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Messages - JoeysLucky22

#1
Mods / Re: Idea: Avoid Zone
January 28, 2015, 11:52:38 AM
Quote from: skullywag on January 26, 2015, 03:19:31 AM
hmm new designator class, sets path cost astrononically high for all selected cells for colonist faction only....would that work....hmm...ill have a nose tonight.

I believe in you skullywag! A "fobridden zone" is something I'd love to see added / modded into this game
#2
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.0)
January 13, 2015, 02:08:46 PM
Quote from: Timber on January 13, 2015, 12:36:44 PM
Quote from: JoeysLucky22 on January 11, 2015, 11:43:53 AM
I'm Trying to wrap my head around XML and DLL modding. I know a bit of C# and unity so hopefully I can figure it out soon.

Here are a few I've made so far:



These are great! Are they implemented in the mod yet?

They are not in the mod at the moment but I am currently working on it ;)
#3
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.0)
January 12, 2015, 01:46:36 PM
Quote from: skullywag on January 12, 2015, 12:55:12 PMHorrific....do not want...

You're too late skullywag. You're far too late...

There's no stopping them now...

#4
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.0)
January 12, 2015, 12:54:44 PM
Okay, here are the chopped up textures for the ones posted earlier. Still working on a few more. I'd love to see what you can do with the "assimilated" male & female mechanoids ;)

http://www.mediafire.com/download/1654w7ms3ntoofh/Mechanoids.zip



      ...Your colony will be assimilated...
#5
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.0)
January 12, 2015, 11:58:27 AM
Quote from: Orion on January 12, 2015, 10:45:43 AMJoey, do you mind if I use your textures for the mod? They're fantastic, and frankly, I suck at texturing ;)

Haha! you did a fine job with the originals! Quite a cool coincidence I had made a texture for that exact type of mechanoid the day before you released this mod. You can absolutely use these! I'll send the others over as well.

Hit me up with a PM if you have any other ideas for mechanoids and I'll throw some textures your way. I'll probably have some XML / DLL questions in the not so distant future :)

#6
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.0)
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?
#7
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.0)
January 11, 2015, 11:43:53 AM
Nice! I made textures for something just like this last night!





I'm Trying to wrap my head around XML and DLL modding. I know a bit of C# and unity so hopefully I can figure it out soon.

Here are a few I've made so far:


edit: Awesome!
#8
Mods / Re: [Request] Better mortars
January 10, 2015, 12:24:21 PM
Thanks for this Evul! I made some new textures for the MrkII:

Download: http://www.mediafire.com/download/35d1r0hypozmyl1/ArtilleryMrk2.zip

#9
No love for Crash Landing??

Great pack though Epyk. These mods have brought some really awesome things to RimWorld.
#10
Quote from: Katavrik on January 09, 2015, 12:22:30 PMThanks for the text fixes. I will implement them tomorow.

Absolutely man, thank you for this amazing mod! Seriously, this has ruined the original starting scenario for me. It's waaay too easy now!

Some other language fixes:

Mods\CrashLanding\Defs\ScenarioDefs\CrashLanding_EdBScenario.xml

Hard starting scenario:

<startText>Your colonists awake in their cryptosleep sarcophagi to the sound of blaring sirens and ripping metal. Nobody is able to reach the escape pods before the ship is torn apart.\n\nAll of your colonists will crash-land hard on this unknown rimworld.\n\nThere is a chance that all of your colonists will land incapacitated or dead. You'll need to accept the fate of your crew.\n\nNot all crash landings have a happy ending.</startText>


Easy starting scenario:

<startText>Your colonists awake in their cryptosleep sarcophagi to the sound of blaring sirens and ripping metal. Luckily, your crew manages to reach the escape pods before the ship is torn apart.\n\nSome time later, they land on this unknown rimworld.\n\nThe other colonists from on board the ship will be crash-landing hard with little chance of surviving the impact.</startText>


#11
Quote from: Katavrik on January 09, 2015, 07:56:40 AMUpdated mod to V 1.20.

Katavrik you're doing a FANTASTIC job with this mod! I LOVE the new crashes! I love how some ship parts will create unpowered buildings, how they come in angled and break apart in random directions, how the engine part now stays and shoots out random explosions, the new prisoner blocks, the different colored envelopes. Love it!

The english and spelling is a wee bit broken on some of the dialogues so I fixed those for you: (also, I don't think the "event will center on a presumed falling location" is necessary on every single alert. Just having it on the initial "Main_BigShipCrash" incident should be enough)

\Mods\CrashLanding\languages\english\Keyed\CrashLandingEnglish.xml

<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
  <CryptoSleepBlockCrash>A cryptosleep block of the ship is crashing nearby.\n\nAll of its inhabitants will likely be severely injured or killed upon impact.</CryptoSleepBlockCrash>
  <SimpleShipPartCrash>A large chunk of the ship is crashing nearby.</SimpleShipPartCrash>
  <FoodCargoContainerCrash>A cargo container with food is crashing nearby.\n\nThere is a high probability, that all this food will be consumed by the fire after impact.</FoodCargoContainerCrash>
  <ResourcesCargoContainerCrash>A cargo container with various resources is crashing nearby.</ResourcesCargoContainerCrash>
  <MedicineCargoContainerCrash>A cargo container with medicine is crashing nearby.</MedicineCargoContainerCrash>
  <ArtCargoContainerCrash>An art gallery ship block is crashing nearby.</ArtCargoContainerCrash>
  <ApparelCargoContainerCrash>A cargo container with various apparel is crashing nearby.</ApparelCargoContainerCrash>
  <WeaponSafeCrash>A weapon deck with various weapons and ammo is crashing nearby.\n\nBe careful, unexploded ordnance can be very dangerous.</WeaponSafeCrash>
  <ShipEngineCrash>One of the ship's engines is crashing nearby.\n\nWatch out for debris!</ShipEngineCrash>
  <ShipReactorCrash>One of the ship's reactors is crashing nearby. Stay as far away as possible from the crash site!\n\nDamaged reactors are extremely dangerous due to radiation leaks.</ShipReactorCrash>
  <ShipAICoreCrash>The main ship computer core is crashing nearby.\n\nThis is a very valuable ship part but not for those who need food, medicine or more doctors.</ShipAICoreCrash>
  <AnimalPensCrash>A pod containing various animals is crashing nearby.\n\nUnfortunately, most of them will die upon impact.</AnimalPensCrash>
  <PrisonBlockCrash>A prison block with angry prisoners is crashing nearby.\n\nSome of these prisoners managed to obtain weapons during the accident. Hopefully not all of them will survive the impact.</PrisonBlockCrash>
  <ProductionModuleCrash>A production module is crashing nearby.\n\nIt contains a lot of steel.</ProductionModuleCrash>
  <NutrientDispenserCrash>A Nutrient dispenser is crashing nearby.\n\nIt contains a lot of valuable nutrient paste.</NutrientDispenserCrash>
  <BatteriesModuleCrash>A Batteries module is crashing nearby.\n\nAny functional batteries remaining will store energy.</BatteriesModuleCrash>

  <Main_BigShipCrash>The remains of a large space ship are crashing nearby. Beware the direct impact sites of falling parts but be ready to collect resources, rescue survivors and beat the fire.\n\nThis event will center on a presumed falling location. The ship parts will be falling from north.</Main_BigShipCrash>
  <Main_BigShipCrash_Ends>The last part of the ship has fallen to the ground.</Main_BigShipCrash_Ends>
</LanguageData>
#12
Ideas / Re: Forbidden zone
January 09, 2015, 01:13:46 AM
Sorry to resurrect an old thread but does anyone know if there is a mod that does something like this?
#13
Quote from: eatKenny on January 08, 2015, 04:27:18 PMthanks for the texture, they haven been added to the main post ;)

Woah, awesome! Thanks eatKenny!
#14
Quote from: Dave-In-Texas on December 16, 2014, 02:51:25 PM
I was a bit confused and incorrectly thinking it was this mod messing up my nice 'ate a simple meal' thoughts (we used to get a small mood boost in a7 didn't we lol)

Ah, I just started playing RimWorld at alpha 8 and was wondering why there would be a boost to eating canned foods and not a simple cooked meal. I do like how there is no mood boost to simple cooked meals as I feel that gives more value to "fine" and "lavish".

I created a more consistent art asset for the cans if anyone is interested:


I also changed the mood boost of eating "raw" canned food to -1. I don't think there should be a positive mood boost as you're trading quality for shelflife.

Mods\Canned Food\Defs\ThoughtDefs\thoughterinos.xml

  <li>
     <label>Ate canned food</label>
     <description>I ate some food directly from a can today. It didn't taste too bad but it wasn't the best.</description>
     <baseMoodEffect>-1</baseMoodEffect>
  </li>


I removed the ThoughtDef to "cooked" canned food as well so it's the same as eating a "simple" meal.
#15
If anyone is interested, I made a few quick art replacement assests that fit RimWorld's theme a little better. Just need to drop them in Mods\Industrialisation\Textures

Mine:


Cement mixer:


Drill model (the original looked a bit too similar to shells)


Concrete


Fantastic job with this mod!