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#212
Unfinished / Project EONS: Signatures
March 08, 2015, 09:42:17 PM
Do you want to have a Project EONS image in your signature? Who doesn't!? For just three pounds of leftover lasagnia, you can have this stunning Project EONS logo in your signature! Just sign this lease and put it in your signature!
Code Select
[center][url=https://ludeon.com/forums/index.php?topic=11311.msg112908#msg112908][img width=300 height=150]http://s12.postimg.org/b7ayyphjx/LOGO3_small.jpg[/img][/url] #213
Unfinished / Project EONS - Read this - Being rewritten.
March 08, 2015, 09:41:11 PM
PROJECT EONS
Description:
Project EONS aims to overhaul the gameplay of RimWorld to bring new culture and technological advancements to the game. You begin your trek with no advanced tech and must advance from the very basics of civilization, beginning in the stone age. Progressing through the ages, your citizens will learn how to create fire, forge weapons, create castles and other buildings, research advanced technology, and explore the world. The mod was originally in development by Kolljak, but was eventually shelfed and then furtherly adopted by myself. (apljee)
Future Plans & Completed Things
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Stone Age Art = 90%
Stone Age Complete = 95%
Bronze Age Art = 0%
Bronze Age Complete = 0%
Iron Age Art = 0%
Iron Age Complete = 0%
Medieval Era Art = 0%
Medieval Age Complete = 0%
===== Still working on the tech tree. As the tech tree progresses, this will too. =====
Forming XML = 10%
Forming .dll = 5%
Finalization and Rebalancing Complete = 0%Announcements
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March 09, 2015 - The entire majority of the mod will be redone, aside from what I already have done (stone age shizznit). I will be reworking tech tree, getting a hold of myself, not provoking myself to murder
someone with my horrible placeholder textures, and much more - but aside from that, I'm just wondering towards anyone who's reading this topic
- what would you like to see in this mod? Any specific features? Eras? Anything? Keep in mind, I'm reworking most of the things, and there's always room for more! Still looking for programmers, by the way! :~)
March 08, 2015 - The mod is being worked on again! Currently, the team is just me and one unofficial member, and I'm in need of artists,
XML programmers, C# programmers, and eventually I'll need testers (but at this time the mod isn't complete enough) if you are interested in any of the above, PM me, please! :)Author/Mod Team
Project Leader : apljee (XML Coding, C# student and secondary artist)
Programmer : blaze7763 (XML, C# programmer)
Programmer: Adamiks (XML)
Programmer: JuiceBox (XML)
Artist : Compozitor (Lead Artist, mlg)
Download
Unavailable at this time. Sorry!

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Special Thanks to:
- skullywag, for his continuous assistance and
#214
Unfinished / Re: [Shelfed]Project : Eon's The Gameplay Overhaul
March 08, 2015, 09:19:57 PM
After a little bit of work this weekend (it wasn't as much as I thought I'd get done), you may be able to see by the few help topics on the forums I've been posting that I've been making a bit of progress. Currently I've been working on the ancient era and I've decided that the mod will, as you probably expected, will be research-driven.
But, how you ask will it be possible for cavemen to research stuff?
I'll be adding a few new things with "ancient" things to them - ancient research table, ancient weapons workshop, etc... it might not answer your question but atleast it's a quick-fix for cavemen using advanced computers and electronics to perform their research. (I've been using the word cavemen a lot. Can you guess what era I'm working on?)
I will be reworking the entire tech tree (if there was one, I forget. Either way, it's being reworked) and there'll be a lot more interesting things to research - I think this mod will be about 2500% more interesting around the Medieval Era once religions are added into the game. (That being said, I'm thinking about researching "divine sacrifices" so you can burn your prisoners for favour with your God.)
TL;DR - I'm working on Ancient Era at last, I use the word caveman a lot, cavemen don't use computers and advanced electronics, I need textures for a wooden club, a sling, an ancient research bench, and an ancient weapons workshop. I can handle the rock projectile texture B). When religions get added (vanilla game, not mine.), you'll be able to burn your prisoners alive.
Also, I'll be working on the new post because this one still says [Shelfed]
But, how you ask will it be possible for cavemen to research stuff?
I'll be adding a few new things with "ancient" things to them - ancient research table, ancient weapons workshop, etc... it might not answer your question but atleast it's a quick-fix for cavemen using advanced computers and electronics to perform their research. (I've been using the word cavemen a lot. Can you guess what era I'm working on?)
I will be reworking the entire tech tree (if there was one, I forget. Either way, it's being reworked) and there'll be a lot more interesting things to research - I think this mod will be about 2500% more interesting around the Medieval Era once religions are added into the game. (That being said, I'm thinking about researching "divine sacrifices" so you can burn your prisoners for favour with your God.)
TL;DR - I'm working on Ancient Era at last, I use the word caveman a lot, cavemen don't use computers and advanced electronics, I need textures for a wooden club, a sling, an ancient research bench, and an ancient weapons workshop. I can handle the rock projectile texture B). When religions get added (vanilla game, not mine.), you'll be able to burn your prisoners alive.
Also, I'll be working on the new post because this one still says [Shelfed]
#215
Help / Re: Removing things from build menu after a specific research?
March 08, 2015, 04:11:01 PMQuote from: skullywag on March 08, 2015, 03:11:57 PM
you would write a new researchmod class that did this via dll. Check the researchmodspecial for turrets to see how it works.
thanks.
#216
Help / Re: Removing things from build menu after a specific research?
March 08, 2015, 02:31:58 PMQuote from: skullywag on March 08, 2015, 02:15:19 PM
maybe ResearchMod could achieve this if you can remove defs once theyve been initalized.
Thanks for the help, but how do I actually use the tag so that it would remove the item after the research is completed?
#217
Help / Removing things from build menu after a specific research?
March 08, 2015, 01:32:53 PM
I'm looking to remove something from the build menu after a specific research.
eg. (example taken from my mod) after lightbulbs are researched, lights are able to be made and torches would be removed from the build menu
??
cheers,
austin
eg. (example taken from my mod) after lightbulbs are researched, lights are able to be made and torches would be removed from the build menu
??
cheers,
austin
#218
Help / Re: How to rework researches?
March 07, 2015, 01:43:55 PMQuote from: skullywag on March 06, 2015, 05:39:45 PM
Yes it would overwrite it, How else would you make it need a different research prerequisite. Research item do not have items "in" them, the items have research prerequisites.
that's what I meant by item "in" it, I'm just bad at wording things.
Thanks for your help!
#219
Help / Re: How to rework researches?
March 06, 2015, 05:22:54 PMQuote from: skullywag on March 06, 2015, 12:29:19 PMbut my grande question is would it overwrite the actual thing that's in core? Also my other question, would it just be creating a research with that item in it?
Copy the xml files into your mod change the lines about research prerequisite and setup those research defs. Done.
#221
Help / How to rework researches?
March 05, 2015, 09:46:55 PM
I'm wondering on how you rework researches in the game.
(eg. making certain things that are in vanilla need to be researched in order to unlock)
except I'm wanting to do this without changing core files, but instead in a seperate modded file. Would it be something like overriding the previous thing? I don't know.
Is it DLL or XML modding, also?
(eg. making certain things that are in vanilla need to be researched in order to unlock)
except I'm wanting to do this without changing core files, but instead in a seperate modded file. Would it be something like overriding the previous thing? I don't know.
Is it DLL or XML modding, also?
#222
Unfinished / Re: [Shelfed]Project : Eon's The Gameplay Overhaul
March 04, 2015, 02:56:29 PMQuote from: Compozitor on March 04, 2015, 11:25:34 AM
Here is a center wall piece...
Bones with leather:
Tell me what you think...
Looks great!
#223
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
March 03, 2015, 05:25:13 PMQuote from: Hunter712 on March 03, 2015, 05:04:28 PMQuote from: apljee on March 03, 2015, 03:57:53 PM
Could I have permission to tweak this for a few Zombie Apocalypse maps that I'm making, along with a quick A9 update?
I've yet to push out an update for the new guns/textures and stuff, so I'll just say no at the moment until I get things sorted out, hit a rough patch IRL so it may be a week or so before I can get back into this
Alright, thanks for replying though.
#224
Unfinished / Re: [Shelfed]Project : Eon's The Gameplay Overhaul
March 03, 2015, 04:32:28 PMQuote from: Compozitor on March 03, 2015, 03:58:52 PM
Apljee it's a good news!! I think you need to ask to change topic of [shalfed) status.![]()
Also if you ask me, there was a good post to make releases like - one by one, starting from the Stone Age and so on.
Feel free to ask for any art you will need.
P.S. I want to try making some textures for walls. e.g. Leather walls on big bones... I get an idea of how to male it. I'll try.
I'll end up making a new topic because this isn't my topic, it's still Kolljak's topic - I'm still waiting for him to send me the files, though... In time, friend.
#225
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
March 03, 2015, 03:57:53 PM
Could I have permission to tweak this for a few Zombie Apocalypse maps that I'm making, along with a quick A9 update?
