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Messages - minami26

#166
Help / Re: Global Scope Code
August 09, 2014, 09:14:50 AM
the test tube baby should be a building that has a tick() method and thats where you put that Aging() method when age = 0 then the building is either destroyed or emptied then a pawn will spawn. then make a custom pawn class for the child and use the tick() method to put that aging() method again. :)
#167
Outdated / Re: [Mod] (Alpha 5) Neo Muffalos
August 08, 2014, 02:23:32 AM
deal with it!
#168
Help / Re: Global Scope Code
August 08, 2014, 02:04:24 AM
I use the Tick() method for age that's the simplest way for me.
#169
Quote from: sidfu on August 07, 2014, 07:48:58 PM
on that mapgen stuff do u need to add it to every mod with a map getn file or just the last one u load?

Only the last one you load, because on loading mods the last file loaded overlaps everything of the same name.
#170
hey colonist51,

do this instead!

make sure you use new downloads and not edit anything first.

1. Put the three mods in the mods folder of your rimworld game.
2. Load TTM, TTM Custom Events and finally Load CCM last! > this is important!
3. now go to CCM => defs folder => MapGenerator defs folder
4. Open BaseMapGenerator.xml with notepad and scroll to the bottom
5. Copy all of these codes just above the
<!-- Fill the Ecosystem -->
and before the </li>

<!-- This Spawn Contains Everything TTM (DropPods,OilDeposit,StartingSupplies) -->
  <li Class="Genstep_ScatterThingGroups">
        <thingDefs>
          <li>TTM_GameStartSpawns</li>
        </thingDefs>
        <spotMustBeStandable>true</spotMustBeStandable>
        <forcedPlaceOffsets>
          <li>(0,0,0)</li>
        </forcedPlaceOffsets>
      </li>


then save it.

try out the game!
#171
Quote from: Oragepoilu on August 02, 2014, 01:20:44 PM
About refuges

yep, randy random has a maximum of 50 colonists, so it will try to max out your colony :D haha, it only has 20% chance of happening a day! you really are lucky, I think I should lower it to 10%.

Quote from: lswjones on August 02, 2014, 11:52:01 AM
Whenever I turn this mod on, it gets rid of the game's main menu. Is this something to do with my hardware or have a fix for it?

are you playing this on RimWorld Alpha5D? are playing with other mods installed? :)
#172
Quote from: Seth1483 on August 02, 2014, 04:42:15 AM
Sweet! Testing it in a few minutes. Also, is this version still compatible with CCM?
as long as you do that compatibility thing in page 12 it will become compatible! :)
you might need to follow the new tutorial on the new MapGenDef.xml file though its on its folder make sure to read it carefully!

---------------
are the colonist refugees too much? they max out at 14 thought and i put a lot of conditions before they come out. D: but i think they balance out since you don't get that much incap raiders, i dunno. im gonna play test more ;) thanks for that balance notes @oragepoilu!

I forgot to put a new texture for medical supplies, hehe, i'll put a new texture for it next update! totally forgot about it :D pardon me!
#173

Hello guys time for a new update and new features! this update packs a punch be sure to check it out! thank mina! :D

oh and btw, you need to research animal husbandry first before you can start capturing muffalo's and the colonist that is set as the WARDEN will be the one to capture the muffalo's.

Be sure to post here for any problems!

New Features:
Animal Husbandry v1:
You can now capture muffalo's!
captured muffalo's breed, you need 1 male and female for them to start. There is a chance of conception so it will not overpopulate captured muffalo's.
KidMuffalos are the children of captured muffalo's and matures after 2.5days.
Pregnancy takes 4days.

Propaganda Buildings e.g(Speaker, CCTVCamera, Hologram) and Fear Tech Buildings now has a new function!
- When placed in a prison the buildings have a small chance to convince a prisoner to switch sides and join the colony!

New Mechanics:
General Colony Mood:
- if the Colony's General mood is high, there is a 20% chance of attracting possible refugees to the colony.

Added Global Thought:
"Survived a Raid"
- have you felt that surviving a raid is a very important event that needs some cherishing? well here it is! after every raid this thought goes into mind of each colonist.

New Buildings:
C.H.E.S.T (Compression Holder Entity Storage Tank) - Stores 1 type of material at a time, stores a total of 1200stacks. Doesn't store food.

T.U.T.O.R.I.A.L (Temporal Unified Tutor On Reformation & Intricate Artificial Learning) - An interactable building that teaches skills to a colonist.
#174
omg, you'll totally love the muffalo's :D HAHAHA

Quote from: Kitsune on July 30, 2014, 03:00:21 AM
@minami: I think you missed in the decoration file the  <filthLeavings> for slagrubble. Its there but it's count 0. :) And in the building_survival are a few of the same x0 problems but not with filth, there are the chunkslag with count 0.^^
Oh right, i ddn't check that cause i put a <leaveResourcesWhenKilled> set to true in the main configuration so it shouldn't really drop a x0 thing anymore. :) I'll patch that right up next version though! thanks kitsune!

on another note I'll be putting a poll on what mods you want TTM to be compatible with :) that'll be awesome!
#175
Help / Re: Questions about apparel
July 31, 2014, 04:29:30 AM
Quote from: Shinzy on July 26, 2014, 06:23:33 AM
I can't blame anyone it's hellish work texturewise each bit of clothing needs it's own sprite for every body type/angle *brr*

I made an Elite Spacer Armor once, but then I forgot to save a copy... I accidentally deleted it :( never tried making clothes again. lol

If I ddnt make TTM i wouldve made clothes for RimWorld but that was alpha3 and clothing details was not yet implemented so I made TTM instead. :D hahaha

Finally someone had the guts to do all those textures, hahahaha
I really like the fact that you took the challenge and went for it! btw I noticed you like circles. :D haha


Quote from: Shinzy on July 26, 2014, 06:23:33 AM
Say to like have it emanate light? (No I'm not attempting to make shiny knight armor, it's more for the lampshade hat Mining helmet)
- I think this might be possible but only on DLL coding.

Quote from: Shinzy on July 26, 2014, 06:23:33 AM
Or decrease the chance of getting hit (like some sort of camouflage)
- I don't know about this but chance of getting hit is limited to guns only :(

Quote from: Shinzy on July 26, 2014, 06:23:33 AM
or increasing/decreasing some skills (as in potato sack would really hinder your aiming and Dynablaster outfit would totally buff your mining to next whole new level)
- Probably doable in DLL, you can set skills in the code.

Quote from: Shinzy on July 26, 2014, 06:23:33 AM
And would it be possible to add new properties to the wearer (say Toggle on/off like in all the powered objects. Don't ask me what good that would do!)
- like adding a comp class? I think this is pretty hard to do because the clothing is stuck on a colonist I don't know how'd youre going to make it so that theres a button for the colonist, which I say is hard because the Pawn Class is very tricky and can make a lot of errors. :)

Quote from: Shinzy on July 26, 2014, 06:23:33 AM
or would I be completely restricted to just adjusting the basic move speed and damage reduction?
- I think more attributes can be put by adding more modification in the code, but yeah only the code.

the XML is only dependent on what Tynan has implemented in the code sooo next versions will surely add more stuff!
#176

Hello guys, just another round of balance and fixes. :)

Here's a nice little changelog:
Changelog:
v2.1.3
Fix:
Fixed Sickness errors whenever loading a save that has a sick colonist. now loads properly

Balance:
Re-Calibrated wealth needed for events.
Re-Balanced chances of events happening, especially the Earthquake event.

Changes:
Removed Scurvy event it was basically Anemia Event.
PsychicDrone chance set to 0, its an ultra hard event. I cant handle it D:
#177

Hello guys, I have finally found the culprit behind that nasty save game corrupting bug. it was the way I made the local trader. No more custom local trader names though :(

But its ok since I've fixed a lot of nasty bugs.
Thank you so much @Oragepoilu, @Eivind and @Kitsune for taking the time to report the bugs and helping me figure them out.

delete the old v2.6 version in your mods folder and replace it with the New update!

Please do report if ive missed out some bugs! thanks everyone!

Here's a little changelog on the things I have fixed:
v2.6.1
Fix:
Fixed how the LocalTrader is called in the code, Hopefully fixes that nasty save corrupting bug.
Fixed errors on using Medicine Cabinet
Fixed Medicine Cabinet Drug Usage null reference Exception error upon load, now loads the saved effect on colonist properly.
Fixed x0 things spawning upon destruction of a building
Fix minor issues on power and settings of AnimalZapper and MissileLauncher
Fixed Trading Ship Arrival to not give LocalTraders

Changed:
Changed how starting Items spawn E.G(DropPods, OilDeposit, Starting Supplies).
You only need to have "TTM_StartSpawns" in the MapGenDef.xml file for easier editing on compatibility for mods.
Meals now really unburnable.
Drills max stackcount set to 1, to prevent wasting a drill.


For those who want to make TTM compatible with other mods, I made the custom TTM spawns in the MapGenDef.xml file into just one calling method
You just have to add this line to obtain the DropPods and the starting items from TTM mod
<!-- This Spawn Contains Everything TTM (DropPods,OilDeposit,StartingSupplies) -->
  <li Class="Genstep_ScatterThingGroups">
        <thingDefs>
          <li>TTM_GameStartSpawns</li>
        </thingDefs>
        <spotMustBeStandable>true</spotMustBeStandable>
        <forcedPlaceOffsets>
          <li>(0,0,0)</li>
        </forcedPlaceOffsets>
      </li>



oh and animal husbandry now works guys! I can make a fun little muffalo farm now! sweeeeet. but I ddnt add it in this version yet, just finished it this morning. so I've yet to test it first! :D

first you look for a pair of muffalo's, capture them then they follow their tamer. then you can make them stop following their tamer through a button, after some time they will breed and make cute little muffaloKids! only Domesticated Muffalo's breed so that they will not conquer your whole map full of muffalos. D:
#178
for the sickness bug it happened because a colonist died or the colonist might have gotten another sickness then that happens. I might entirely remove the illnesses for the next version due to this and something more. Hope that doesn't affect much I mean it causes that error anyway.

but with the 3Colonist DropPod it doesn't error that much. unless! one of the 3 colonist died because I set it so that one of the three colonist needed to be alive to give an extra message.

Im gonna refine the events next version for alpha6, I'm still making a new Way of creating events so that it wont error much.

I hope that it doesn't happen to all, because All i've added for 2.6 really is that Trader schedule and negotiating, I suspected that negotiating was the one but it aint.

Im still running through the events soo it'll really take a while, I can't make new stuff because of these. T_T huhu.

but let me tell you whats in line for new stuff!
1. I have made muffalo capturing and they breed when you have  a male and female muffalo.
2. Im making an Computer Terminal that teaches skills. basically a colonist uses it and he/she gains xp on what skills he/she is learning.

hope I can work on them soon :D
#179
Off-Topic / Re: My career future
July 28, 2014, 07:00:36 AM
math class, math dude, seriously!!

take a course in programming, i.t or computer science.. :)

at first I was , wtf is this programming.
but then I was like, Whoah programming is cool.

even though didn't know programming until college, When you really like it there's passion! good luck and strive hard!:D
#180
hey guys, I really don't know whats the problem with that Faction error yet.
I tested the game this whole day and upon inspection the error only occurs whenever I enable Development mode.

So its like CCM that you must NOT enable development mode or else you'll get the error.

I've been playing with Alpha5 only not 5D before and this does not occur. when I switched to Alpha5D today the error happens but only when you enable development mode.

so when you play a game with TTM refrain from using Development mode. I played a good 12hours and even got my colonists launched with all ship parts, loading and saving does not get corrupted.