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Messages - confusedwings

#31
Help / Re: 2 problems but 1 simple mod
April 17, 2014, 05:13:50 PM
Quote from: iame6162013 on April 17, 2014, 05:08:13 PM
do u have transparency (alpha colors)  instead of white?

do u have both "ResearchProjects_TestPlant" and "ResearchProjects_TestPlant" research?
what's in the log?

u have 2xtimes in "<researchPrerequisite>ResearchProjects_TestPlant</researchPrerequisite>" in your "Crops"

I used paint so i don't think there is 'transparent' color in paint :p

And yes i know i have 2 times
'ResearchProjects_TestPlant' it's just in the hope 1 would work :p
#32
Help / 2 problems but 1 simple mod
April 17, 2014, 05:04:36 PM
Hi,

For my first mod i wanted to add a special plant...
Everything is working fine, the plant grows (you see it become bigger and bigger).
I can harvest it and get the intended goods from it.
But i still have 2 problems:

- Texture problem:            _--> fixed thx to iame6162013 <--_
When the plant is panted it's like a white square with the plant. So it doesn't change the white to the background of the game. If the plant grows the white square grows with it...
I guess my 'TestPlant.png' is fine since it's just the basic clear white i used.

- Research problem:
The plant should be researched first. So that part doesn't work at all... at the start the plant is free to plant... and not only after research... the research project is added to research and kan be researched but since it's already possible there is no fuction for it.

This is my 'TestPlant.xml'

<?xml version="1.0" encoding="utf-8" ?>
<Plants>


   <ThingDef Name="PlantBase" Abstract="True">
      <researchPrerequisite>ResearchProjects_TestPlant</researchPrerequisite>
      <eType>Plant</eType>
      <category>Plant</category>
      <thingClass>Plant</thingClass>
      <altitudeLayer>LowPlant</altitudeLayer>
      <flammability>0.1</flammability>
      <useStandardHealth>True</useStandardHealth>
      <maxHealth>75</maxHealth>
      <tickerType>Rare</tickerType>
      <selectable>False</selectable>
      <neverMultiSelect>True</neverMultiSelect>
      <drawerType>MapMeshOnly</drawerType>
      <baseMaterialType>PlantCutout</baseMaterialType>
      <plant>
         <minFertility>0.5</minFertility>
         <fertilityFactorGrowthRate>0.2</fertilityFactorGrowthRate>
         <topWindExposure>0.1</topWindExposure>
         <growthPer20kTicks>0.18</growthPer20kTicks>
         <lifeSpan>200000</lifeSpan>
         <destroyOnHarvest>true</destroyOnHarvest>
         <minGlowToGrow>Overlit</minGlowToGrow>
         <seedShootMinGrowthPercent>0.6</seedShootMinGrowthPercent>
         <visualSizeRange>
            <min>0.3</min>
            <max>1.00</max>
         </visualSizeRange>
      </plant>
   </ThingDef>
   
   
   <!--=========================== Crops ==============================-->


   <ThingDef ParentName="PlantBase">
      <researchPrerequisite>ResearchProjects_TestPlant</researchPrerequisite>
      <defName>TestPlant</defName>
      <label>Test Plant</label>
      <maxHealth>85</maxHealth>
      <description>A cross breading that you researched. </description>
      <beauty>NiceTiny</beauty>
      <textureFolderPath>Plant/TestPlant</textureFolderPath>
      <selectable>true</selectable>
      <pathCost>10</pathCost>
      <plant>
         <harvestedThingDef>***</harvestedThingDef>
         <groundPlantable>true</groundPlantable>
         <maxFoodYield>2.0</maxFoodYield>
         <topWindExposure>0.1</topWindExposure>
         <growthPer20kTicks>0.10</growthPer20kTicks>
         <lifeSpan>2000000</lifeSpan>
         <fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
         <destroyOnHarvest>true</destroyOnHarvest>
         <visualSizeRange>
            <min>0.3</min>
            <max>1.05</max>
         </visualSizeRange>
      </plant>
      <researchPrerequisite>ResearchProjects_TestPlant</researchPrerequisite>
   </ThingDef>
   
</Plants>

[/tt]

I don't want to let other know what i'm working on so that's why i use those '***'

could somebody help me?
#33
Outdated / Re: [MOD] (Alpha 3) IronWeed
April 17, 2014, 03:49:19 PM
Quote from: Blackjack1000K on April 17, 2014, 09:03:07 AM
are you considering on making green weed also known as pot?
;) just kidding.
Yep its Overpowered.

pls don't let you addiction come out... we now know you like lawyers... and pot... what's next...? :p ^^

ON TOPIC...
GOOD MOD really nice one
#34
i'm sorry to hear this...
hope you will be back soon.
Meanwhile it's possible to have
Industrial RIM (v1.0.0) combined with other mods (wood economics and switches).
It's not a new mod but just a merge of those 3 into 1.
http://ludeon.com/forums/index.php?topic=3127.0

All thx to the hard work off there creators. Not me
#35


got one... here you see the beauty in action :p
#36
Quote from: Cala13er on April 17, 2014, 08:15:00 AM
I'm not too happy you have redistributed my mod with out my permission.

I'm going to have to ask this be removed, unless further negotiated.

well i was typing my pm to u when i got a mail about your post :p sorry i will finish it and maybe then you would allow it...
#37
ok thx i will do this:
- contact all creators of modds and inform them that i already did this...
- next time i contact firt before doing this

sorry if i offended anybody that's was no part of my intensions...
#38
hmm not really no... but i don't take any credit for it...
I don't pretend i did any modding just merging.
#39
Industrial RIM v1.0.0 + Power Switch + Wood 0.94.1


3 mods but only 1 thing adding to your 'mods' screen
No more endless scrolling to look for a good mod combination

DOWNLOAD HERE:
LINK REMOVED
So no i did not create any new mod i just took those and make it 1...

more info:
industrial: http://ludeon.com/forums/index.php?topic=2598.0
woods: http://ludeon.com/forums/index.php?topic=2162.0
switch: http://ludeon.com/forums/index.php?topic=2890.0

I merged everything and just ran the game... all texture etc should be there... but not fully tested... keep me posted when there is trouble.



[attachment deleted by admin: too old]
#40
Releases / Re: [MOD] (Alpha 3) PowerSwitch
April 16, 2014, 06:05:32 PM
Hmm... i was just reading the post of JAMIEG and was thinking... maybe this 'timer' needs to be researched en then a kind of pc needs to be build...

If it is possible to name lights you could even use that computer to edit every light in your game in a central point... offcourse that point would use power on his own ^^ nothing is for free :p

if 'personal' timing of lights is possible it should also needs to be researched :p

sorry for my english... again if i make mistakes...
#41
Mods / Re: [REQUEST] auto Timer/complex power Mod
April 16, 2014, 05:53:10 PM
alpha 3 is now out for some time but still nobody has made this 'timer' and crossing 'wire' thing... guess it's to hard :p
#42
Mods / Re: better marking for mods?
April 16, 2014, 05:48:05 PM
Quote from: exbeer on April 16, 2014, 11:34:44 AM
i love the game and all the mods, but im having some trubble seeing what mod is upptodate with what the current game, is itt possible to mark it better ? i see ingame the newst release but i cant figuer out what number the mods put in to what version i am having, sorry to be a pain but i do have problems with it. is it possible to mark it better and or what version is working with what release ? or if enybody can help me figuer out what mod goes to what build  ? ide be for ever thank full :)

i know... just because somebody posted 'ok' it's back on top or in you 'unreaded post since last visit'... it would be good to have instead of 'new' a marking of 'update'... only showing when the 'creator' of the topic/mod changed something in his first post...
#43
Off-Topic / Re: Favorite game besides rimworld
April 15, 2014, 06:40:56 PM
This is more for the 'off topic' part of the forum...
#44
Releases / Re: [MOD] (Alpha 3) PowerSwitch
April 15, 2014, 05:02:39 AM
I like this mod i'm only missing 1 part...

Is it possible to add a 'sun sensor'?
This thing would activite when there is not enough sun (for example it wil let power true to a sun lamp when the sun is to weak to let plants grow.)

A other option but think this would be to hard to make is a 'Timer Switch'.
With this item you can select for every hour if it's turned on or of...

sorry i make spelling mistakes i'm not english but i try to do so
#45
Translations / Re: Notes on doing translations
April 14, 2014, 10:54:51 AM
Quote from: Semmy on April 14, 2014, 05:11:17 AM
Quote from: confusedwings on April 12, 2014, 07:22:27 AM
i would like to do translation to 'Dutch' (Nederlands)

but since i don't have the game anymore (see other topic about finding out i had a illegal version)
I would need to get the files where i can do the translations on...

I would advise you to get the game in a legal way.
Than we can talk about adding you to the team where all the files are available.
I got the game now! Somebody on this forum sende me a PM and after some talking he gave me the money on my new paypall account. (I won't tell his/her name in public so the person wil not be burried in request for money).
I already started on translations to dutch.
it's a slow going proces since it hard to keep talking about the game and not to play it :p