Wasnt there some mod that allowed you send people and things through a stargate, and then have them pop out of another stargate on another map (which you could use to just delete all the other colonists there, if you so chose, since they were only there to build the first one anyways?)? What happened to that?
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#2
Releases / Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
April 01, 2015, 04:19:12 PM
Pssst the textures for M15 Servant aren't included in the download.
#3
Outdated / Re: [MOD] (Alpha 9) More Storage - New skip, pallet and gunrack added
March 29, 2015, 03:11:50 AM
Ah, thank you. Now my guys can have spare outfit sets in their houses, complete with all the little apparello add-ons, without the need for me to mess around with forbidding things like a maniac.
#4
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 - 28.03.2015 - repairables!)
March 29, 2015, 02:02:49 AM
Where is the download for the update, though? I can only find 1.03e
#5
Releases / Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
March 28, 2015, 07:47:15 PMQuote from: Haplo on March 28, 2015, 07:06:51 PMOne reason is that they decay.Quote from: hector212121 on March 28, 2015, 03:54:07 PM
Add the ability to, uh... Craft... door keys. I'm running into issues with my colonists losing theirs.
I still don't know what's causing this issue.. But you can reassign them new keys at the tactical computer.
The other instance where I've found them to disappear is if a colonist requires rescue. I don't know if it's rescuing or being in shock that causes the key to disappear, though. I'm starting a new colony later tonight, which means plenty of people getting caught in melee range with no defenses, so I'll check next time it happens.
#6
Outdated / Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
March 28, 2015, 05:50:01 PM
Hey. So I noticed that Norbals are a separate race that are able to function like Humans for the purposes of prisons and the like. I'm still developing an understanding of how modding Rimworld works, but are you able to also provide them with separate art assets for body types and the like while doing that?
I guess what I'm asking is if it would be possible to make intelligent non-human races using the same method of whatever you've done here?
Also, regarding the prosthetics issue Shinzy harpo just mentioned. Any quick tips on what might need to be done in order to make them compatible with, say, glitter tech and expanded organs and prosthesis? I think just making a small compatibility patch between three mods that I greatly enjoy using would really help me learn, so I'm interested in doing that.
I guess what I'm asking is if it would be possible to make intelligent non-human races using the same method of whatever you've done here?
Also, regarding the prosthetics issue Shinzy harpo just mentioned. Any quick tips on what might need to be done in order to make them compatible with, say, glitter tech and expanded organs and prosthesis? I think just making a small compatibility patch between three mods that I greatly enjoy using would really help me learn, so I'm interested in doing that.
#7
Outdated / Re: [MOD] (Alpha 9) More Storage - New skip, pallet and gunrack added
March 28, 2015, 04:52:08 PM
Hey. So in the interest of my need to micromanage things, I'm trying to make a version of the locker that is only 1x1. I just took the locker graphic and cut it in half, since I'm only doing this for personal use or whatever I don't particularly mind that it gets kind of warped.
I'm having a problem though where the "small locker" furniture can't be targeted with a click, so you can't set what goes into it or anything like that.
Don't suppose you could tell me where I screwed up?
EDIT: Turns out I'm a dummy and tried to test it without a building base. That's important. Now if I could just figure out how to keep it from stretching.
I'm having a problem though where the "small locker" furniture can't be targeted with a click, so you can't set what goes into it or anything like that.
Don't suppose you could tell me where I screwed up?
Code Select
<ThingDef ParentName="BuildingBase">
<defName>GunRackSmall</defName>
<eType>BuildingComplex</eType>
<label>Small locker</label>
<thingClass>Building_Storage</thingClass>
<graphicPath>Things/Building/Furniture/GunRackSmall</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<altitudeLayer>Waist</altitudeLayer>
<passability>Impassable</passability>
<castEdgeShadows>true</castEdgeShadows>
<statBases>
<MaxHealth>100</MaxHealth>
<WorkToMake>580</WorkToMake>
<Flammability>1.0</Flammability>
<Beauty>15</Beauty>
</statBases>
<description>Haulers carry weapons and apparel here for storage.</description>
<size>(1,1)</size>
<costList>
<Steel>7</Steel>
</costList>
<graphicOverdraw>true</graphicOverdraw>
<killedLeavings>
<ChunkSlagSteel>1</ChunkSlagSteel>
</killedLeavings>
<filthLeaving>BuildingRubble</filthLeaving>
<building>
<fixedStorageSettings>
<priority>Important</priority>
<allowances>
<categories>
<li>Weapons</li>
<li>Apparel</li>
</categories>
</allowances>
</fixedStorageSettings>
</building>
<inspectorTabs>
<li>ITab_Storage</li>
</inspectorTabs>
<designationCategory>Furniture</designationCategory>
<staticSunShadowHeight>0.5</staticSunShadowHeight>
<itemSurface>true</itemSurface>
<designationHotKey>=</designationHotKey>
</ThingDef>
EDIT: Turns out I'm a dummy and tried to test it without a building base. That's important. Now if I could just figure out how to keep it from stretching.
#8
Outdated / Re: [MOD] (Alpha 9) Backstories! u1.2
March 28, 2015, 03:00:06 PMQuote from: ImpulsiveZombie on March 28, 2015, 12:26:21 PMJust get Notepad++Quote from: Igabod on March 27, 2015, 08:31:48 PMAh! Darn it, I knew I missed something. Many thanks, friend! Works perfectly now.
Found the problem, it was in the first backstory. You forgot to close one of the <li> tags
When the game loads defs, if there is an error in a file, it won't load anything after that error, which is why you weren't getting any of the other backstories loaded in either. What are you using to edit these? I opened it in Visual Studio and it immediately showed me where the error was. I would highly recommend downloading it, it makes everything so much easier, you can get the 2013 community edition for free. Anyways, product placement over, I've tested it and it all works nowAll you need to do is fix that one line and they'll all work
Also, since I have 0 familiarity with code I used the vanilla Windows Notepad to edit the file. Yeah. I love to unintentionally set random difficulty curves for myself.
Probably for the best if I download VS, then :p
It's free, and superior to Notepad in every single way.
#9
Outdated / Re: [MOD] (Alpha 9) Backstories! u1.2
March 28, 2015, 12:34:35 AMQuote from: Igabod on March 27, 2015, 11:24:30 PMYeah. I'd purposefully like to make, like, a "serial killer" backstory that is guaranteed to have psychopath, for instance.Quote from: test_account on March 27, 2015, 08:43:33 PM
I don't suppose there's a way to predispose certain backstories to certain traits? Assassins, for instance, seem to have a tendency to get Careful Shooter, but that may just be confirmation bias on my end.
I'd love to have the ability to tie certain traits to a backstory. I don't know whether that would be possible or not, but if it is that would be a great addition. I'd make a backstory for cannibals that explains why they started being cannibals.
Also... YAY! This is my 1000th post on these forums! Click HERE to see my first post.
#10
Outdated / Re: [MOD] (Alpha 9) Backstories! u1.2
March 27, 2015, 08:43:33 PM
I could make any backstory I want! But this is the only one I could come up with.
I don't suppose there's a way to predispose certain backstories to certain traits? Assassins, for instance, seem to have a tendency to get Careful Shooter, but that may just be confirmation bias on my end.
EDIT:
Also, here's a philosopher. (It's ok this is what I went to school for a degree in)
Code Select
<BackstoryDef>
<defName>BackstoryThirdwallBreaker</defName>
<title>Time travelling gamer</title>
<titleShort>Gamer</titleShort>
<baseDescription>NAME is a 21st century gamer who fell asleep at HIS keyboard and woke up as a character in the Rimworld universe. The technology is foreign and HE is very, very out of place. Please send help.</baseDecription>
<bodytypeMale>Male</bodytypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<slot>Childhood</slot>
<workDisables>
<li>Intellectual</li>
</workDisables>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>-3</amount>
</li>
<li>
<defName>Melee</defName>
<amount>-5</amount>
</li>
</skillGains>
<spawnCategories>
<li>Civil</li>
<li>Slave</li>
</spawnCategories>
</BackstoryDef>
I don't suppose there's a way to predispose certain backstories to certain traits? Assassins, for instance, seem to have a tendency to get Careful Shooter, but that may just be confirmation bias on my end.
EDIT:
Also, here's a philosopher. (It's ok this is what I went to school for a degree in)
Code Select
<BackstoryDef>
<defName>TKBackstoryGlitterworldPhilosopher</defName>
<title>Glitterworld philosopher</title>
<titleShort>Philosopher</titleShort>
<baseDescription>The life of leisure found on Glitterworlds allows one to pursue all manner of liberal arts. NAME chose to pursue a life of endless navel gazing. NAME finds it difficult to converse with others. HECAP thinks it's because of HIS intelligence, but the truth is that nobody wants to listen to HIS long-winded diatribes, often as pointless as they are circular.</baseDescription>
<bodytypeMale>Fat</bodytypeMale>
<bodyTypeFemale>Fat</bodyTypeFemale>
<slot>Adulthood</slot>
<workDisables>
<li>ManualDumb</li>
<li>ManualSkilled</li>
<li>Violent</li>
<li>Scary</li>
</workDisables>
<skillGains>
<li>
<defName>Social</defName>
<amount>-6</amount>
</li>
<li>
<defName>Research</defName>
<amount>6</amount>
</li>
</skillGains>
<spawnCategories>
<li>Civil</li>
</spawnCategories>
</BackstoryDef>
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