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Messages - jay_rab

#1
I would love to see training for this, we already have colony hauling were the animal must learn how to haul things to and from the colony.

It would make sense that they would also just not know how to be part of a caravan and would hope that muffalo would be included in this training were they could be taught caravan work.

Not too sure on the levels thing, I would expect them to act the same way the other training does were it just allows it to happen when they finish training.
#2
Quote from: blondebrowncoat on May 07, 2016, 11:58:23 PM
I've gotten to the point where I can get pink squares to show up labeled as "sheep". I can't figure out how to get the textures to load though.

If you want a good starting point you could begin by modifying the following files (make a back up  ;D)
Go to yourRimWorldinstall>mods>core>defs>
PawnKindDefs_Animals
ThingDefs_Races
ThinkTreeDefs
SoundDefs

When I started, I copied an existing animal entry in the xml and then modified it to create different behavior etc. Like I said though, I still have no idea how to get textures to work.

The xmls are pretty self explanatory. I downloaded the zombie apocalypse mod and the rugs mod from http://www.nexusmods.com/rimworld to use as a road map to find most of the important files. If I can get the sheep one to work I'll upload it and you can check out the file structure etc.

Very cool, Thanks for sharing as this gives me a nice starting point to look into it as well, I will do the same and share if I make any headway. 

In the mean time best of luck with your sheep ^_^
#3
Outdated / Re: [A13] Mod MEGA PACK
May 04, 2016, 05:11:40 AM
"4. If you release a modpack, you must fully credit the authors of all mods included in the pack. You must present a list of all included mods, each tagged with the names of the author(s), and with a direct link to the original mod's release page. You must abide by the license restrictions of the respective mods."

This thread shouldnt of been made in the first place... Its clear the thread owner didnt care about following rules or about the feelings of the modders. Thats the issue with modpacks... the people behind them use little to no effort and just spit on the faces of those who make the modding community great, its really time to stop allowing modpacks all together as its clear they are not abiding by rules and only cause conflict in this community.
#4
Does anyone have a good outline/example/template for adding new creatures? one were we can just reference the art and tweak the stats?

Or is this something that has many layers and not easily done?
#5
Hey just a quick question for the power requirements on things are they per day or are they measured by another unit?
#6
Quote from: EdB on April 07, 2016, 10:55:47 PM
So unfortunately, I have no estimate on when you might see Alpha 13 versions.  It could be quite a while.

Best of luck, and thanks for working on this and the interface.
#7
Bugs / Re: Event gave me 9 yorkshire terriers?!? 0.0
April 07, 2016, 11:00:38 PM
I ended up selling them all for hens :P Around 450silver worth.
#8
Bugs / Event gave me 9 yorkshire terriers?!? 0.0
April 07, 2016, 08:31:06 PM
So I just got an event were it said "so and so abandoned a yorkshire terrier" I went to look and there was 9 of them.

Is this reasonable? or not intentional?

Btw their names are crier, penne, fauna, terrifying, gil, rosie, yuma, otto, alexia ^_^
#9
So I was wondering is there always two types of stone or more that are always listed?
#10
+1 Hopefully there isnt too much work required for updating to A13
#11
Ideas / Re: nicknames or codenames should be earned
March 26, 2016, 08:14:10 PM
What about events or achievements triggering a naming event, lets say someone makes a exceptional statue, and when placed one of the colonist say "James wants give you a nickname for making such a great statue!" kinda like how naming the settlement event happens.

That way there was a reason for the nickname and also a means of giving them a "fitting" on for the situation... maybe the quality of the statue was great but in terms of art its very "odd" so you call them "artish" heh
#12
Ideas / Re: Gene Splicing
March 26, 2016, 08:04:05 PM
Hey Cores, hope you dont mind me piggybacking on this post(if so just say so and I will delete ^_^ ) but it would be interesting to see something like this in relation to animals... maybe its just me that wants to be a mad scientist but it might be easier to mix animal traits as well.
#13
Ideas / Past faction
September 28, 2015, 11:07:53 AM
I believe it would be interesting to have on our colonist a tag which shows the faction that they came from.

Why this would be useful is in recruiting prisoners, say if a prisoner has a chat with a colonist whose past faction tag matches their faction that they get a needs buff from talking to one another.
#14
General Discussion / Re: prosthetic "foot"?
September 27, 2015, 09:02:53 PM
Thanks for the replies SpaceDrunk and Britnoth!

For me it was more of a quality of life thing, if I have the resources to make the colonist life better then I wanted to do so, even if that gain was only slight
#15
Love the idea about being able to mend items, we can already mend(repair) walls, turrets, humans and animals... seems that some sort of system to repair items should naturally included.

I would be interested in this as a bill for the current crafting tables as well rather then another table and just to fall under a current skill as I like the idea of managing priority from the table vs the work list.