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Messages - Lord Fappington

#16
Quote from: Igabod on January 31, 2015, 10:43:21 PM
Quote from: Lord Fappington on January 31, 2015, 09:52:49 PM
Quote from: Igabod on January 31, 2015, 06:43:50 PM

Wow thanks, unfortunately the download link is bad.

sorry about the dead link, try

Dropbox Download

Thanks for the sounds. I might have a go at cleaning some of them up a little, there is some background static that was really noticeable in some of them. And in snork2.wav there is what sounds like a female person saying something in the background, possibly saying snork. But even with those issues you've saved me a fair bit of work. Thanks.


NP, best of luck; hope I make the credits :)

Also, thanks for your suggestions on my mod-- I had actually already begun trait dependant reactions to "romance" in 0.5.  The mod in general is pretty silly, but I designed it more as a good way to touch a lot of the games systems and it seemed to be something people asked for.

My main mod I really want to work on is adding a relationship web where people have affinities to one another that really add a layer to the story.  For example, if somoene rescued you on the battlefield, or made you boots or something, you'd like them more.  Therefore, if they died you'd be sad, or if you shared a room you wouldn't have the "shared room" debuff.

I'm hoping to start working on that once A9 drops since it'll shake up a lot of the C# code anyways
#17
Quote from: Igabod on January 31, 2015, 06:43:50 PM

Wow thanks, unfortunately the download link is bad.

sorry about the dead link, try

Dropbox Download
#18
Quote from: dareddevil7 on January 31, 2015, 08:23:57 PM
the fact that when a pawn faps it gives them a negative thought it makes me unsure whether I want to have the lovemaking job on

I've already began to implement that Igabod, voyeurs get a bonus mood from fapping and can't enjoy lovemaking with anyone else.  Conversely everyone else gets a big bonus from lovemaking with others and a slight negative for lonesome fapping with their work-calloused hands
#19
Quote from: dareddevil7 on January 31, 2015, 06:11:56 PM
this has to be the strangest thing i've ever noticed, there are no nude mods for rimworld... very strange indeed

you could just RP and refuse to add clothes to anyone...
#20
Quote from: Igabod on January 31, 2015, 07:22:08 AM
Quote from: Giraffe on January 30, 2015, 11:59:00 PM
At last the alpha muffalos are more than just extra fluff. I really hope they can OHKO colonists like centipedes do.

The alphalos are exactly the same as they are in Kirid's mod except I added the aggression code onto them. I'll probably be doing a balance of all the animals strengths soon if not in the next update though so that may change.

I've made your sounds, check em out!!

Download from Dropbox
#21
Quote from: Igabod on January 26, 2015, 02:17:57 PM



If you've got the spare time would you mind doing some sounds for the new animals in the Biodiversity mod? Right now all of them sound way wrong since they're using the same sounds as the default animals, so dogs and wolves sound an awful lot like squirrels. I don't remember which sounds in particular I used for the others, but with the dogs and wolves it's super obvious that it's the wrong sound.

I've made your sounds, check em out

Download from Dropbox
#22
nevermind, I got it to work.  Thank you Iggy, Rikiki and Skully for your help and patience.  I'll upload the new version of the mod shortly :)
#23
Quote from: Rikiki on January 28, 2015, 03:03:28 AM
?!? ???
Sorry but I don't understand.
The colonist is a Pawn object, generally the toil's actor.

public class Toil : JobEndable
{
public Pawn actor;


Thanks for the tips; I tried what you typed but I didn't find the TryGainThought... maybe its because in my toil I don't explicitedly define an actor (see attached)?

I also tried

return new Thought(ThoughtDef.Named("MouthToSouth"));


but it threw the error "Invalid token 'return' in class, struct or interface member (note I put the above code outside of the toil.  When tried inside the toil it said I couldn't convert a thought into a Verse.AI toil.

[attachment deleted due to age]
#24
Quote from: kelle123456 on January 30, 2015, 06:39:09 PM
Hehe they should be able to fap...
And do stuff.....Hehe!
(Fap fap fap)

They can!  Test it out!  Working on linking traits to make em functional tonight
#25
Quote from: Rikiki on January 27, 2015, 03:53:09 AM
Have you look at this?

Adding the thought is just putting that line of code after a toil is finished:


colonist.psychology.thoughts.TryGainThought(new Thought(ThoughtDef.Named("MyThoughtDefName")));

Easy to say but I still had no time to play with it... ;D

I'm not seeing a colonist class to call
#26
Quote from: Dragoon on January 26, 2015, 03:50:48 PM
How can you tell if the lovemaking gave them a bonus? (Do they need a sexual trait for it to be good?)

Currently it doesn't; I've hit a weeklong snafu where I couldn't link the jobdriver (rimworld c# lingo) to the trait.  Its very similar to the way Green Thumb works.  In order to do it I need the Green Thumb sourcecode, because I can't decompile it from the core sourcecode DLL.  I wanted to let people play with it while I wait for someone to help me with that final workaround.
#27
don't know a way around debugger hidden, hence my current dillema :(
#28
Quote from: Igabod on January 26, 2015, 02:17:57 PM
Quote from: Lord Fappington on January 26, 2015, 12:54:25 PM
Quote from: Iwillbenicetou on January 26, 2015, 12:48:17 PM
1. Is it ok if I deleted some of the sounds? I don't like some of them.
2. Where do you get these sounds?!

sure!

1.  If you delete the sounds you will get error throws that might crash the game-- there is a no sound version (sound files are replaced with mute noises) in the dropbox if you prefer to not have sounds. 

If you wanted to keep some but not others you could mix and match the sound folder files from each downloads I suppose.

2.  I made all the sounds from free sound clips (heh, no thats not my voice  :P)-- if you're interested Audacity is a pretty cool and free program to do mashups and makeups of new sounds.  I'd be happy to help others on their mods if there is a sound component.

If you've got the spare time would you mind doing some sounds for the new animals in the Biodiversity mod? Right now all of them sound way wrong since they're using the same sounds as the default animals, so dogs and wolves sound an awful lot like squirrels. I don't remember which sounds in particular I used for the others, but with the dogs and wolves it's super obvious that it's the wrong sound.
#29
holy crap I love this!!  <3 Shinzy
#30
Quote from: Iwillbenicetou on January 26, 2015, 12:48:17 PM
1. Is it ok if I deleted some of the sounds? I don't like some of them.
2. Where do you get these sounds?!

1.  If you delete the sounds you will get error throws that might crash the game-- there is a no sound version (sound files are replaced with mute noises) in the dropbox if you prefer to not have sounds. 

If you wanted to keep some but not others you could mix and match the sound folder files from each downloads I suppose.

2.  I made all the sounds from free sound clips (heh, no thats not my voice  :P)-- if you're interested Audacity is a pretty cool and free program to do mashups and makeups of new sounds.  I'd be happy to help others on their mods if there is a sound component.