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Messages - Piratax10

#1
- 1.2 support (just changed the supported version tag lol, it works fine)
- 1.0 "backport"!

https://www.dropbox.com/s/dyj6jf0lfz0p9bi/Plazma%20Burst%20WPs%20Pack%20%201.0%20-%201.2.zip?dl=1

*EDIT*: fixed minor red error at start.
#2
Alpha 18.8 is here and makes the mod compatible to v1.1!!!



Change Log:

(Alpha v18.8.)
- 1.1 Support (1.0 is no longer supported, but i may add 1.0 support again if it gets requested).
- Increased "Correction Nine Weaponry" research cost from 500 to 750.
- Changed C-01s blue's blast color to blue as it was meant to be.

Jecstools Link: https://github.com/jecrell/JecsTools
Dropbox Link: https://www.dropbox.com/s/7p3yo4sirpeeovt/Plazma%20Burst%20WPs%20Pack.zip?dl=1
#3
Bump, new mod request!
#5
Mods / Re: [Mod update request!] Baby and Children
July 02, 2020, 07:54:03 AM
Bump :v
#6
i have a suggestion to the mod that would make it a lot better!

A small preview of the hair on the mod settings next to each hair should be available, some of us have way too many hair mods and it can take a long time to find that single hair that didn't look good with a hat...

Is this suggestion possible?
#7
Mods / Re: [Mod update request!] Baby and Children
June 30, 2020, 10:29:29 AM
Quote from: Canute on June 30, 2020, 10:10:59 AM
Why not using
[1.1] Children and Pregnancy ?
https://ludeon.com/forums/index.php?topic=51258.0

mainly because of this: https://steamcommunity.com/workshop/filedetails/discussion/2077704445/2522527267219569073/

also, i think there is no way to speed the ageing, i don't want to wait for 10+ years for a single pawn...

Baby and children + Children, School and Learning seems like the perfect duo

EDIT: baby and children itself didn't support alien races, but did have a patch for it... https://steamcommunity.com/sharedfiles/filedetails/?id=1649739743
#8
Thread recycled, now i will use it to make mod requests in the future, so i don't spam the forums with useless threads.

Recently, i discovered Xenn race got updated to 1.1, however, from some comments, i heard the race itself is way too OP compared to vanilla (and other races?), plus i also heard they can age up to unreasonable numbers...

So, i am asking for a "lite" patch of the mod, removing (or nerfing) it's weapons, armor and life expectancy...

mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=2018390248&searchtext=race

Thank you to whoever reads this!  ;D
#9
Quote from: Canute on June 11, 2020, 09:35:42 AM
Like you notice self, the auto. updates arn't allways a good thing.
I wouldn't check for updates until something weired happen at my gameplay.
Once you succesful made your mod list without error's you should stay with it and play it until you finished that colony or got borded with it.

RimPy the offline Mod Manager tool got a nice feature with the latest developer build, together with  SteamCMD it allow you to download and update workshop mod's pretty comfortable without using steam.

oh nice! i will check it! thanks!
#10
I for example have 200+ mods and also have a brother with different mod tastes so that increases even more the list...

but i dislike using steam, plus the automatic updates have the potential to ruin saves...

so i am asking, how do you (non-steam users) handle mods?
#11
Quote from: RawCode on June 11, 2020, 02:50:43 AM
Well, this is help section, not "do it for me"...

1) Dnspy
there is special fork of ilspy but i won't recommend it
2) Check games sources for place, that used to render and animate single weapon.
with cecil or similar tool you can edit assembly c# directly for testing, there are no integrity checks in game
later you will need harmony (or inject your custom code by other means)
also it's possible to recompile entire assembly, you will have some errors related to lambda and syntax sugar but it's like hour to fix everything
3) You also will need some additional coding to implement "equip right and equip left" commands and modify pawn "inventory container" to allow multiple weapons to be picked and used at same time.

4) this is possible with XML only by implementing weapon sprite that looks like two or more blades and adding two or more attack verbs to it, but this won't be true "dual wield" and won't allow to have different blades in hands.

if you hit some issues with steps above, just ask about specific issue.

and original answer is
Everything is possible because you are allowed to bring custom code into game, including native code, technically you can run minecraft from inside of rimworld if you want to, or bring any other function, like FTP server or web browser, because there are no limits at all.

I am not here to beg for solutions, i am not trying to be the cringy guy who wants everything to be done for him without he even learning anything in the first place, i am here to ask for guidance... last time that i asked if it was possible to add dual-wield swords all i was anwered with is "it's hard" without any tips or anything at all...

4th seems like the one i am seeking, all i wanted was a weapon that looked like dual-wield, without anything special (maybe could add special attributes later)

Thank you for the tips!
#13
Bump, it doesn't need to be "simple" anymore, just teach me a way of making it possible :v
#14
or is there a mod i can use to make it possible?
i wanted to make these: https://plazmabursttwo.fandom.com/wiki/PSI_Blades
thanks
#15
Alpha 18.5 is here and brings more guns!!!



Change Log:

(Alpha v18.5)
- Added CS-OICW, CS-Bloom and Ray Rifle TCoRR
- Added Research Tab
- Shrinked CS-OneSOneK a bit.
- Enlarged CS-YieppeeKiYay

JecsTools Link: https://github.com/jecrell/JecsTools/releases/tag/1.1.0.15
Link: https://www.dropbox.com/s/7p3yo4sirpeeovt/Plazma%20Burst%20WPs%20Pack.zip?dl=1