Are you doing alright updating this? Code is rather simple. Have you changed it to use the stuff system? It isn't difficult, I can upload a texture if needed.
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#152
Outdated / Re: [MOD] (Alpha 7) Small Walls 1.4
October 09, 2014, 08:00:53 PM #153
Outdated / Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
October 09, 2014, 06:10:27 PM
No prob, thank you. I'm uncertain about several mods since alot has changed. I'll fix the main post and repost that with it.
#154
Stories / Re: Rimton Stories - A Settlement Project Gone Awry
October 05, 2014, 07:03:51 PM
I really enjoyed it! My name is Derrick :p
Only thing that threw me off was that the crash location in the jungle wasn't described until after they were talking and arguing for awhile, so I was imagining them in the wasteland desert rimworld biome at first. Maybe describe it shortly after the pod crashes? But I'm not a writer so take my suggestion with a grain of salt.
Only thing that threw me off was that the crash location in the jungle wasn't described until after they were talking and arguing for awhile, so I was imagining them in the wasteland desert rimworld biome at first. Maybe describe it shortly after the pod crashes? But I'm not a writer so take my suggestion with a grain of salt.
#155
Mods / Re: [Mod request] Birth mod
October 05, 2014, 05:09:40 PM
There is already a thread about this. Sex and Babies Quite a bit of good discussion and opinions.
Quote from: MisterLock on October 05, 2014, 11:58:43 AMThis is the common lame argument against the idea.
This is not the sims...
#156
Outdated / Re: [MOD] (Alpha 6) Modular Solar Panels 1.5
October 03, 2014, 05:29:17 PM
Updated for Alpha 7! Updated to use textures and code introduced in Abrexus's Superior Crafting!
I like this new texture, several complaints about the old one. Yet I don't like the way it reacts to zooming in the game. This has always been an issue when modding, textures too complex glitch.
Would appreciate feedback concerning the new texture and charge bar.
I like this new texture, several complaints about the old one. Yet I don't like the way it reacts to zooming in the game. This has always been an issue when modding, textures too complex glitch.
Would appreciate feedback concerning the new texture and charge bar.
#157
Help / Re: Modding different materials with stuff
October 02, 2014, 05:54:33 PM
Awesome! Thanks ItchyFlea! That totally worked. Had it set to basic, they are basically retextured sandbags.
#158
Help / Re: Modding different materials with stuff
October 02, 2014, 05:47:15 PM #159
Outdated / Re: [MOD] (Alpha 7) Extra Research Tables 1.3
October 02, 2014, 05:12:05 PM
Updated for Alpha 7!
#160
Help / Modding different materials with stuff
October 02, 2014, 05:03:51 PM
Wondering how to get <madeFromStuff>true</madeFromStuff> to work..
I'm trying to update my half walls mod. Do I need to create multiple new textures for each material?
I've got the mod working, you can select different materials, but when built the half wall textures are pink and distorted.
I noticed the def for walls has <graphicPathFolderAppearances>Things/Building/Linked/Wall</graphicPathFolderAppearances> (instead of the usual <graphicPathSingle>)
Are they titled something like Wall_Metal, Wall_Stone, Wall_Gold? Or how does this actually work?
I'm trying to update my half walls mod. Do I need to create multiple new textures for each material?
I've got the mod working, you can select different materials, but when built the half wall textures are pink and distorted.
I noticed the def for walls has <graphicPathFolderAppearances>Things/Building/Linked/Wall</graphicPathFolderAppearances> (instead of the usual <graphicPathSingle>)
Are they titled something like Wall_Metal, Wall_Stone, Wall_Gold? Or how does this actually work?
#161
Outdated / Re: [MOD] (Alpha 6) MedBed 1.4
September 01, 2014, 08:51:02 AM
I learned my lesson several alphas ago when I tried to get medpacks and doctors to work. Entirely too much work for a mod that will become obsolete soon enough. Tynan works so incredibly fast :3 You guys are welcome to try though, its a fun learning experience.
#162
Mods / Re: Modding tips
August 19, 2014, 03:44:59 PM
I'm going to assimilate some of these comments into the op if you don't mind.
You who are making big mods are doing incredible work and I don't want to discourage it. Yet we've reached a point in which more mods are outdated than are usable, and more are added to that list with every alpha. While passion seems like a good enough incentive to keep your mod updated, most people like to think they are passionate. I consider tech tree minami to be one of the only current huge overhauls, and it has been kept updated so I don't doubt the passion there, yet I think the secret to it's success has more to do with hard work.
You who are making big mods are doing incredible work and I don't want to discourage it. Yet we've reached a point in which more mods are outdated than are usable, and more are added to that list with every alpha. While passion seems like a good enough incentive to keep your mod updated, most people like to think they are passionate. I consider tech tree minami to be one of the only current huge overhauls, and it has been kept updated so I don't doubt the passion there, yet I think the secret to it's success has more to do with hard work.
#163
Mods / Re: Modding tips
August 18, 2014, 07:35:59 PM
Yeah bog, ultimately it comes down to the modder, and what they want to make.
I remember when I started modding, downloads were important to me because they are a good gauge of how well you've made it, and not getting many downloads can be a sign that you could be doing something better.
Trying to think up how to type the point: If your mod is too expansive, it can break compatibility, not because of code reasons but because of gameplay. It can force mod users to choose between using one giant mod, or tons of other mods, and in the end they(I) will choose the many mods. My modular solars are incompatible with many overhaul mods as it interrupts the balance.
I remember when I started modding, downloads were important to me because they are a good gauge of how well you've made it, and not getting many downloads can be a sign that you could be doing something better.
Trying to think up how to type the point: If your mod is too expansive, it can break compatibility, not because of code reasons but because of gameplay. It can force mod users to choose between using one giant mod, or tons of other mods, and in the end they(I) will choose the many mods. My modular solars are incompatible with many overhaul mods as it interrupts the balance.
#164
Mods / Modding tips
August 18, 2014, 07:15:20 PM
As a mod maker and user, there are several things that encourage or discourage me from using mods.
I can't speak for everyone, and by no means are my mods the most popular, but hopefully I can provide tips that might help newer modders decide how to design theirs.
Some of these points may seem redundant, but they all blur together at some point.
I hope noone is insulted, I've avoided naming any specific mods. I would love some feedback and perhaps more tips along these lines.
Keep it simple. All my mods are small and separate. I think this has helped me to be able to update my mods easily, and it limits confusion people using it may have. The larger your mod is, the longer it takes to update, and the more bugs you'll have. Some mods are so large they don't get updated until the next alpha has already been released. They also have constant issues. The progress of the mod will become entirely halted, someone will notice an issue and by the time it is fixed, more issues have come to light, leaving no time to add new content.
Consider separating mods. Some modders like to lump everything into one mod, which puts people into an all-or-none situation. There are several mods I don't use because I don't like the complete package. I may like one item in the mod, but I don't want to add 20 items I don't like just for that one. If you do post your mods together, it is a good idea to make separate download links, one with the full package, and downloads for the individual features.
Don't overwork yourself to make a complete overhaul unless you need to. Rimworld is still very new, and it is constantly changing. I don't see the need in changing the entire game when we still haven't seen everything yet, nor am I bored with the vanilla game enough to warrant an overhaul. Your mod is also more likely to become obsolete or outdated with so much content. You may spend a month working on a complex new system, only to find out the next Alpha makes it useless.
Only so many people will download your mod. Not everyone in the ludeon community uses mods, and of those, not all are going to download and use your mod. There is no sense in creating something that takes you weeks to perfect, when a simple mod would get the same effect, and you get the same number of downloads.
Collaborate. This one can be difficult, working with other people isn't easy, and sometimes can lead to the failure of a mod because coordinating multiple modders can be problematic. Yet my most positive experiences come from working with other modders. While I am a decent artist and coder, both the modders and the users of the mod will be happier if you let someone who is more qualified handle it.
I can't speak for everyone, and by no means are my mods the most popular, but hopefully I can provide tips that might help newer modders decide how to design theirs.
Some of these points may seem redundant, but they all blur together at some point.
I hope noone is insulted, I've avoided naming any specific mods. I would love some feedback and perhaps more tips along these lines.
Keep it simple. All my mods are small and separate. I think this has helped me to be able to update my mods easily, and it limits confusion people using it may have. The larger your mod is, the longer it takes to update, and the more bugs you'll have. Some mods are so large they don't get updated until the next alpha has already been released. They also have constant issues. The progress of the mod will become entirely halted, someone will notice an issue and by the time it is fixed, more issues have come to light, leaving no time to add new content.
Consider separating mods. Some modders like to lump everything into one mod, which puts people into an all-or-none situation. There are several mods I don't use because I don't like the complete package. I may like one item in the mod, but I don't want to add 20 items I don't like just for that one. If you do post your mods together, it is a good idea to make separate download links, one with the full package, and downloads for the individual features.
Don't overwork yourself to make a complete overhaul unless you need to. Rimworld is still very new, and it is constantly changing. I don't see the need in changing the entire game when we still haven't seen everything yet, nor am I bored with the vanilla game enough to warrant an overhaul. Your mod is also more likely to become obsolete or outdated with so much content. You may spend a month working on a complex new system, only to find out the next Alpha makes it useless.
Only so many people will download your mod. Not everyone in the ludeon community uses mods, and of those, not all are going to download and use your mod. There is no sense in creating something that takes you weeks to perfect, when a simple mod would get the same effect, and you get the same number of downloads.
Collaborate. This one can be difficult, working with other people isn't easy, and sometimes can lead to the failure of a mod because coordinating multiple modders can be problematic. Yet my most positive experiences come from working with other modders. While I am a decent artist and coder, both the modders and the users of the mod will be happier if you let someone who is more qualified handle it.
#165
General Discussion / Re: Z levels
August 18, 2014, 06:23:25 PMQuote from: wolfman1911 on August 18, 2014, 05:54:36 PMI was just stating another pro to having z-levels. This isn't this first thread on z-levels I've read, I already understood it would be difficult to implement. Pathing is another huge issue. Maybe he'll consider it years from now, or for Rimworld 2 :p.
No horses, but I heard a rumor (no I didn't) that muffalo wrangling was on the agenda for Alpha 8.
Anyway, I don't know if he meant to, but I think UrbanBourbon hit on a lot of the reasons that a z level would be a pain to implement, a lot of the things that now have a fairly simplified algorithm, like mortar shots, would have to be modified to account for how they would necessarily interact with higher or lower elevations. It's not just a matter of slapping on a second level, it's also a matter of assessing and modifying all the things that would be affected by adding that second level.
(Getting off topic) I seriously hope muffalo are never domesticated, it's not very logical. I stated reasons why in the muffalo breeding thread, but they were completely buried by people in favor of it.


