Updated for Alpha 5, Would be nice if were moved to current mods.
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#197
Outdated / Re: [MOD] (Alpha 5) Extra Research Tables 1.2
July 08, 2014, 07:11:17 PM
Updated for Alpha 5!
More updates to my mods coming.
I like to keep this a free-standing mods, just because some people might just want a different texture for research tables.
But it would be awesome to add functionality if anyone has specific ideas about how difficult altering the way things are currently researched, or wants to add compatibilty.
Making a certain table be required built for certain research unlocks, and adding prerequisites to vanilla tech.
More updates to my mods coming.
I like to keep this a free-standing mods, just because some people might just want a different texture for research tables.
But it would be awesome to add functionality if anyone has specific ideas about how difficult altering the way things are currently researched, or wants to add compatibilty.
Making a certain table be required built for certain research unlocks, and adding prerequisites to vanilla tech.
#198
Outdated / Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
July 08, 2014, 04:58:42 PM
I was thinking glass and wire.. I'd use them in my mod if others didnt add them already.
#199
Outdated / Re: [MOD] (Alpha 3) Modular Solar Panels 1.3
July 03, 2014, 10:19:19 AMQuote from: Cala13er on July 03, 2014, 01:55:47 AMI dont mind. I had some somewhat serious surgery lately, So updating hasn't been a priority. And Im out of town for this next week. I might take control later but I appreciate you updating it for me
Modular Solar Panels 1.3
Updated for Alpha 4
Alpha 5 version is ready, will update it when Alpha 5 releases, unless Kirid would prefer I not and he releases his own version. These updates are only up for as long as Kirid hasn't updated it hiself.
#200
Help / Alpha 4 dll references
July 01, 2014, 11:38:28 PM
I'm having trouble updating my modular solars dll.
I fixed the sections of code that changed but I'm getting an error concerning my references.
Currently my references are Assembly-CSharp and Unity Engine from my Rimworld 4f folder.
Also my class starts with
using UnityEngine;
using Verse;
No error from that but unsure if it's causing the problem or should perhaps be using Assembly-CSharp instead.
Any help is greatly appreciated!
I fixed the sections of code that changed but I'm getting an error concerning my references.
Code Select
A Problem occured while trying to set the "References" parameter for the IDE's in-process compiler. Error HRESULT E_FAIL has been returned from a call to a COM component.Currently my references are Assembly-CSharp and Unity Engine from my Rimworld 4f folder.
Also my class starts with
using UnityEngine;
using Verse;
No error from that but unsure if it's causing the problem or should perhaps be using Assembly-CSharp instead.
Any help is greatly appreciated!
#201
Mods / Re: List Of Mod Ideas (All In One Place) Or Update Ideas!
July 01, 2014, 07:07:26 PM
Healing beds - I have a mod like this, not updated for Alpha4 (Works for alpha 4e apparently). As cool of an idea as it is, getting colonists to perfer taking injured to the beds is near impossible (code-wise). You can micromanage and get them there, but thats not good at all. Just saying.. if anyone wants to go about remaking this mod, please make sure you can tackle that issue first.
Same with Evul's Vehicle mod. What's holding that back is the immense amount of code that would need to be written to implement drivability on the vehicles, and then would probably need checked and rewritten with each update. Or we could be satisfied with decent models for now and wait until Tynan adds a game mechanic that would help.
At the current rate of development its silly to do alot of major overhaul modding which will probably get outdated quickly, and the mod-makers burnt out.
Same with Evul's Vehicle mod. What's holding that back is the immense amount of code that would need to be written to implement drivability on the vehicles, and then would probably need checked and rewritten with each update. Or we could be satisfied with decent models for now and wait until Tynan adds a game mechanic that would help.
At the current rate of development its silly to do alot of major overhaul modding which will probably get outdated quickly, and the mod-makers burnt out.
#202
Outdated / Re: [MOD] (Alpha 3) Modular Solar Panels 1.3
June 30, 2014, 11:35:33 PMQuote from: knoedel90 on June 30, 2014, 05:31:25 AMThey have been broken since Alpha 4, they dont charge.
we Need an upadate to Alpha 4.
I'm trying to solve it, but it looks like Alpha 5 might get released before I do.
Didn't know anyone liked the mod much so I swept it under the rug
#203
General Discussion / Re: Rimworld lore -- how much is there, can it be expanded?
June 28, 2014, 06:27:27 PMQuote from: zollern on June 28, 2014, 05:33:34 AMThe planet can't have an exact known history, there could actually be thousands of stories as to how a particular planet became a Rimworld..
Specifically, I'm trying to concentrate on history of the planet itself.
The game just takes place with us crash-landing on "a rimworld".
Just like that universe quick primer says, a rimworld is a type of planet, not a planet named Rimworld with a specific history. They are basically crappy planets that are semi-close to nicer systems, so they might get an occasional passer-by who crashes or comes to refuel/trade/explore, but for the most part people who already have a spaceship don't stop on Rimworlds. Mad scientists find them good planets to build labs on, they build those protective robots which roam long after the inventor dies. Humans have probably been getting stranded and surviving for hundreds or thousands of years, resulting in tribes and raider colonies, same goal as you, survive or find a way off the planet.
I love this lore :3
One thing I do wonder about...
A. The game takes place ~3500 years in the future.
B. FLT is impossible
So what is the maximum range humans could expand to with the rimworld lore?
Doing some maths might tell you pretty close where a rimworld might be in our galaxy.
This has to include reaching a tech level on earth capable of leaving en masse, sending robots out to terraform and seed planets, and traveling to and settling on a planet.
It would be impossible to have say a Glitterworld on a planet anywhere near 3500 lightyears from earth, the lore doesn't support that.
#204
Outdated / Re: [MOD] (Alpha 4F) Alpha Muffalo 1.1
June 26, 2014, 02:58:57 AM
4 to 4F is just name change, was no issues.
This is my only mod I've bothered updating. I know people like it :p
The game is developing quickly, and I dont have much time to play, mod, test, update.
This is my only mod I've bothered updating. I know people like it :p
The game is developing quickly, and I dont have much time to play, mod, test, update.
Quote from: StorymasterQ on June 24, 2014, 10:36:29 PMLol, They'll probably always be alpha muffalo. That thing looks awesome.
When the game goes to Beta, will there be a Beta Muffalo?! No, that's just silly.
...Bewilderbeast! Now that's an alpha.
#205
Mods / Re: Art Modifications - Resources
June 05, 2014, 10:19:20 PMQuote from: Evul on June 05, 2014, 06:18:34 PMI put a gaussian blur on all my textures, seems to fix it. Just like 0.1% - 0.3% I think. The minimal amount so it only blurs it by a tiny bit.
Have anyone experienced white borders on textures added?
It especially happen when making connector like textures.Some one happen to know how to bypass it?
#206
Outdated / Re: [MOD] (Alpha 3F) E-Furniture (v.4.00)
June 05, 2014, 09:24:49 PM
I made a couple with that idea awhile back. I never added them because the textures didn't render so well in game, need to be careful with complex textures.
I also still don't know how to place an buildings under another. So when placing it in a bedroom or something, you need a full 2x3 open squares to use the rug, instead of being able to place it partially under the bed.
I also still don't know how to place an buildings under another. So when placing it in a bedroom or something, you need a full 2x3 open squares to use the rug, instead of being able to place it partially under the bed.
#207
Outdated / Re: [MOD] (Alpha 3F) Cute Clutter v1.0.1 - May 24th
June 02, 2014, 05:14:11 PM
Hehe I like those pink couches. Got my download just for those.
This is the first sceenshot I've seen of someone using my lights. They are supposed to be wall lights, but I can add another version to eFurniture so they are more hanging lights like you're using them(without the black bar).
This is the first sceenshot I've seen of someone using my lights. They are supposed to be wall lights, but I can add another version to eFurniture so they are more hanging lights like you're using them(without the black bar).
#208
Outdated / Re: [MOD] (Alpha 3) MedBed
May 28, 2014, 03:56:41 PMQuote from: Two Scoops of Light Blue on May 23, 2014, 12:40:39 PMYeah I'm not sure how some people get colonists taken to medbeds. I can't get them to work personally, but others seem content enough with the mod for now. I've tried looking into a dll solution, but I don't think it's possible right now. The task of TakeToBed is deeply hardcoded to Building_Bed specifically, and trying to change it is a nightmare. When the game allows me to mod that I will
Im having a problem with the mod. The beds and everything appear, and I can build them, but the colonists dont use them when being rescued. Has that just not been implemented yet?
#209
Help / Blueprint texture glitches
May 19, 2014, 12:54:42 PM
This is a recurring issue, when placing a blueprint it will sometimes switch to another completely random texture.
Example: placing a geyser generator, the generator is transparent red on most terrain, then when over a geyser it turns into a green square or giant green toilet(from clutter mod) when it should be a green generator.
Once placed, the blueprint looks blue like normal, and when built the buildings look and operate fine.
I'm currently running 40 mods, no compatability issues otherwise, but I've experienced this with a lot fewer mods, and with different game versions.
I've had textures change to all sorts of things, can provide screenshots if needed.
Anyone know what causes it?
Example: placing a geyser generator, the generator is transparent red on most terrain, then when over a geyser it turns into a green square or giant green toilet(from clutter mod) when it should be a green generator.
Once placed, the blueprint looks blue like normal, and when built the buildings look and operate fine.
I'm currently running 40 mods, no compatability issues otherwise, but I've experienced this with a lot fewer mods, and with different game versions.
I've had textures change to all sorts of things, can provide screenshots if needed.
Anyone know what causes it?
#210
Help / Re: Which mod does that?
May 19, 2014, 12:36:13 PM
Well I hate to point the finger, but I think its the grassless sand mod, which is now included in wood economy. Grass isn't allowed to spread as much, so therefore can't reach the edge of the bushes to push them back. The lack of vegetation could also be preventing fires from spreading and purging the area. I noticed the AI tends to start the rain when any fire gets too big, which causes plants to get overgrown on larger maps.