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Messages - Frin24

#1
(Early warning for my English, sorry if it is bad ;D)

So, I made a bit of graphics for my mod in making.
(Intent to finish the graphics first so I can face the problem in coding later)

Um. Its more of a personal mod actually, I just like having the beneficial weight of combat and a bit of sci fi look in it.
And yea, potentially unlimited resource

Just need to know how C# (A bit of know how in how to reference from other C# stuff)
Im completely Level 0 in it.
Probably Level 2 in XML as well (I can get a hang of it by basing and learning codes)

If you want to see some progress here.
Starting with ships
(For now I started with Energy ships, I'll add the vanilla chemfuel ships later)




Soo this little guy is supposed to be a civillian vehicle with passenger of 2 and a few mass for stuff


Soo this medium guy is supposed to be a reinforced craft which used by common security up to 4 passengers and a few mass for stuff



This big guy is reinforced as well and can take 6 personnel and covers a massive range, usually used in regional securities

Secondly for C#, ranged shields
I just wanted to have my armors a bit modular.
The main armor occupies the medium, and the add on occupies the outside.


Security armor
Neuromemetic exoarmor with details for addons.
Used by standard security force.


Light armor
Neuromemetic exosuit used by the colonist and light security force.


The addons:
I'm not finished yet here but I made early models (I kind of get better in using tools over time)
Will have to revise these models.


Speed/High dodge


Warden/Animal


There are more, but the fronts are actually less interesting at point of others so I put only unique looking ones on fronts.
The one actually I need C# for is Armor/Shield module
Addon that applies armor and shield in the exosuits.

Buildings:

I only have to ask for two.
First on the same function like worth barrel does.
The slot like how the bar works to its progress.

Its for this

Wanted to act it like the infinite chemfuel

It spews out gathered material for processing in fabricators.
(Convert material to raw materials, manufactured goods etc.)

Then the second question for buildings.

Is it possible for hopper fed fabricator?
But configurable of what spews out?
Wanted it to act as well on timer but it only requires the input of configuration by colonist interaction.

Like an option
None
Steel
Plasteel
Etc.

If you wanna see others here:
Fuel cell power station 5000W


Guns from early version to now:
Ballistic type

Energy type

(Might add non lethal variant)
Turrets:

#2
Off-Topic / Re: How do weapon works?
April 15, 2020, 03:40:47 PM
I think its mostly based on damage type.
From weaponized body part damage to an actual wielded weapon.

Though not sure.
#3
Off-Topic / Re: Countdown to Rimworld 2
April 15, 2020, 03:37:26 PM
8563
#4
Large mod community makes it hard to really think of an idea that is way unique to add to the game, since most of these mods are also keeping the game and themselves alive.

So yea, Tynan probably is also respecting ownerships and part times of people in the modding community.

Kudos to him.