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Topics - soulkata

#21
Hi, I am writing this post because I want to create tool mod, to give other modders the option to enhance their enemies with custom habilities... This habilities could be:
* An heal hability (That could be used for a Combat Medic, or a repair bot for mechanoids);
* An heal itself (That could be used for a Troll like monster, or mybe goo like monsters);
* An time invisibility (That could be used for a Rogue, or a special camoflage troops)
* An raise dead hability; (That could be user for a Necromancer, or a repair bot for mechanoids);
* An teleporter hability; (Any ideas ho doult use a teleport habilities?)
* An charger that run fast to close range; (Horse like monsters, or Motocycle)
* An mind control hover colonist; (Enchanters or Sirens)
* An spawn other creatures on dead; (For coocons; or hidra monsters)
* An dame itself hability; (For coocons; or zombies)
* Many more!

To use this habilities, the mod will require this mod, and in the thingDef of the pawn will be created custom tags, that define how and when each one will be used...

Right now, I want to know, if anyone would use the mod to create his own mods...
#22
Ideas / Allow custom creatures in alpha 10
February 26, 2015, 01:50:54 PM
Hi, I am the modder of Alien Ants, and Viceroy, modder of Horrors, have the same problem... I allready wrote an topic in mod / help to ask abou this, but havent any ansfer... Well, our problem is that we want to create custom monsters, that act just like mechanoids, but, as mechanoids they spawn at Ancient Ship event! And if the mechanoid tag is false, everything crashes!

I am writing heve to have a way to create monsters that act just like mechanoids, but winout being mechanoids! If that possible in alpha 9? If it isnt, is possible to allow it in alpha 10?
#23
Help / Enemies that arent human neither mechanoids!
February 24, 2015, 06:51:57 AM
Hi, I am the developer of the Alien Ants faction, and a user asked me why the Ants appear in the Ancient Ship, and I do know why, it's because I have set mechanoid to true in the raceDef... The problem is when I set it to false, the game crashes when the ants appears...

Well, what I need is a enemy that isnt human, isnt mechanoid and can yield weapons (Natural Weapons)... I am thinking this is a rescriction on the core game, but anyways, I am asking here before ask Tynan...
#24
Outdated / [Mod][A10] Soulkata Mods: Mecha Tank update!!
February 19, 2015, 09:47:33 PM
News!

MechaTank bug fix!

Mod List

A10 Ability Pack Tool that helps modders to add special abilities on their Pawns.
A10 Alien Ants Faction New faction of nasty Alien Ants.
A10 Mecha Tanks Add a new tank unit to the pirates faction.
A10 Faction Gauntlet Tool used to measure the faction Ballance, or just see enemies fighting themselves!



#25
Help / Pawn Draw Size
February 19, 2015, 01:18:49 PM
Hi,

I have 2 Sprites: 'Ant Queen' and 'Ant Warrior', i have created them with the same size in Photoshop (128x128)... But when I spawn them the queen seems to be the double size of my warrior... How I can change this (Make sprites bigger or smaller)?
#26
Help / Where to store pawn custom information
February 15, 2015, 07:47:38 PM
Hi, I am making my first Dll mod, It will be a new enemy faction of Ants. Right now, I am working on a 'Ant Queen' unit, their have a special hability, in time to time, they will spawn a new 'Ant Warrior' to attack the colony!

I allready completed the task of creating a new Ant, my problem is: I need to store in some place the gametime of the last spawed ant (Handling Save and Load), to give some time until de next spawn action!

I allready read the post about save structure, but I cannot understand how to save custom mod information in these files!
#27
Help / Debug Mod with VS 2013
February 13, 2015, 09:17:13 PM
Hi,

Its my first 'Dll mod', so I am asking dumb things! :)

I am using VS2013, I have created a custom 'ThinkNode', thowing a 'Hello World' exception.
I put a Breakpoint on the exception Line, then changed the output folder to the mod 'Assemblies' directory and I set the external program to be the Rimworld...

The game starts, find my class, bud dont stop at Breakpoint... :(

I missed somenthing? Or cannot debug mods?
#28
Hi, this is a simple mods that add a new 'Selective stone cutter'. The Bills of this stonecutter allow only one stone type, and then, the option for "Make until you have X" works properly!

[attachment deleted due to age]
#29
Ideas / Custom Difficulty Gauge
January 28, 2015, 09:44:53 AM
Hi, The game offers fixed Dificulties (Builder mode (5%), Casual (30%), Rough (60%), Challenge (100%), Serious Challenge (130%), Extreme Challenge (160%))... It will be nice have a Input to the user specify the dificulty...

Some sample cenarios:
* The game in 60% is too Easy, and at 100% is too Hard, the user can ajust to 80%!!!
* Some very experined players want to play at 300% normal difficulty!!
* Some mods unbalance the game, a custom difficulty can retake de challenge!!
#30
Ideas / Restart Game
January 26, 2015, 07:27:43 PM
Hi!

It would be great if I can restart the game, in same map, with same colonists! :)
#31
Until Alpha 8, the stonecutting has a option to make blocks until have a desired number... Its really annoing micromanage that! It would be great a mod to correct this!!

Thanks!