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Topics - WolfgangPolska

#21
Mods / Chemfuel to power
August 03, 2017, 04:53:15 AM
Are there any mods which utilize chemfuel as resource to  generate power?
#22
Support / [Bug?]Game won't load
January 11, 2015, 08:43:43 AM
Hello, I'm starting the game and see this (attachment). Also I can't load any game :/


[attachment deleted due to age]
#23
As It is said in subject, I've instaled some mods (Alpha 8e), and all textures, and graphics are missing. I can see only blank icons with buliding name, and when i try to place it whole screens burst with colours. Is tihs game bug, or version incontability?
#24
Mods / [Mod request] Medievial Rimworld
October 04, 2014, 02:59:15 AM
Our ship scattered near unknow planet. We didn't have much time. Our rescue pods were launch instatly. We landed in tropics. It was vary similar to what we know from computers. But not geographic programme, only historic one. There were castle on top of mountain. Armored peapole, archers, all this medievial stuff. It seems like this planet is inhabited by peapole stuck in this dark age. Seems we are in same situation. Radiation is so high, that we can't use radio, and all the electrcial stuff. And we don't have weapons. Ahhh, those peacefull carriers. I'm sorry lads, but seems that we are agian in Dark Age. :CCCC


Is little story-like introduction explains why our colonist have to acept sad reality. No computers, gunpowder, lasers, or strenght giving bionic hands. Now, when we have advanced stats system, and melee weapons, why not put some kind of medievial feeling? Someone intrested in that kind of colonization?
#25
Help / Noob Question
August 23, 2014, 10:03:02 AM
What it means if dev console says could not resolve cross-reference: Noverse.ThingDef name MineShaftHand found to give verse .WorkGiverDef named DoBillsMineMetal ??
Generally, How to solve it? This error seems to bring whole mod down.
#26
Hello, I'm starting to make my very own quarry mod, but I'm stuck on start :C

Namely my new-quarry-workbench won't show in production category. It is my first mod, so maybe i don't do things right.

Here are the code:

<?xml version="1.0" encoding="utf-8" ?>
<Buildings>

  <!-- Boilerplate -->

  <ThingDef Name="BuildingBase" Abstract="True">
    <category>Building</category>
    <bulletImpactSound>BulletImpactMetal</bulletImpactSound>
    <selectable>true</selectable>
    <drawerType>MapMeshAndRealTime</drawerType>
    <surfaceNeeded>Light</surfaceNeeded>
    <constructionEffect>ConstructMetal</constructionEffect>
    <repairEffect>Repair</repairEffect>
  </ThingDef>

  <!-- Smelter building definition -->

  <ThingDef ParentName="BuildingBase">
    <DefName>BuildingQuarry</DefName>
    <EType>BuildingComplex</EType>
    <Label>Quarry</Label>
    <ThingClass>Building</ThingClass>
    <Description>A quarry to dig up stuff.</Description>
    <TexturePath>Things/Building/TableStonecutter</TexturePath>
    <CostList>
      <li>
        <thingDef>Stone</thingDef>
        <count>30</count>
      </li>
    </CostList>
    <AltitudeLayer>BuildingTall</AltitudeLayer>
    <WorkToBuild>600</WorkToBuild>
    <maxHealth>200</maxHealth>
    <Size>(4,4)</Size>
    <surfaceNeeded>Heavy</surfaceNeeded>
    <DesignationCategory>Production</DesignationCategory>
    <Passability>Impassable</Passability>
  </ThingDef>
</Buildings>


Oh, yes. I'm using sample from wiki modding tutorial.
Found here:http://rimworldwiki.com/wiki/Modding_Tutorials/Smelter
#27
Mods / [Mod request] Scytchers manufacturing
July 17, 2014, 06:40:27 AM
Can anyone make mod which make scythers craftable? Imagine, weak, but cheap soldier to defend colony from crazy peapole throwing stones, and sticks with metal ending at automatic MG turrets.
#28
I'm so impatient, that I've created my own update for Ominus mod called "Quarry". For more information look at his page on Nexus mods:
THIS ISN'T DOWNLOAD LINK, MOD IS ATTACHED TO POST (YELLLOW TEXT AT BOTTOM OF THIS POST)
http://www.nexusmods.com/rimworld/mods/8/?

Now it's Alpha 5 ready! :D For me it works also on Alpha 6 (please report any [ANY] issues with my mod)
And I fixed bug when quarries won't yield their... yields. Oh, and now for more fun, mined quarries give 75 of stackable resources. Beacuse quarries take soooooooooooooooooooooooo long to bulid and mine, and they need stone floor, so it's hard to make a lot of metal/uranium/silver with them.

FUTURE PLANS:

  • Get all rights to mod  ;)
  • Make auto-quarry, which eats a lot of power, but you don't need to assing your lazy colonists.

I've started work on workbench based quarry, so you won't have to place hundreds of quarry blocks, just one site :D
If I'm not allowed to post update of something plz Ominus PM me then I shall delete/close topic.

[attachment deleted by admin: too old]
#29
Ideas / Forbidden zone
June 20, 2014, 04:03:13 AM
Hi. I have a lot of problem, beacuse my colonists take shortest, but not safest way to  target. They keep dying on barbed wires, or fall into pit traps. So If we can forbid resources, why we can't forbid whole areas? I think colonists shouldn't accept any tasks in the zone (even hauling unforbidden resources). What do you think about my idea?
#30
General Discussion / Sneak previews
June 19, 2014, 11:34:40 AM
Can you Tynan upload some sneak-preview videos from Alpha 5? ^_^ Of course if you have time .
#31
General Discussion / Rich Soil
June 12, 2014, 11:40:42 AM
Hello. I want to ask you how rich soil affects crops (generaly trees). Thx for answer (sorry for bad english :D)
#32
Ideas / New Enemy behavior
February 28, 2014, 03:38:18 PM
Hi, I think that enemy AI is soooooooooo 10*273649*o poor. They are just wandering around, and after some time attack player's colony. So there are some suggestions (by me of course)



1. Enemy morale. Enemies need separate happines/fear system than colonist. If they are afraid so much, they flee or surrender (to player, or just go away). Fear can be inspired by those gibblet cages, or by our security level (number of turrets etc.).
2. Enemy camps (???) Yeah. Of course it can be a problem on a small map, but It can be disabled when playing on It.
Enemy will bulid small bulidings, and request reinforcements when bulit a comms console. I think Enemy bases should by very rare.

Ya sorry for mistakes, but I'm tired, and found just a while to write it. What do you think about AI enchantment  ??
#33
When I saw Zombie Defence map by Itchyfleas, I come up with idea to do same (scenario map), where instead of zombies we have enemy soldiers, entrenched behind sanbags, and so on. Sadly i don't know about editing save files, so is there anyone who could make tutorial, or help me with map?

Currently I aim to make standalone mod (weapons, items and so on) I need some coders and ideas of course (art is welcome to :) )