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Messages - Deon

#16
Unfinished / [A16] [WIP] Aliens vs Predator
January 07, 2017, 10:27:29 AM

I have started slowly composing together a mod which implements xenomorphs and predators in to Rimworld universe.
The progress is slow since this is my first mod. I figured out how to add xenos to the game and make them spawn naturally.

The base spritework is done:

Warrior:


Runner:


Queen (WIP):


So far they are based on megaspider and do not have a unique body yet, but they work well in the game already as enemy pawns.



It will take a while since I just learn to mod, but I promise to playtest it and deliver it in a working form.
If someone who already knows modding well is willing to help with minor stuff (template for incident for example), I would greatly appreciate it.

To do (development order):

- Create sprites for xenomorphs.
- Make a pawn for xenormorphs.
- Create ranged "acid" natural weapon.
- Create an incident.
- Create sprites and make different types of xenomorphs (warrior, runner, queen etc).

- Create custom body.
- Create custom AI for aliens.
- Create sprites for predator.
- Create sprites for predator mask/spear.
- Figure out how to make predators/aliens invisible until colonists encounter them.
#17
Mods / Re: Mod Request - Xenomorph incident.
January 07, 2017, 09:51:41 AM
Oh yeah, I do plan to make different types of aliens (drones, warriors, runners etc) but I am more interested in learning how to make it play with incidents first. I will also need to make more different sprites to make it interesting.
#18
Mods / Re: Mod Request - Xenomorph incident.
January 07, 2017, 09:11:40 AM
So apparently adding new races/pawns is fairly easy. I've managed to put them in the game and make them supposedly terrific fighters, but now I need to learn how to properly code in a natural ranged weapon (acid, burn damage), and then learn to code incidents.

#19
Mods / Re: Mod Request - Xenomorph incident.
January 07, 2017, 07:53:26 AM
Quote from: NethanielShade on January 06, 2017, 06:44:17 PM
I know enough coding to bring your xenomorphs alive in game as hostile pawns and all, but not enough to make the events and stuff.  :'(
Yeah, I would rather make them appear invisible and also kidnap your pawns.
Currently I am looking at how Star Vampires are done in the amazing Cults mod (btw check it out, it's really cool). I better learn by example :).
#20
Mods / Re: Mod Request - Xenomorph incident.
January 06, 2017, 03:17:41 PM
I need to learn how to code/mod to do it. I can sprite already though.
So I've made some xeno sprites, I just need to take some time and look at how incidents are made. No promises now, but if someone wants to collaborate, we can release a mod on workshop. I am interested in doing it myself though, it's about time I get into Rimworld modding.

I am not that great of a spriter and it took me like 15 minutes to make these, but at least they seem to look fitting to the Rimworld theme:

#21
With the new game with 11b I experience a weird issue. It starts saying "Visitors from *** are leaving." 100 times in a row with 100 millisecond interval, beeping all the time, until they finally leave.
#22
Quote from: dismar on April 23, 2016, 04:19:31 PM
Hey everyone 3.6a Fiexs is out.
Been having some computer issues but it's here!

VG 3.6a
- Fixed some recipes issues
- Fixed the Plowed Soil artwork and cleaned it up
- Fixed some categories that were wrong
- Cleaned up some coding

As alway delete the old folder before updating and thanks!
I was just starting a new colony. Thank you for the fix!
P.S. Could you change the forum thread title to 3.6a (and maybe include the update date), so I would not miss the next update? :D
#23
Just wanted to share that the Quarry link in the first post brings to Floors, not Quarry section.

Keep up the great work, I really enjoy playing with your mods!
#24
Quote from: Deon on April 20, 2016, 04:26:45 PM
The mod itself looks like this:
/Mods
//TestRemoval
///About/About.xml
///ThingCategoryDefs/ThingCategories.xml
Herp derp. You probably didn't notice the issue because it would be too simple for those who are used to modding.
And I was just unobservant.

There should be "Defs" folder, which in turn contains ThingCategoryDefs. I only figured it out after I tried modifying a name of a category and noticed there's no effect, and decided to double check the file path :D.

I am sorry for wasting your time on replies and thank you for the goodwill. I really appreciate the community's eagerness to accept a new member :).
#25
That's kinda... dangerous to hear :D. Is it really that unstable? I am pretty sure I loaded all major mods and started playing the game with mod content without issues before.

Also nope, I did what you said. Started the game, opened mods menu. Enabled the mod (how else would I make it loaded :D). Quit the game. Started it and made a new world. Started a new colony. Foods category is still there.
#26
Umm guys... Sorry for being annoying, but is it possible that I do something totally wrong and confuse everyone?

Because this is what I have:


<ThingCategoryDefs>

  <ThingCategoryDef>
    <defName>Disabled</defName>
    <label>Disabled</label>
  </ThingCategoryDef>

<ThingCategoryDef>
<defName>Foods</defName>
<label>foods</label>
<parent>Disabled</parent>
</ThingCategoryDef>

</ThingCategoryDefs>


It should make a new category def called "disabled" and assign food to it. The issue is, it does not. I load the game and the foods are still under resources. Any idea why this happens would be appreciated :D. I would love to learn modding thoroughly, I just need to start somewhere. And the fact that I fail at such simple things kinda frightens me :D. I never had anything like that with Dwarf Fortress modding, even dfhack scripts heh.
#27
QuoteYou want to set parents of categories to a newly added category without parent
That's a good idea. Thanks a lot.
#28
Is that supposed to work without other modifications?
I have copypasted it in my file and I still see all categories:

#29
Here's what I have in console:

http://i.imgur.com/0XLImHn.png

It says "Initializing new game with mods Core and TestRemoval".

The mod itself looks like this:
/Mods
//TestRemoval
///About/About.xml
///ThingCategoryDefs/ThingCategories.xml

And the contents of ThingCategories.xml is above.

Do you have an example which works that you could share? It would help me a lot.
#30
Help / Re: Cant spawn raid
April 20, 2016, 02:11:37 AM
The best call to understand it would be to manually recompile the source dll and increase the logging for this function which gives errorstack.