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#121
Ideas / Re: Milk Boomalope for explosives
April 20, 2016, 08:59:34 AM
Quote from: keylocke on April 20, 2016, 08:56:19 AM
Quote from: skullywag on April 20, 2016, 07:27:13 AM
I have a mod i use locally (not released) where "boomjuice" is milked from tamed boomalopes, this allows me to craft incendiary things like the trap, artillery shells (I have incendiary ones in my game, again modded) among other things, it makes it an investment of time and risk to get fire based weaponry.

boomjuice. simple and straightforward. i like it. just like healroot. (although they don't look like roots, they look like healing herbs. hehe)

Yeah that's way better then just 'chemicals'. Which I may be guilty of.
#122
Ideas / Re: Milk Boomalope for explosives
April 20, 2016, 08:51:24 AM
I had this idea before. Made it into a mod, I just had to use the milking system but wasn't pleased with it, kinda forget. Only item I had that they would make was boomalope molotov's. A bigger bang, but single use. Used skullywags dll for single use weapon and had it technically a gun as a placeholder, since no single use grenade dll. Then I tried to change it to harvesting the explosive sac from them, but couldn't operate on animals, in the end a C# wall blocked me I think.

Did you change the label on what it says for milking skully? I think I remember not using the system because I had no way to change what it showed, and just 'milking' them didn't feel right for the mod.
#123
Mods / Re: Security when it comes to C# assemblies
April 20, 2016, 08:20:12 AM
The thing is though, they would have to have more then C# ja? To have the c# activate something else would require said something else being a file in the mod, and as I said unless it's a mod with a lot of xml it would be easy to notice it.
#124
Mods / Re: Security when it comes to C# assemblies
April 19, 2016, 10:38:39 AM
Quote from: RawCode on April 19, 2016, 07:53:17 AM
           
ProcessStartInfo startInfo = new ProcessStartInfo();
            startInfo.FileName = @"D:\thisa.exe";
            startInfo.Arguments = @"D:\thisb.txt";
            Process.Start(startInfo);


allows to execute absolutely completely anything embedded into mod, also mod can download stuff from network, write to disk and execute.

Although unless the mod has C#, xml, and is quite large, it would be pretty easy to notice the extra files going through them.
#125
Ideas / Re: Graphics
April 18, 2016, 11:30:03 PM
Eh. The graphics are original, Rimworld has it's own artists, although yeah they look similar to PA. And it's true some people say the PA and Rimworld copycat thing, although the only real similar aspects is really the building method. The colonists look entirely different, gameplay is a world away, prisons are very limited in Rimworld compared to PA.
#126
Slavery for prisoners seems like way too much work, coding wise and in-game, for the outcome. Why could you not just recruit them, if you can't recruit them, sell em or kill em. With the way the system works currently prisoners would constantly break and be useless if you had them forced to do labour all day. Might as well get rid of them and just get actual colonists. In order to have slavery you'd need a lot more men and resources then just anyone who crashed on the planet.
#127
Yeah, cus the jobgiver is referencing C#. I'm not sure if it would really be compatible with an animal or if it's even named just 'Hunt'.

As for the plant, you'd need a custom DLL, since the current xml has no modifier for spreadrate I assume due to grass being the only naturally spreading plant by seed.
#128
Mods / Re: edB prepare carefully A13 BETA problem
April 12, 2016, 01:27:34 PM
Should post this in the mod thread for edb prepare carefully.
#129
The big fluffy ones will just kill you out of pure fear.
#130
Well, it's only been 15 days. Could it be you just have been incredibly lucky?
#131
Mods / Re: Suggestion: More organized forum folders
April 10, 2016, 02:36:11 AM
By 12, 13, and 9, do you mean the alpha versions? As if it's outdated and not being updated, gets moved to outdated. If it is being updated, stays.

The problem with having a new thing for every one, is that requires making a new thread on every single alpha for all your mods, and some people make a lot.
#132
Mods / Re: basic help needed (mod)
April 09, 2016, 04:59:40 PM
See, what you're working with is XML. I basically work with it only too. Said workerclass is from the C# coding of the game. You'd need to create a new dll for new C# code.
#133
Ideas / Re: Guard work.
April 09, 2016, 01:44:06 PM
On a related note, a single turret in a shared prison would solve breakouts. If they were breaking out, they'd likely instantly go and attack the turret before even leaving the room, and it would take a few out itself maybe, but would also explode damaging anyone left. That would probably damage them enough to be easily picked off by your colonists.
#135
Mods / Re: Modding Relationships
April 09, 2016, 02:38:19 AM
Well it's been 2 days, so I'm not sure if you still want it or have found the location yet, but I'm pretty sure it's defined in C# if you were looking for an easy xml task. Only obvious thing referencing them in xml is Interactions_Romance, which call up workerclasses so it's probably all defined in there.

InteractionWorker_RomanceAttempt in the C# files should give ya the info you need.