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Messages - Cryusaki

#16
Unfinished / Re: [A17] World War 1 Weapons Pack v0.6
August 06, 2017, 07:01:49 PM
Update: WW1 Weapons Pack v0.6

Weapons Added

  • Beretta M1918
  • Ross Rifle
  • Model 24 Antitank
  • Trench Club

Textures Updated

  • Trench Knife
  • Model 24 Grenade
#17
Mods / Re: Blacklisting parts of Core
August 06, 2017, 04:53:22 PM
I haven't tried but you could use patching to remove entire defs from the game like this example I took from this tutorial

<Operation Class="PatchOperationRemove">
  <xpath>*/DesignationCategoryDef[defName = "ExampleCategory"]</xpath>
</Operation>


You just need to make sure that when you remove a def you also modify all files associated with it so your game doesn't cause errors
#18
Unfinished / Re: [A17] World War 1 Weapons Pack v0.4
August 05, 2017, 10:22:16 PM
Update: WW1 Weapons Pack v0.4

Guns added

  • Mannlicher
  • Madsen Machine Gun
  • Browning Automatic
  • Webley Revolver
  • Borchardst C93

Textures updated

  • Mauser C96
  • Luger P08
#19

Description
     This weapon pack will introduce 20 iconic weapons from World War 1. The graphics and game-play are meant to be vanilla friendly. I will be updating and modifying weapon textures and stats as the mods progresses. Please give the mod a try and feedback is always welcome.



Weapons


  • Rifles

    • Mannlicher M1885
    • Lebel M1886
    • Mondragon M1908

  • Sniper

    • Ross Rifle


  • Machine Guns

    • Madsen Machine Gun
    • Browning Automatic
    • MP18
    • Chauchat
    • Beretta M1918

  • Pistols

    • Borchardt C93
    • Mauser C96
    • Luger P08
    • Webley Revolver
    • Nambu Pistol

  • Grenades

    • Model 24 Stielhandgranate
    • Model 24 AntiTank

  • Melee

    • Trench Knife
    • Trench Club
    • Trench Shovel
    • Ice Axe


Author/Mod Team
     Myself (Cryusaki)

Download
Github Download Link
#20
Unfinished / Re: [A17] Expanded Smokeleaf v0.6
August 02, 2017, 06:07:07 AM
Updated: Expanded Smokeleaf v0.7 Changelog (10/07/17)

- Shatter Production (Doubles respective strain effect)
- Added color to Sativa and Indica leaves, joints and shatter for easy identification
- Modified smokeleaf addiction (Removed lung carcinoma, increased food binge change)
- Many minor balance changes

@LiteEmUp
At the moment it is not compatible but I plan to make it compatible at release or shortly after :)
#21
Mods / Re: Mod Restrictions?
July 13, 2017, 06:07:57 PM
I can't speak on Tynan's behalf but I would imagine as long as you don't use Rimworld for any nefarious purposes (ie. Auschwitz Simulator) or to spread propoganda you can do whatever you want with modding
#22
Mods / Re: [Mod Request] Personal Journal on char
July 13, 2017, 11:34:20 AM
There would be no easy way to do it but you could make a 'bedside' journal table. Where a pawn, instead of praying or meditating near the bed, will use the journal table like a production table where it creates an entry. This could be done by only taking the lines from art descriptions that match events in game. Ex (Yesterday Engie captured Oaf the prisoner) or something like that which you see all the time in art descriptions
#23
Unfinished / Re: Pirate ship mod?
July 12, 2017, 07:57:26 PM
I haven't seen one yet, I thought about it for a while but it didn't seem possible without basically coding in a new game.

Also for what it's worth this kind of topic is best suited in the Mods subforum, not in the Unfinishes section
#24
Mods / Re: [HELP] Hardcore SK Coolers
July 11, 2017, 05:45:06 PM
I don't play with that mod installed so I can't be too much help but I did read this from the official forum post which may be useful.

QuoteQ.  How can I use air conditioning system?  I have Industrial Cooler  in room, but it shows me only blue(cold) direction.. I can't figure out what Duct Opening I need to use and how.
A.  In coolers blue cell is target. Duct Openings allow you to withdraw hot air from cooler system, so you  need to build them close to your cooler from another side to blue cells in suitable directions. So after that you just need to select proper temperature in cooler.
Vents with two red cells allow you to equalize temperature between rooms.

Assuming there is nothing wrong with the mod itself you will want to make sure it isn't conflicting with any mods (Disable other mods and see if its still broken)
#25
Unfinished / Re: [A17] Expanded Smokeleaf v0.5
July 10, 2017, 01:36:31 PM
Updated: Expanded Smokeleaf v0.6 Changelog (10/07/17)

- Added Medicinal Smokeleaf craftable at a Drugs Lab
- Added flowering textures to smokeleaf plants
- Modified plant growth rate
- Modified strain high effects
- Added a unique thought to each strain
#26
Unfinished / Re: [A17] Expanded Smokeleaf v0.5
July 08, 2017, 10:10:04 AM
Thanks! I fully plan on making it compatible with Vegetable Garden before v1.0
#27
Mods / Re: [Mod Request] Better T-shirt?
July 08, 2017, 10:06:12 AM
That's really good to know. I just started modding a few days ago and I'm trying to learn as much as I can as fast as I can. Thanks ;D
#29
Mods / Re: MOD REQUEST] ALIENS
July 07, 2017, 05:31:51 PM
The idea of Aliens in Rimworld sounds pretty cool. I never heard of a mod that does that but it would be a really cool 'alternate' infestation mod. I may try and make this if I have some time
#30
Mods / Re: (Mod Request) Drug mod
July 07, 2017, 01:57:58 AM