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#2
Mods / Re: [Mod Request] Make scars an aesthetic note, not actual damage.
July 18, 2017, 12:05:32 AMQuote from: Thirite on July 16, 2017, 06:47:02 PM
You're probably thinking of scars as just small blemishes on skin, but I think they're supposed to be significant scar tissue in the muscle. I do think the constant pain is a bit much though.
I'm asking out of the need to fill a personal preference. I dislike that scars give lingering damage, but enjoy the history the game gives them.
#3
Mods / [Mod Request] Make scars an aesthetic note, not actual damage.
July 16, 2017, 05:14:48 PM
Scars that lower the health of a body part don't make sense. However, having scars that are there for memories (or the like) is pretty neat.
Is there any way to have scars cound for 0dmg, but still be on the pawns?9
Is there any way to have scars cound for 0dmg, but still be on the pawns?9
#4
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 09, 2016, 12:01:40 PM
I've got this mod and I've dicked around with it a bit. I like it a lot, but a few minor issues.
Really at this point I just want to see more content in regards to weaponry. Older stuff, not as much future space tech if at all possible. <3
- I don't know what I'm getting when I research stuff. Some kind of list like "Construction 1 unlocks Wall 1" or something would be amazing.
- Certain weapons don't have realistic ammo count, like the Mosin Nagant.
- Embrasures don't mesh with walls, so I have to build the structure with stamped rock so it has a roof, then destroy the rock, then build the embrasures. Kind of annoying.
Really at this point I just want to see more content in regards to weaponry. Older stuff, not as much future space tech if at all possible. <3
#5
Help / Re: Getting an Error with my gun code
June 15, 2015, 10:24:13 AMQuote from: skullywag on June 13, 2015, 04:00:21 PM
is it:
Things\Items\Weapons\Pistols\Shortshot.png
if it is you only need:
Things\Items\Weapons\Pistols\Shortshot
you dont add the file extension.
Changed it to that, no change.
#6
Help / Re: Getting an Error with my gun code
June 13, 2015, 03:54:52 PMQuote from: NoImageAvailable on June 13, 2015, 11:09:37 AMI copy pasted it from my file browser bar. Not sure what's up.
Did you make sure the file and folders are all named correctly?
Quote from: skullywag on June 13, 2015, 11:12:37 AM
if you typed that exactly its wrong, only start from inside the textures folder so "Things/Items/Weapons/...blah"
I removed the previous text to be as you said, it's still wrong. I added "...Shortshot\Shortshot.png" and nothing changed.
#7
Help / Re: Getting an Error with my gun code
June 13, 2015, 11:02:59 AMQuote from: jacob814 on June 12, 2015, 04:45:48 PM
It looks like to me that the first error is that the file path you sent the .xml file looking for the gun texture is missing or is in the wrong format. Make sure that the texture/file path is name correctly and that the texture is in a acceptable format. I dont know all of them but I do know .png files work. The second error should be resolved once you fix the first.
If this doesnt fix the solution, please post the file path from the rimworld folder to the texture itself. The 11a update changed graphic code a little bit.
I changed the file path code to "RimWorld\Mods\Downfall Rimworld\Textures\Things\Items\Weapons\Pistols\Shortshot" and it didn't work. Same error.
The image is a 64x64 png.
#8
Help / Getting an Error with my gun code
June 11, 2015, 01:03:51 PM
Code Select
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>
<ThingDef Name="BaseGun" Abstract="True">
<category>Item</category>
<thingClass>ThingWithComps</thingClass>
<equipmentType>Primary</equipmentType>
<pathCost>10</pathCost>
<useHitPoints>True</useHitPoints>
<selectable>True</selectable>
<graphicData>
<onGroundRandomRotateAngle>35</onGroundRandomRotateAngle>
</graphicData>
<drawGUIOverlay>true</drawGUIOverlay>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Flammability>1.0</Flammability>
<DeteriorationRate>1</DeteriorationRate>
<SellPriceFactor>0.5</SellPriceFactor>
</statBases>
<altitudeLayer>Item</altitudeLayer>
<alwaysHaulable>True</alwaysHaulable>
<tickerType>Never</tickerType>
<techLevel>Midworld</techLevel>
<thingCategories>
<li>WeaponsRanged</li>
</thingCategories>
<inspectorTabs>
<li>ITab_Art</li>
</inspectorTabs>
<comps>
<li>
<compClass>CompForbiddable</compClass>
</li>
<li>
<compClass>CompEquippable</compClass>
</li>
<li>
<compClass>CompQuality</compClass>
</li>
<li>
<compClass>CompArt</compClass>
<nameMaker>NamerGun</nameMaker>
<descriptionMaker>ArtWeaponGun</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
</li>
</comps>
<smeltProducts>
<Steel>20</Steel>
</smeltProducts>
</ThingDef>
<ThingDef Name="BaseHumanGun" ParentName="BaseGun" Abstract="True">
<weaponTags>
<li>Gun</li>
</weaponTags>
</ThingDef>
<ThingDef Name="BaseBullet" Abstract="True">
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>Projectile</altitudeLayer>
<thingClass>Bullet</thingClass>
<label>bullet</label>
<useHitPoints>False</useHitPoints>
<neverMultiSelect>True</neverMultiSelect>
<graphicData>
<shaderType>Transparent</shaderType>
</graphicData>
</ThingDef>
<!-- ============================================================== -->
<ThingDef ParentName="BaseBullet">
<defName>Bullet_38Caliber</defName>
<label>38 bullet</label>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<flyOverhead>false</flyOverhead>
<damageDef>Bullet</damageDef>
<DamageAmountBase>9</DamageAmountBase>
<Speed>120</Speed>
</projectile>
</ThingDef>
<ThingDef ParentName="BaseHumanGun">
<defName>Pistol_Shortshot</defName>
<label>Shortshot</label>
<description>A cheaply made wastelander revolver that holds 4 shots.</description>
<graphicData>
<texPath>Things/Items/Weapons/Pistols/Shortshot</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractPistol</soundInteract>
<statBases>
<MarketValue>200</MarketValue>
<AccuracyTouch>0.95</AccuracyTouch>
<AccuracyShort>0.75</AccuracyShort>
<AccuracyMedium>0.40</AccuracyMedium>
<AccuracyLong>0.15</AccuracyLong>
<RangedWeapon_Cooldown>0.5</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<projectileDef>Bullet_Pistol</projectileDef>
<warmupTicks>30</warmupTicks>
<range>20</range>
<soundCast>ShotPistol</soundCast>
<soundCastTail>GunTail_Light</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
</ThingDef>
</ThingDefs>
#9
Help / How do I make pawns only use mod added weapons?
June 11, 2015, 12:42:52 PM
For example, they would no longer use the Pistol, or Assault rifle. But instead whatever mods a weapon added. I'm assuming some modifications to the core files?
#10
Help / Weapon stats
June 09, 2015, 09:10:08 PM
I'm working on a new weapon, not sure what the weapon stats are.
Specifically, Touch/short/medium/long, in relation to the range of the weapon. Is it just 25% for each range?
To/Sh/Me/Lo
25/25/25/25 ?
Specifically, Touch/short/medium/long, in relation to the range of the weapon. Is it just 25% for each range?
To/Sh/Me/Lo
25/25/25/25 ?
#11
Help / Re: How do I make it so Slave traders have a bunch of "merchandise"?
June 06, 2015, 12:07:04 PMQuote from: Haplo on June 05, 2015, 02:43:53 PMAlright, it was worth a shot.
-snip-
In regards to making new trader types. What files would be required, apart from TraderKindsdef.xml?
I wanted to make a "Mercenary" trade ship basically. Where you can buy mercs, but can't sell slaves. It'd have probably 15-30 at any time, and they'd be cheaper. As well, using the comms console or something to call the ship to you, with a cost and delay.
#12
Help / Re: How do I make it so Slave traders have a bunch of "merchandise"?
June 05, 2015, 12:21:42 PM
Is there a way to Forbid selling slaves to a trader?
So it is in a sense, more of a "Freelance-for-hire" type ship?
As well, is there a way to call a ship to come to your colony? I remember techtreeminami did this.
So it is in a sense, more of a "Freelance-for-hire" type ship?
As well, is there a way to call a ship to come to your colony? I remember techtreeminami did this.
#13
Help / Re: How do I make it so Slave traders have a bunch of "merchandise"?
June 04, 2015, 09:14:14 PM
Thank you both.
Now, is there a way to change the prices at which they buy/sell things?
Now, is there a way to change the prices at which they buy/sell things?
#14
Help / Re: How do I make it so Slave traders have a bunch of "merchandise"?
June 01, 2015, 12:05:22 AM
I totally passed over that folder, weird.
I'm noticing a lot of different stuff with stock. Do those catagories automatically add things, or do you have to manually add them to the catagories?
IE; if I make a mod that adds a gun, will it automatically be added to the Weapons Stock because its a weapon, or do I have to add in my own code to do that?
I'm noticing a lot of different stuff with stock. Do those catagories automatically add things, or do you have to manually add them to the catagories?
IE; if I make a mod that adds a gun, will it automatically be added to the Weapons Stock because its a weapon, or do I have to add in my own code to do that?
#15
Help / How do I make it so Slave traders have a bunch of "merchandise"?
May 31, 2015, 07:06:31 PM
I'm not sure how to mod traders, and the modding wiki has basically nothing on the subject. I also can't find anything in the core files for it either.
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