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Messages - Loki88

#376
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.0)
January 11, 2015, 11:24:36 PM
Quote from: JoeysLucky22 on January 11, 2015, 09:34:39 PM
Quote from: Epyk on January 11, 2015, 04:11:43 PM
Damn JoeysLucky22.
Every time I see your texture I go WOW. I a huge fan of them.

Haha thanks man! I could make these all day but I'd really like to be able to code some of them too.

Thanks to Orion's code, I was able to add another mechanoid that instantly incapacitates anyone that comes within melee range (using Skullywags tazer code) so that's pretty cool! I'm still making adjustments and figuring out what XML properties I can use so hopefully I'll be able to contribute a little more than textures.

Is there a source XML for the two current mechanoids or do I need to go DLL digging?

Rimworld657win/Mods/Core/Defs/PawnKindDefs/Pawnkinds_Mechanoids.xml

Starting point maybe? there's likely a bunch of related files and other stuff hidden in .DLL land...

Good luck man, your textures are amazing and I'd love to see them implemented ( Especially if my suggestion for hacking mechanoids becomes a reality )
#377
Is it possible to make the traders set up camp within a certain radius of the trade beacon ( unless there's no space available of coarse ) I keep having them camp out in random spots where I've built things like graves or a piece of wall near crypto sleep caskets in the middle of nowhere, I play on large maps so having to have someone run all the way out there is quite tedious. Plus in reality if someone were coming to trade with you wouldn't the logical place for trading to occur be near the beacon where all the trade goods are?
#378
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.0)
January 11, 2015, 09:27:09 AM
Would it be possible to add a bill to their health tab in addition to "shutdown" called "hack AI"? To repurpose them into little mini hauler / cleaner bots or something? (I've always thought you should be able to hack downed mechs) having my own army of mini mechs would be epic :P
#379
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.0)
January 11, 2015, 09:19:56 AM
So will they raid in conjunction with the vanilla mechs or just by themselves?
#380
Outdated / Re: [MOD] (Alpha 8) Modular Solar Panels 1.7
January 11, 2015, 09:15:08 AM
I like the little charge bar on these but is there a way to simplify it to something like an icon or indicator that warns you if they're out of the sun? Other than aesthetics I can't see the reason for the bar since the game doesn't factor in clouds or partial shade yet does it? I'm asking because with around 1000 or more of these panels my computer starts to have serious brain farts with the charge bar animation going up and down.

I guess it would be like a low performance computer version? I'm not trying to knock the mod I really love it, it's just my computer = crap   :'(

Edit: typos :(
#381
Quote from: Tankh on January 10, 2015, 09:48:30 PM
If you're going for the modular mods I'd heavily recommend Modular Tables

Very useful for building small tables/benches wherever you want, like in a small prison cell for example.

Seconded
#382
I highly recommend xtra plants and modular solars.
Xtra plants because more biodiversity and wine is always a good thing.
And modular solars because an ocean of solar panels your colonists can walk on is epic in and of itself so it just seems appropriate.

Cheers to a great mod pack  ;D
#383
Mods / Re: [Mod Request] Doors that prisoners can open.
January 07, 2015, 07:58:52 AM
Quote from: Haplo on October 28, 2014, 11:58:39 AM
Hmm, it is much more complicated than I thought at first glance.
The problem is, that the room is a prison and the outer room and also the door is not a prison.
Therefore the prisoner won't ever leave the room...

I've tried it with my lockable doors from miscellaneous and still cant get the prisoner to walk into the second room. Even a prison bed in there doesn't work, as the door stays a non prison room..

Sorry but it isn't easily done. It looks like it needs some deep pawn or some room definition coding.
Sorry, but no easy prison architect clone doable here..



If you want to try it yourself, here is my test mod with the LockableDoors code:
http://www.mediafire.com/download/rc3786cu6g96m4g/Prison.7z

Feel free to do with it whatever you like.

Would this code still be viable in A8 or have things changed enough between alphas that this code isn't any good?
#384
Ideas / Re: Crafting assigning to specific colonist
January 07, 2015, 12:11:46 AM
I wish and hope for the day that this becomes a reality!
#385
Since you're going on a one week hiatus from updates I may take the opportunity to try and learn how to animate objects with a .dll... (I don't expect it to be too fruitful, but hey, I might get lucky!)
#386
It's just me being peculiar... The shortness of the bamboo has been bothering me since some bamboos (especially ones used for timber) grow extremely tall. Exceptionally certain species have been recorded at over 130 feet tall. Something that tall though would probably overlap the cell above it and possibly the one above that.

I'm gonna start on that press now but I don't know if I'll get anywhere useful before I have to go to work.
#387
Is it possible to make plants really tall by making the texture 64x128 or would the game just squish it into one cell and make it look all derpy?
#388
weeellllll it's 3:30 in the morning here so Imma call it a night and hope you like those sugar textures....
#389
Someone just had to go and make a coffee mod... There's gotta be a way to add some kind of "coffee addiction" so I can make my colonists feel my pain! (I really do love coffee, some days I may have more coffee in my system than blood I swear [sleeping for 3 hours a day might have something to do with it...] )
#390
Mods / Re: [Mod Request] door for jail
January 06, 2015, 03:26:45 AM
Russian is a language I would really like to learn :(

Русский язык является языком я действительно хотел бы узнать :(