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Messages - zelldot

#16
Ideas / Mod-ability Suggestions
April 30, 2014, 09:45:27 PM
I would like to start a suggestion thread for the modding of rimworld, this is not for suggesting a mod, but suggesting access to certain things that would help in the modding process.

To keep things clear, I would like suggestions purely for XML, not including the ability to DLL, I am thinking more along the lines of easy of access more for the noobie modders.

These are few of my suggestions of the top of my head to get things started (will add more im sure):
- Make the title screen image editable.
- Access to meat thingDef.
- <ignoreNeedsMeal> is needed for food work bench's.
- Use Glower without electric need, only create glow when electric is needed for electric items.
- Research requirement for plants, only grow certain plants after a certain research.

Some things can DLL'ed into the game, but remember this is purely for the XML side. Some of things which can be DLL'ed:
- Use Glower without electric need.

If you are a modder and like to add more to the list please leave a message below, I will be updating this with the what I think are good suggestions to keep things nice and clear for Tynan to stumble across.
#17
Help / Need meal source
April 30, 2014, 09:24:01 PM
This is really bugging me, is there a version of <ignoreNeedsPower> for the meal needs?
#18
Help / Re: RimWorld source code
April 30, 2014, 08:45:13 PM
Thanks tynan this will prove very helpful when writing dll's in my mod, and I'm sure will be helpful for the other modders too, I have not had a look at it yet as I'm tired and working on some simple things in xml before bed, but I'm sure to dive in when something arises that I want to edit.
#19
close to the recipe for stonecutting, but for slag 10 metal to one slag depending on character level,
Level 1 at 50%, +5% per level for effectiveness(amount you get)
#20
Help / Re: HELP PLEASE Restricting building areas
April 28, 2014, 03:37:06 PM
I think what jamie means is that he is looking for some sort of reference index for in game procedures when it comes to modding this game e.g. CanPlaceWithRestriction() I am sure is created by yourself. He is not asking for the basics of programming as has me to guide him with that.
#21
Unfinished / Re: [Full Conversion] Unknown World
April 24, 2014, 09:32:05 PM
My mate jamieg was just on the whos online page and we saw someone printed this out?!?!
#22
Unfinished / Re: [Full Conversion] Unknown World
April 24, 2014, 11:32:28 AM
Quote from: Viceroy on April 24, 2014, 05:36:21 AM
Looks like the planet is orbiting a red dwarf because of the plant colour. Might want to add monsoon-like events and also consider that for life to be plausible around such a planet it would likely be tidally locked. This could mean the planet has constant day on one side and constant night on the other. Resulting in very powerful weather systems from the temperature differences.

Here is an article about what conditions would have to be like for life to survive on such a planet. If you want to go full-on nerd and if the planet is indeed in such a system.

http://en.wikipedia.org/wiki/Habitability_of_red_dwarf_systems

Mod looks interesting, will definitely try it out.


I like you, speak more, I might speak more. I'm going for a more factual feel than fantasy, but obviously seeping into fantasy with the space age stuff, possible paths for our future tech, but I'm trying to keep its feeling to be as real as scientifically possible.

At the moment I am creating the stone age soon to be in the bronze age part of this mod, I have been talking among my mates more about the industrial and space age.
#23
Unfinished / Re: [Full Conversion] Unknown World
April 23, 2014, 01:24:06 AM
This is the update to the post 'Alien World' feel free to post here, the old post has been removed. Even though jamieg made this post, I will be creating the main bulk of this mod and keeping a close eye on this thread. I mainly let jamieg deal with the PR as im more of the recluse socially. Im just making something that feels right for an alien world.
#24
Like I have said before, I mainly make my mods because I wanted it personally in the game,

Quote from: Haplo on April 17, 2014, 01:04:22 AM
As I am a fellow smelter (Workplaces) I need to point out, that if you look how the slug is created in game, you'd see that it isn't slug in the normal sense but really only molten metal. It is e.g. Created when a pod crashes down. So there should be enough metal inside. :)

The main produce of slag to me in the game is fires and metal walls in raids, it was bugging me that I could clear stone but not slag, so I did a bit of wiki'ing and found out about electro slag remelting, although I do agree with everyone above, slag is the waste from metal, in this game it seems to be metal waste, which seems more fitting. Thanks for the comments guys.
#25
Outdated / [MOD] (Alpha 3) Electro Slag Remelting
April 16, 2014, 04:05:38 PM
Have you wanted to clear the slag? Just like stone cutting, this mod add the ability to recover materials from waste slag and reconstitute it back into metal.



This mod is a sample from one of my future creation, an upcoming mod/mod-pack thingy's I am working on called tectronics. But that's a little secret! Shhhh!

To Download: Click Here

Feel free to leave comments.
#26
Will someone be able to tell me to the exact version this mod will effect because I jumped 409 to 413, I would like to be more accurate in my title. From what I see it is only alpha 3F. but might be a version or 2 before too.
#27
This may be not be official yet, like I said I did skip a version or 2 when I was asleep one night, so I  though as it is something that will effect my mods, I was nice to think of everyone in advance, I have loads of versions on my laptop, and I must of got a bit confused about the whole, what is released and what is not, sorry for that.

I will leave this up, if in the future, these resource are removed you will still have this copy without having to fish for them in the older cores, if not I will remove this thread.

Also later if the graphics are removed I will add textures to this file too.

#28
I will take a look into the hydroponic thing in the next few days for you.
#29
I might of skipped a version number, but I know version 412 and up this will apply, I re added this just as a quick fix for gamers upgrading with old mods from 108 and 109, I had jamieg ask about it, and it seems to be a fact, the nice thing is that the game graphics will still be there for use a little longer. This was just one major thing I noticed, as I use all of the above items in my galactic trader mod.
#30
Since version Alpha 3 - 409, some of the resources were removed which are causing problem with many mod in the community.

The problem happened when missile, shells, medicine and uranium were removed from the core which conflicts with most of the mods that exist for Alpha 3. This mod is a quick fix for missing resources from the original. Although this may not fix everything needed, but hopefully this fixs 90% of the problems with earlier alpha 3 mods and compatibility with the newer version of alpha 3.

To download: Click Here

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