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Messages - Eleazar

Quote from: panggul_mas on April 27, 2016, 06:03:18 PM
Is there any chance of this mod updating for A13, or is there a spiritual successor of some sort?

I haven't got around to trying #13 yet, but i doubt it will require anything significant to make it work.
Quote from: skullywag on December 22, 2015, 04:57:08 PM
Change humanoid folder to humanlike, it should fix it for a12.

Yep, that's all it needed.  The mod works again!
Quote from: skullywag on December 22, 2015, 04:56:26 PM
Change the folder humanoid to humanlike, job done ;)

Thanks!  That's what I needed to know.  It works now...
I've poked around the forums, but haven't come accross anything relevant.  I have a simple mod: Individual Appearances that replaces the near-identical faces of core with something different.  It worked fine in v10, but turns the screen white in v12

Can someone link me to what needs to be done differently for a simple texture swap mod in v12?

Mods / Re: Mod requests for vanilla
December 22, 2015, 10:42:34 AM
There was a very simply mod that colors the lower portion of the pawn the color of the pants.

It is extremely useful to be able to tell naked from shirtless pawns on sight.  I find the aesthetics much preferable.

And If I can nominate my own, Individual Appearance takes existing graphics and gives different pawns noticably different faces. (not updated to v12, but it is just a graphics replacement).
Don't know.  Try it!  I haven't had the leisure to start a new game.
Quill18's youtube let's plays.
Quote from: James009 on April 15, 2015, 08:37:35 PM
Nice work! I wonder what else could be done with this!

- Makeup
- Facial hair
- Scars
- More eyes
- Noses
- Dirty faces
- Androgynous (some male faces for women but rare; some female faces for men but rare)

Then start linking these to traits or backgrounds and, boom, you have something outstanding.

Getting a dropbox 5xx error when trying to download.

I get that error when just trying to visit dropbox -- i think it is a temporary issue with the site, not my link.

As for your ideas, i'm an artist, not a coder.  I'm simply replacing default graphics with ones that don't look so similar.  As for things like noses and scars, I wouldn't do those if I could.  Too many details would tend to turn to pixel mush at normal zoom levels.
I've (finally) put this mod into proper form, following Shinzy's helpful advice.

The download is available.  Conveniently it works just as well in Alpha 10.
Quote from: Shinzy on April 01, 2015, 09:05:24 AM
Hellloooo! this is very easy thing to do!


Thank you very much.  :) I did look for tutorials when i put this up but got the impression that this kind of asset replacing mod needed to be slipped into the core mods folder, instead of a regular mod.  I'm happy to be proven wrong.

I'll update once i have the preview image and description just so...

Quote from: Tynan on April 01, 2015, 12:53:25 PM
I'd love to see some screenshots of how this comes off in-game.

Easily done:

Note that sometimes a "female" head gets used for a male, for instance Jerbear in the first image.
I'm not experienced in modding rim world, but i'm pretty sure that changing the name of the folder would break it.  I don't know how to add mod info.
I voted "yes".

With the understanding that prioritizing work via the contextual menu will eventually be smarter.  I.E. not just do one phase of work on one cell than then leave.
Ideas / Re: Realistic Research
March 07, 2015, 11:32:41 AM
Quote from: Kirkules on January 24, 2015, 04:04:22 PM
Hiding research options like this...

This is an idea commonly suggested for games with research, usually for the rational of being "realistic".  However, there's a good reason why this mechanic seldom makes it into games -- it's not very fun.  If you need Geothermal power, it is both annoying and unrealistic to discover tailoring and pneumatic picks instead.

Also since these aren't *new* inventions, but figuring out how to make known inventions, it makes sense that the course of research would be more predictable than the first time.
Quote from: CodyRex123 on March 05, 2015, 06:55:18 PM
Wait, i thought all the leathers had different states applied to the clothes made from them... Cause at least, some things like mufflo should be sold for more or boomrats seeing as they are dangerous to hunt...

Some things are different.  Most are are either not unique or only marginally different.  Ignoring the wiki and looking at the Defs:

There are 15 kinds of leather:
2 don't define their own unique color. (monkey, tortoise)
12 have no stat except an insulation value, which ranges between .75 and 1.5
3 have modifiers on market value.
2 have modifiers on armor rating

Completely identical stats
Cobra, iquana, and tortoise
Deer, Dromedary
Alpha Beaver, Boomrat

Insulation Numbers:
0.75 Cobra
0.75 Iguana
0.75 Tortoise
0.90 Rhinoceros
0.95 Human
1.00 Monkey
1.10 Squirrel
1.15 Alphabeaver
1.15 Boomrat
1.20 Hare
1.25 Deer
1.25 Dromedary
1.40 Elk
1.50 Muffalo
1.50 WildBoar

Quote from: Sorenzo on March 02, 2015, 03:18:06 AM
On most maps, you only get 3-5 different leather types anyway...

There are cargo pods that add kinds to the map and even if it isn't on your map it is likely to clutter up the trade inventory.
Ideas / Re: Your Cheapest Ideas
March 05, 2015, 06:45:17 PM
Quote from: benben471 on March 05, 2015, 11:51:08 AM
-Allied NPCs battle NPCs they are at war with (if, both visit your colony at the same time).

This already happens if they see each other on the map.  Sometimes it's saved my bacon, such as when mechanoids disrupted a pirate siege.