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Messages - Igabod

#166
Ideas / Re: cobras are too agressive
March 09, 2015, 01:46:55 AM
Quote from: Haplo on March 09, 2015, 01:40:43 AM
Do you have Miscellaneous Animals active by any chance? Or Biodiversity? Those change the animal aggression. I'm unsure if the cobra is in Biodiversity, but definitely in Misc Animals, so I'm at fault for the aggressive Cobras ;D

I haven't made any changes to vanilla animals in Biodiversity so it's definitely Misc. Animals.
#167
Version 3.0 is released now. And the compatibility patch for Xtra Plants is updated now too. The Harsher Tundra compatibility patch isn't updated yet, but I'll be sure to announce it here as soon as it is.

This update includes 3 new bugs by Kirid, and one bug by Shinzy.

Kirid's contributions are Flies, tiny little buggers that eat any food left out too long, Mosquitoes of proportions not seen anywhere else, And Tarantulas which run around and look scary but are actually quite harmless.

Shinzy contributed the textures for the Crashbug.

The Crashbug was inspired by a post from Tynan in the change log stating he killed a very hard to find crash bug. So these little nightmares are tiny and hard to see, they are extremely rare in Rimworld, and they pack a devastating punch when they strike. They are semi-aggressive and will seriously kill a colonist in one hit. But the good news is they are super easy to kill once you go on the offensive. I might still need to nerf them a bit so please provide feedback.
#168
Quote from: EdB on March 08, 2015, 08:58:40 PM
There's a 600KB limit on attachments so I was thinking that wouldn't cover it for a save game, but you're right: if you compress it with 7zip or rar, that should be attachable--assuming you want to share it with the forum (which you may not).

Wow... I didn't realize the save files were quite that big. But I did test and with .zip the save file was too large to be attached with a very early game save file. With that same file .7z got it down to 328kb so it can be attached. However, with a mid-game save file, even .7z was too large to attach. I don't have a .rar program so I can't test it but I suspect it isn't that much different than .7z is.

So my conclusion is that early game save files can be attached to forum posts. Any savegame file that is around 18,000kb and below can be compressed enough with .7z to attach. Anything else will need to be either emailed or uploaded to dropbox or something.
#169
Mods / Re: Decoration Mods?
March 08, 2015, 08:31:49 PM
Quote from: WaldoOfWhere on March 08, 2015, 12:01:44 PM
Thanks for the help Snownova. Youre links arent working for some reason but I was just able to search em anyway.

the links aren't working cause he put quotation marks in there.
#170
Quote from: Demonlord091 on March 08, 2015, 08:22:00 PM
On the off chance I'm right and it is a thing with the hair, I have a guess as to which mod is causing some of the problems.

As for email, if you're willing to send me one of yours in a PM I'll send over the file you requested.

Wouldn't it be easier just to attach it to a comment here? All comments can have attachments on them. This saves you the effort of going through email.
#171
Quote from: ItchyFlea on March 08, 2015, 09:50:28 AM
One thing I'll say is that removing of a vanilla building from the game without breaking existing saves only requires you to remove the <designationCategory> tag from building. That way ones that already exist in saves remain intact. (You could then go on to cripple the building by axing other parts of it's xml, depending on what that building is.)

Interesting, I never thought of that. So basically the table is still in game, just no longer buildable through the architect menu. I'm guessing this would be especially useful for the overhaul mods. Thanks for sharing.


Quote from: Latta on March 08, 2015, 10:06:11 AM
You can 'attach' bayonet on your gun by simply adding a ranged verb AND a melee verb to weapon's definition.
It will display two order buttons, being one ranged, another being melee.

Also pretty neat. Is that maybe already being used by one of the mods that adds new weapons? I haven't ever used a weapons mod so I don't know, but it seems like it would be used by Project Armory at least for one of the historical weapons.
#172
Quote from: Shinzy on March 08, 2015, 08:03:34 AM
Well I felt pretty happy with my schematic system in Apparello
i'ts basically just your usual crafting but I feel like I got it to feel whole lot different and exciting
(atleast for myself!)

also them socks and boots and so that I discovered you can do
when some whiney bum came report a bug of some kind. I mean ugh, gosh!
;D *poke*

I don't know if making your very own unique material group is innovative enough
but it does give you bit more free reins on doing stuffs
like say potato mush walls and forts so that you still can't make tables out of them
or unique banana peel slippers
the most deadly footwear

Those are all great subjects, you should provide a little more detail on how you accomplished those things though. I am hoping this thread will be a resource that other potential modders can use to both gain ideas and maybe find out how to do specific things. You don't have to go into full details about every step, but some general guidance on how you accomplish said things could go a long way in helping others out.
#173
I'm starting this thread as a brainstorming session to discuss what is and isn't possible to do through XML modding alone. The suggestions don't have to be for something that would necessarily make for a good mod on it's own. I'm looking for interesting and innovative new ways to manipulate the XML code to do something different than what can be found in the vanilla game or even just suggestions of where small tweaks can be made to alter the gameplay. All ideas are welcome here, from the really simple things to the really complex things. Things that are already being used in mods are also welcome to be posted here as long as you don't just post the whole mod and say "Look at what I did".

I'll start it out with an example of an interesting little thing I found while wandering around through the files.

In the MapGeneratorDefs folder you can find the MapGenerators.xml file which can be edited to change various things such as the number of steam geysers generated, the amount of resources dropped on the map at the start, the amount of resources dropped with the player upon landing, the number and type of meals dropped on the map and with the player and probably a bunch of other things that I didn't notice. And if you happen to be capable of doing a .dll mod then you can even write your own classes to be used within this file, but I have no experience with that and this is an XML discussion so I'll leave it at that.
#174
Quote from: SilverTitch on March 07, 2015, 02:51:39 AM
Quote from: Zav on March 07, 2015, 12:08:51 AM
Nice mod!  One small issue is that it doesn't register as a source of meals, so if I ONLY have pro cooking stoves and no other stoves, the warning "Need Meal Source" persists.  But i'm probably repeating what someone else has already reported since I haven't read anything else in this thread.

Thanks!

oh i didn't notice that. I just powered down my vanilla one when the pro stove was in-place, was about to delete it so i could move butchers table in closer. glad i haven't.

><

You can still deconstruct the old stove and have no real problems. You'll just see the message on the right side saying you need a meal source until you rebuild a cook stove elsewhere. But if you don't rebuild it you can still play just the same as normal as long as you don't mind ignoring that message.
#175
Quote from: Zav on March 07, 2015, 12:08:51 AM
Nice mod!  One small issue is that it doesn't register as a source of meals, so if I ONLY have pro cooking stoves and no other stoves, the warning "Need Meal Source" persists.  But i'm probably repeating what someone else has already reported since I haven't read anything else in this thread.

Thanks!

Yeah, that's an issue that can't be overcome without a .dll and I figure since you're going to have to build the standard stove long before you get the pro stove anyway it's just a simple matter of not deconstructing it to avoid the issue.
#176
Quote from: WaldoOfWhere on March 06, 2015, 05:02:21 PM
My only problem is, and it's not a big problem just a minor laugh really. But after installing the mod one of my colonists Sniper Rifles transformed into a Steel Shiv. No big deal just thought you might want to know.

That's a weird bug. But I'm pretty sure it has nothing to do with this mod since all this does is add new things and doesn't overwrite any defs at all. Not to mention none of the files or defs having anything to do with either of those weapons was touched or even looked at during the making of this mod.
#177
Quote from: kelwyn2 on March 06, 2015, 12:52:37 AM
Sweet, I've just been doing one or two a day during breaks. I'll keep going and send you an update when I either slow down or I've done enough to make it worthwhile.

sounds good to me. don't forget to replace the leafless texture for trees if you are changing the trunk shape on them. And feel free to create any new ones you wanna see in the mod too. I'll do all the XML work for it of course.
#178
Quote from: kelwyn2 on March 06, 2015, 12:33:40 AM
Love the mod... but not entirely loving the current graphics. I've slowly been replacing them with more vanilla style drawings (see attached).

I'm probably going to keep going and replace more just for my own benefit, but if you want the files I can send them your way.

Yeah, those two you showed look pretty good. Gimme a download link or something and I'll probably switch to as many textures as you provide. There are some which I am really proud of that I probably won't change unless something that is far superior to it is provided, but most of them don't fall into that category.
#179
Quote from: SilverTitch on March 05, 2015, 07:25:35 AM
Quote from: Igabod on March 05, 2015, 01:41:23 AM
Version 2.0 has been uploaded.

There is a research topic which unlocks the Professional Cook Stove.
Pro Cook Stove can make single meals, 4 meals, or 8 meals at once.
Vanilla Cook Stove can make single meals or 4 meals at a time with no research requirements.

It took a while to get the texture looking good enough for me to say it's fine for a first draft. I'll probably improve the textures later on when I have more time to fiddle with details. It can be seen in the attachments.

awesome work mate! New stove looks really good and fit for purpose. think i might just go ahead and kidnap you, outta love of coarse. haha.

><

Sometimes I wish someone would kidnap me. But I'm a 31 year old man with no money to speak of so it would be a losing proposition for the kidnappers.
#180
Version 2.0 has been uploaded.

There is a research topic which unlocks the Professional Cook Stove.
Pro Cook Stove can make single meals, 4 meals, or 8 meals at once.
Vanilla Cook Stove can make single meals or 4 meals at a time with no research requirements.

It took a while to get the texture looking good enough for me to say it's fine for a first draft. I'll probably improve the textures later on when I have more time to fiddle with details. It can be seen in the attachments.

[attachment deleted due to age]