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Topics - skullywag

#101
Help / pawn.healthTracker.bodyModel
October 12, 2014, 04:06:29 PM
anyone know if theres a way to target a specific part of the pawn body, it seems to me that its random or nothing...anyone have more info?
#102
Help / Tynan may the modders have....
October 10, 2014, 08:07:49 AM
This might be a good idea or a bad idea but ive always stood by the the phrase "if you dont ask you dont get", This is a place for modders to put things that would make our life easier or add value and polish to our mods, Its up to Tynan if he responds or adds this stuff, but I feel it needs a home, ill try and keep this OP updated with a list as they get added to the thread and cross them off if Tynan does add them to the game. Some of this stuff may be possible already, if it is and you know how put it in here, anyways:

Motes - Can we have the ability to set our own somehow. DLL or otherwise.

Melee Impact sounds - Electric doesnt seem to do anything, again can we set our own.

Please add your own things youve come across.
#103
Ideas / Cannibals
October 10, 2014, 07:27:25 AM
Can we have a faction of cannibals that raid and eat you....would give the people who play cannibal a source of colonists and whats not to like about groups of cannibals trying to eat you face....
#104
Ideas / wandering slavers/raiders
October 08, 2014, 10:41:11 AM
I put this in the slaver discussion and thought it needed its own suggestion.

Basic premise is like the friendly wanderers on the map but raiders transporting slaves.

Gives the player the opportunity to act the hero and save the slaves,  ambushing stuff is fun. Rescued slaves would run to your gathering spots in your colony where they have a chance to be recruited. This adds another way of getting colonists and another reason to "leave camp", plus as stated, ambushing stuff is fun. :)
#105
Hey all,

This mod is supposed to be a supplement to mining and traders, it is not a replacement for them.

So a quick disclaimer:

Im releasing this now as im going to need feedback on this, I want to balance it as best I can, this is not the final release.

So onto the mod:

This mod adds 5 new plants:

IronWeed
GoldRoot
SilverLeaf
MeadowSweet
RubberFig

All can be planted in hydroponics or the ground. All have to be "pressed" in a new worktable (the Press). 4 of each will give you their material solution, which can then be used in another worktable (the Centrifuge) to extract the material out.

IronWeed, GoldRoot and SilverLeaf all get you the relevant raw material when centrifuged.

MeadowSweet is a natural plant high in chemicals used in the creation of Aspirin, this plants material solution gets you Aspirin, 3 of these plus 20 cloth can be used to create 1 Medicine at the last new worktable, the Chemistry Bench.

The Rubber Fig allows you to get a rubber solution via the Press, centrifuging this gets you resin, combining 2 resin with 2 fabric and 2 metal at the chemistry bench will net you 1 plasteel.

Their are 3 researches available 1 for each of the worktables.

The Press requires a cook, the Centrifuge and Chemistry Bench require doctors.

Please give me feedback on the amounts of ingredients in the recipes and anything else you think needs tweaking (some of the sounds and effects could be changed out for others).

Also if any artists are reading PLEASE feel free to go nuts and help me, I hate doing art as you can tell by the ripoffs of Tynans ive used lol!

DOWNLOAD FROM MY GITHUB:

https://github.com/Skullywag/Rimworld-Mods (download zip and grab the mod you need)



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#106
Mods / Call for some artists
October 06, 2014, 03:30:04 PM
Hey there I need a few art assets if anyone has some time, ill give the premise of the mod that I have built:

Its based on the idea of the ironweed mod which is an OP grow metal mod, ive taken the general premise and expanded it into a production chain that needs some investment to make it worth your while. So currently I have some placeholder art but I feel the community has some seriously good artists that can do a waaay better job than me. So to the things I need:

Plant art for 3 types of plant (currently)

Iron Weed (currently tweaked agave tex)
Gold Root (Currently tweaked cotton tex)
Silver Leaf (Currently tweaked daylily tex)

3 Flasks that hold a suspended solution (think chemical flasks)

Metal chemical flask
Gold chemical flask
Silver chemical flask

2 machines:

a 1x1 "Press" I was thinking kind of like a fruit press.
a 3x1 table based "Centrifuge". Happy to see whatever for this.

Feel free to go nuts with them. Obviously all credits will be added and I would love to call on said artists for further work if possible.

Thanks muchly.
#107
Bugs / Treatment of diseases
October 02, 2014, 08:31:17 PM
Is it possible at all, or just darned difficult?

Ive had 4 games where at least 1 of my 3 starting colonists die of plague before month 1 is over...IN A ROW! (1 in 2 games and 2 in 2 games)

Nothing I do to try to treat them works, have medical beds (hospital beds) and am prioritizing treatments like a boss but they never recover and ALWAYS die. To be clear they do get treatment with medicine it just seems to reset a counter and then the plague worsens.
#108
Help / DamageDefs and HealthDiffs
October 02, 2014, 03:56:13 PM
Can anyone help me with this, im going insane, no matter what I do I can get any of my "injurys" to show, I have a simple gun firing a simple projectile with damagedef set to my new basedamagedef this inturn has the "injurys" set in healthDiff and the healthDiff is a copy paste of a vanilla one with some changes (as is most of the rest while im testing trying to get this to work).

Does anyone know if this actually does work? is it bugged? am I a raging idiot?

code:

<ThingDef ParentName="BaseBullet">
<defName>Bullet_StunGun</defName>
<label>StunGun bullet</label>
<graphicPathSingle>Things/Projectile/Spark</graphicPathSingle>
<projectile>
  <flyOverhead>false</flyOverhead>
                  <damageDef>Spasm</damageDef>
  <DamageAmountBase>1</DamageAmountBase>
  <Speed>20</Speed>
</projectile>
</ThingDef>


<ThingDef ParentName="BaseHumanGun">
<defName>Gun_StunGun</defName>
<label>StunGun</label>
<description>A typical stun gun, used to incapacitate.</description>
<graphicPathSingle>Things/Weapons/StunGun</graphicPathSingle>
<soundInteract>InteractPistol</soundInteract>
<tradersCarry>True</tradersCarry>
<baseMarketValue>150</baseMarketValue>
<verbs>
                  <li>
                    <verbClass>Verb_Shoot</verbClass>
      <projectileDef>Bullet_StunGun</projectileDef>
                    <hasStandardCommand>true</hasStandardCommand>
                    <accuracyTouch>0.85</accuracyTouch>
                    <accuracyShort>0.70</accuracyShort>
                    <accuracyMedium>0.60</accuracyMedium>
                    <accuracyLong>0.50</accuracyLong>
              <warmupTicks>600</warmupTicks>
      <range>18</range>
              <fireSound>StunGun</fireSound>
                  </li>
</verbs>
</ThingDef>


<DamageTypeDef Name="LocalInjuryBase" Abstract="True">
    <workerClass>DamageType_AddLocalInjury</workerClass>
  </DamageTypeDef>

  <DamageTypeDef>
    <defName>Spasm</defName>
    <label>Spasm</label>
    <harmsHealth>false</harmsHealth>
    <incapChanceMultiplier>1</incapChanceMultiplier>
    <hasForcefulImpact>False</hasForcefulImpact>
    <interruptJobs>true</interruptJobs>
    <makesBlood>false</makesBlood>
    <externalViolence>false</externalViolence>
    <deathMessage>{0} died from nerve damage.</deathMessage>
  <healthDiff>Spasm</healthDiff>
    <healthDiffSkin>Spasm</healthDiffSkin>
    <healthDiffSolid>Spasm</healthDiffSolid>
    <harmAllLayersUntilOutside>false</harmAllLayersUntilOutside>
    <impactSoundType>Blunt</impactSoundType>
  </DamageTypeDef>


<HealthDiffDef>
<defName>Spasm</defName>
<label>Spasm</label>
                <naturallyHealed>true</naturallyHealed>
                <injury>
    <painPerDamage>1</painPerDamage>
    <oldLabel>Nerve Damage</oldLabel>
    <bleeding>1</bleeding>
    <becomeOldChance>1</becomeOldChance>
    <combine>false</combine>
    <destroyedLabel>Severed Nerve</destroyedLabel>
    <treatedWellLabel>repaired</treatedWellLabel>
    <treatedLabel>poorly repaired</treatedLabel>
    <innerTreatedWellLabel>repaired</innerTreatedWellLabel>
    <innerTreatedLabel>poorly repaired</innerTreatedLabel>
    <solidTreatedWellLabel>repaired</solidTreatedWellLabel>
    <solidTreatedLabel>poorly repaired</solidTreatedLabel>
                </injury>
</HealthDiffDef>
#109
Help / Blasting Charges removed?
October 02, 2014, 10:58:12 AM
Again in Alpha 7, is this just missed out or is it gone for good?
#110
Help / Missiles removed?
October 02, 2014, 09:41:08 AM
Have missiles been removed as a resource from Alpha 7? is this permanent if they have?
#111
Bugs / Tree Y and depth
September 23, 2014, 05:36:33 PM
Not sure how you are rendering trees but trees that are "north" of other trees show in front of others and not behind. Seems to not effect fully grown trees though (or its when its 2 oaks???) see pic.

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#112
Quick mod, adds a few new types of storage for mealtrays, raw food, weapons, raw resources, medicine etc, I dont like my stuff sitting on the floor so...

they are simple copy & tweaks to the equipment rack nothing special. I might do some better textures eventually but these are functional.

I might add single square versions later on. If you think of anything else that needs storing let me know.

Download MoreStorage



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#113
Help / The memory limit
September 21, 2014, 05:52:55 PM
So I think ive hit the memory limit for Rimworld. I have about 30 mods and a rather large base with 22 colonists, ive been damned good at keeping the map tidy but now within a half hour or so of loading my save I get an out of memory crash. So my questions are these:

Is there hope for a 64bit version?

Anything us modders can do to lower memory requirements in our mods?

Or are people going larger than this and finding it ok (i.e problem my end)
#114
Ideas / Colonist management
September 17, 2014, 06:12:41 AM
I know UI based stuff is probably pretty low on the list but I would love a way to order my colonists in the overview page. At the moment its just based on when they join. Categorisation of colonists would be even better (farmers, guards, builders etc)
#115
Another of my small tweaky kind of mods.

This adds 3 lights, a ceiling light which is basically the standing lamp with an almost transparent texture to simulate it being in the ceiling. (something about floor lamps erks me). I do need to remove the linking wire but its not an issue for now.

A wall light, simple little half dome (rotatable) lights slightly less than a normal lamp but uses less power as well.

And a (for now) OP Outdoor Path Lamp which illuminates only to 5 but can not be placed under roofs and requires no power and works in eclipses, ill be changing this eventually to have its own battery and solar gen which will keep it running for most of the night and will obviously not work all through an eclipse, and it uses a lovely shade of blue/purple.

Also added grass to growable plots so you can have nice lawns now.

Made thick roofs not thick so they can be removed now. 
Made a "ThermiteBomb", this allows you to make 9 cells roof thin (or sky if they already thin) at a cos of 50 metal for the bomb, just plant it where you want a thin roof and detonate. (thanks to Rikiki for the nudge on this one)

Made walls link to rocks like in pre A7. - fixed in Alpha 8

Also added a simple fence, uses logs, joins together like sandbags, no gate yet, but ill add one eventually.

Added the ability to plant berry bushes, little OP but not hard to just plant a field of potatoes and get the same amount of food. - removed, too cheaty.

Also for those that want the thermite bomb on its own: - split out, ill add a link here once ive updated it.

Thermite bomb is now "shapedCharge" in my weapons and trinkets thread.

Download MoreDeco

Also adding a way to build over mud and stuff (not water just yet im working on it).

Download WaterBoarding

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#116
DOWNLOAD FROM MY GITHUB:

https://github.com/Skullywag/Rimworld-Mods (download zip and grab the mod you need)

Me again with another small mod, this adds 3 new solar panels, 3x3, 2,2 and 1x1 all using Tynans original art for the larger solar panel and all have their own classes to allow the power meter to still work at the smaller sizes. They are slightly less efficient than the vanilla solar panel (basically they are 100w per tile as opposed to the 106.25w of the large one.)

I was a bit miffed at the size of the solar panels ingame in that I had to reserve special areas for them, so I made this to counter that problem.

REMOVED FOR NOW - Added a pressurised wood burner to produce Synthetic Gas (Syngas) which can be used in a combustion engine to produce power, as Synthetic Gas can be burned at higher temps than the wood used to produce it, its a renewable energy. So something like needing 50w over 30 seconds to burn 5 wood logs produces a cannister of Syngas, this can burn in a Gas Engine for 2 mins at 300w. (number are off the top of my head but you get the point).

NOW IN - Wind power - Turbines, like solars would be passive power production but it would fluctuate and chance of damage in storms. Credit mrofa for the art on this.

Ive also added an improved Thermal Generator, built using plasteel this thing doubles the output of the standard one.

And to compliment the MK2 Genny, ive added a mk2 battery made from plasteel, 75% efficiency and double capacity.

Other people have done nuclear/atomic so not sure i want to go there, at least not yet)

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#117
Ideas / Rimworld population
September 15, 2014, 03:28:15 AM
Ill start by saying that i understand Tynan is addressing the endgame numbers of raiders and whatnot to not go over a certain number, however i have an issue with the current gamr and the proposed limit (i think i read 100).

This is a rimworld, i feel the factions and colonies most valued asset are the people they have but that isnt really the case when there are thousands of people seemingly living on this world.

Id like to see droids and other such automatons doing menial tasks and pull back on the amount of actual people on the Rimworld. Otherwise the lore just doesnt match up..
#118
Help / Help with Pawns
September 13, 2014, 06:55:12 PM
I think ive got most of the XML modding down and have moved into some light DLL work without issue but pawns....oh god...no matter which way i do things i end up with the same result:

NullReferenceException: Object reference not set to an instance of an object
  at Verse.Pawn.AddAndRemoveComponentsAsAppropriate () [0x00000] in <filename unknown>:0

  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0

  at Verse.Dialog_DebugActionsMenu+<DoListingItems>c__AnonStorey1EE.<>m__2C6 () [0x00000] in <filename unknown>:0

  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0

  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0

  at RimWorld.UIMapRoot.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at VerseBase.Root.OnGUI () [0x00000] in <filename unknown>:0


Every time.

Ive tried using the pawn generator in a DLL, ive stripped it right back now and just have a the race def and the pawnkind and I still get the above....am i missing something obvious?
#119
Help / Requested amount buying for non-trading ThingDef
September 13, 2014, 09:48:56 AM
Ive done some reading and this generally means that Tynan hasnt got around to making this thing sellable in traders yet, however:

http://ludeon.com/forums/index.php?topic=4661.msg45049#msg45049

he states here that weapons are tradeable, but im getting this message with custom guns, is it possible yet to sell custom weapons via trader?
#120
Ideas / The UI and space
September 12, 2014, 12:50:50 PM
This is really a question to Tynan more than it is a suggestion.

As im finding myself modding the hell out of your game (which is already awesome btw) im finding my UI getting more and more cluttered with items/buildings.

For example just adding a new spectrum of lights all but makes the ui in furniture massive.

Are there any plans to address this as im guessing you are not done adding items to the vanilla game yourself so will hit this point as well...or have you planned for this maybe..

Something like a sub category button on items with multiple types would help, so as an example my lights problem. Click "furniture" click the "lamps" sub category. Pick your light from the 10+ lights. There are probably flaws with this i havent taken into account however.

If this has been discussed and addressed before i apologise and will kindly do one. :)

Keep up the stellar work.