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Messages - ITOS

#16
Thank you for these mods! I do not use all of them but I find several to be very useful. :)

A suggestion if you're moving into heating; it would be great with a shield device that heats/cools a small area even if it isn't enclosed.
#17
Neat story. Glad to see they all made it out (relatively) okay. :)
#18
Outdated / Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
December 17, 2014, 03:33:21 PM
Quote from: Larsson North on December 17, 2014, 02:54:38 PM
I really like the mod, but I'd like so see some animals here. Or atleast a option to add animals.

With this im refering to the animals that live in a area like this. Moose can live in this climate due to their pelt keeping them warm and they scavange for moss underneath the snow. If you were to add some moose/mufflo (Snoffalo/Coldoffalo?) that would be quite sweet. If the problem is that theres no food source, i think it should be able to modify the animals codeto allow it to eat snow?

What you think? :)

Personally, I think that instead of trying to make animals that can survive on the map, one should go the way of ItchyFlea and add events where animals pass through, much like other factions pass by your colony from time to time.

This would reflect the larger areas that animals living in these types of environments has to travel in search for food. It might also be interesting that you quickly have to get to the animals before they leave the map. What would be really neat is if such events could be restricted to a certain month. That way you would have to hunt and stock up enough meat to last the rest of the year.

Of course, not having a lot of animals on the map is a part of the challenge. So for me it's not a big thing if no-one makes such a mod. :)
#19
Outdated / Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
December 17, 2014, 02:17:48 PM
Quote from: ItchyFlea on December 17, 2014, 01:39:27 PM
Quote from: iame6162013 on December 17, 2014, 06:05:18 AM
Hmmm, One question i haven't played with it yet but could i use the thing you made and put it in the mod?
(with credit of course!)
Definitely. That's why I made it. :)
Here's a better version where the wolves spawn psychotic, so they'll immediately try to attack the colonists: Wolfsies Incident
I recall some old mods that added dogs. It might be worth trying to contact the creators of them and ask if you can use their textures.

Here is one: https://ludeon.com/forums/index.php?topic=3593.0
#20
Outdated / Re: [MOD] (Alpha 8) Glassworks VII
December 17, 2014, 01:49:42 PM
Quote from: SimpleBear01 on December 17, 2014, 12:52:25 PM
I'm not sure if this has been suggested yet, but maybe some form of bulletproof glass? Could probably be done through a higher resource cost and HP for the glass.
That is the purpose of "safety glass". It is stronger than regular glass and inflammable. I won't be making even stronger variants since I want them to complement, not replace, normal walls.
#21
Help / Re: Self illumination
December 17, 2014, 01:40:32 PM
Quote from: JuliaEllie on December 17, 2014, 05:35:41 AM
Self Illuminated Textures will ALWAYS be lit with the same intensity no matter what light source shines on them (or not) also they dont illuminate textures around them. Its like a glow in the dark effect.

Yeah, a glower doesn't look right for what I want. A white pixel in a glower will still be slightly grey at night and the area around it being lit up makes the contrast even lower.

Too bad there seems to be no way to do it without going deeper than xml.
#22
Help / Self illumination
December 16, 2014, 02:48:20 PM
I want to make decorative landing lights. Is it possible to have a texture that is self illuminating? I do not want them to light up an area so I can't use the glow function.
#23
I would also like to thank EdB for this mod. I hope many of it's features gets added to the core game as it would help a lot people that haven't discovered the world of modding. :)
#24
Outdated / Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
December 15, 2014, 11:06:37 AM
Quote from: Igabod on December 15, 2014, 10:43:53 AM
I just got done with my first playing session with this mod. My initial thoughts are that there should be at least a couple pine and birch trees on the map, even if the commonality is set very very low. In reality there are still trees growing in the north pole region even if it is nowhere near as densely forested as we might be used to in the more temperate areas.
Personally I disagree with the notion that trees should be added. Not only does the current setup provide a unique challenge compared to other biome but the ice biome is also generated at hight altitudes where trees does not live. A second biome to bridge the gap between tundra and ice might be needed?
#25
Outdated / Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
December 14, 2014, 01:54:30 PM
Never above -20. Below -100 in the winter. Love it. :)
#26
Outdated / Re: [MOD] (Alpha 8) Glassworks VII
December 13, 2014, 05:49:55 AM
Quote from: vagineer1 on December 13, 2014, 05:26:19 AM
Does the tv require research or can you build it straight away?

It requires "decorative glass research" witch unlocks after the first "glassworks research".

Flat screens are fairly complex so I thought it made sense to have them require additional research. I also intend to add more decorative objects that will be unlocked with that research.
#27
Outdated / Re: [MOD] (Alpha 8) Glassworks VII
December 13, 2014, 05:23:23 AM
Quote from: vagineer1 on December 13, 2014, 03:59:49 AM
Quote from: ITOS on December 12, 2014, 06:07:19 PM
Updated for RimWorld Alpha 8.

I just tried to download Glassworks and it keeps sending me to a 404 page.

On a side note I think some of the pictures on the OP are not showing anything.

It seems like the attachment system for this forum is not working correctly at the moment.
I have removed the broken attachments and added Dropbox links instead.
#28
Bugs / Re: Forum Bug: Cannot upload attachments.
December 13, 2014, 05:14:24 AM
+1 on this. Even previously working attachments in the topic of my mod lead to a 404 page.
#29
Outdated / Re: [MOD] (Alpha 8) Glassworks VII
December 12, 2014, 06:07:19 PM
Updated for RimWorld Alpha 8.
#30
Outdated / Re: [MOD] (Alpha 7) Glassworks V.II
December 01, 2014, 02:53:13 PM
Update VI with a glass table and a TV (see main post for a picture). These object require additional research and provides high beauty bonuses. Also balanced a few numbers, such as research time and value of safety glass.