for updating old mods, i just really dont like that cuss what if the server or the computer that the app is running off date is wrong? then it will not work...