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Messages - hendrikpfaff

Pages: 1 2 [3] 4 5 ... 7
31
Unfinished / Re: [WIP] Cyberpunk
« on: September 24, 2016, 09:26:46 AM »
All help is appreciated :)

I have a list of the major corps here.

For some of the militaristic corps such as Arasaka and Militech, do you know if we can restrict their weapons to a certain set?
Yes you can should be in the pawn defs somewhere if im right :/

32
Unfinished / Re: [WIP][A15] Ancestral Spirits
« on: September 24, 2016, 09:25:53 AM »
Another mod that gives a bit Magic to Rimworld cant whait! :D

33
Update 1.6 is out!
Enjoy

34
Yes that would work or I can give you some tomorrow, whatever you want. I'd probably do folded clothing with a star, a flame, and a skull to tell what they are. Or... it might be neat to do like a small magic light circle on the ground where you drop them.
Would be great if you can make them thx

35
SO I finished clothing textures... I did something different. I have 3 main outfit "kinds", the sorcerer/mage, necromancer, and witch/wizard. Within the mage and wizard outfits I have different designs-

Witch/Wizard                                                                        Sorcerer
______________                                                             _____________
Fat and thin Electric green witchy                                      Fat and thin fiery magerobes
Purple Witch Female                                                          Sorcerer Red and Blue Female
Wizard/greyrobes Male                                                      Sorcerer Blue Male with red brooch
Hulk Traditional blue "star" wizard robe                              Hulk Priest           

I did it between 2 outfit cores because I didn't think the designs worked with all the bodytypes (for instance the star wizard is traditionally a tall wizard and stars won't fit on a thin body) plus some were gender specific, as well as not to take up a lot of space in the mods.  Idk I think it's more organized that way.     

I also did a skull hood thing, a female necromancer hair, lightning struck hair, a sorceress hood, a priest hat, a witch hat, and a wizard hat with a built in beard.
So.. you have 1 item that has diffrent looks on diffrent body types right?
How can i make a craftable item of such thing  ???

Master Bucketsmith explained pretty well, thanks!

There's 3 items. I had a sorcerer outfit with different colors, and a witch/wizard combo which is basically the same thing but one is female and one male, and then the necromancer.

So the files are already named and organized
 "sorcerer: body types         witchandwiz: body types       and necro: body types"

So if you wanted to craft them you would make craft necromancer clothes, enchanter(sorcerer)'s clothes, or magician's clothes.
Yea it works but i do not have a texure for when its droped on the ground :/ so should i just copy an texture and paste it as droped item?

36
I think more at a magic effect you can use at combat.
The effect lower a bleeding effect.
And when there isn't any bleeding it raise the HP by x points or x% of max. HP.
But i don't think you can't do this with xml only. There was a healing effect long ago for the Alien Ant, and he made a dll for it.
Is that dll still compatible for Alpha 15 and is that user still active??
I can't even find the thread anymore.
But at the same day i wrote this, a Healing gun mod appear https://ludeon.com/forums/index.php?topic=25953.0.
Shouldnt be a problem to "make" a healing weapon the thing is its pretty OverPowerd so i'm trying to make a potion instead and if that doesnt work out i will add a healing weapon.

37
So.. you have 1 item that has diffrent looks on diffrent body types right?
How can i make a craftable item of such thing  ???
Here's what you name the different textures per body type of an item;
Code: [Select]
Jacket.png
Jacket_Fat_back.png
Jacket_Fat_front.png
Jacket_Fat_side.png
Jacket_Female_back.png
Jacket_Female_front.png
Jacket_Female_side.png
Jacket_Hulk_back.png
Jacket_Hulk_front.png
Jacket_Hulk_side.png
Jacket_Male_back.png
Jacket_Male_front.png
Jacket_Male_side.png
Jacket_Thin_back.png
Jacket_Thin_front.png
Jacket_Thin_side.png
So long as 'Jacket' will read something like 'MagicalRobe', you can have a really differently looking texture per body type, for the same item in your XML! :)

P.S.: This is what it will read in the XML for Jacket:
Code: [Select]
<texPath>Things/Pawn/Humanlike/Apparel/Jacket/Jacket</texPath>
Thank you :D

38
I think more at a magic effect you can use at combat.
The effect lower a bleeding effect.
And when there isn't any bleeding it raise the HP by x points or x% of max. HP.
But i don't think you can't do this with xml only. There was a healing effect long ago for the Alien Ant, and he made a dll for it.
Is that dll still compatible for Alpha 15 and is that user still active??

39
Hello, I have some ideas.
Why not golems? They are like robots, but magic, they can sow, clean, carry and fight, but they are small and can not equip weapons, but specialized versions can be created as a golem with a blade instead of arms.

Curative tank that heal faster colonists, but requires a power source (or something like that).

Trapping the souls of colonists and ressurecting into another body created before their death.

Improve the colonists with magical mutations which are permanent until their death, such as the skin of photosynthesis which reduces the loss of hunger in the sunlight.

The creation of new species, such as chicken that lays golden eggs, a cow that gives chocolate, not milk, animals that have a natural magic shield or pig eating stone and steel chunks and produce small amounts of minerals.

It would be difficult, especially with xml, but if someone like the idea or want to improve it, it would be great.
Say what you think about it, I'm curious.

Ps: I am French, sorry if my english is not perfect.
Keep in mind i only know xml.. i cant make very advanced stuff with that like soul trapping and putting it into another body to give it life. The rest is an option.

40
SO I finished clothing textures... I did something different. I have 3 main outfit "kinds", the sorcerer/mage, necromancer, and witch/wizard. Within the mage and wizard outfits I have different designs-

Witch/Wizard                                                                        Sorcerer
______________                                                             _____________
Fat and thin Electric green witchy                                      Fat and thin fiery magerobes
Purple Witch Female                                                          Sorcerer Red and Blue Female
Wizard/greyrobes Male                                                      Sorcerer Blue Male with red brooch
Hulk Traditional blue "star" wizard robe                              Hulk Priest           

I did it between 2 outfit cores because I didn't think the designs worked with all the bodytypes (for instance the star wizard is traditionally a tall wizard and stars won't fit on a thin body) plus some were gender specific, as well as not to take up a lot of space in the mods.  Idk I think it's more organized that way.     

I also did a skull hood thing, a female necromancer hair, lightning struck hair, a sorceress hood, a priest hat, a witch hat, and a wizard hat with a built in beard.
So.. you have 1 item that has diffrent looks on diffrent body types right?
How can i make a craftable item of such thing  ???

41
Outdated / Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
« on: September 23, 2016, 02:14:12 PM »
Welp i found another way to waste my life and still have fun doing it...
Playing with this mod :D.

42
Unfinished / Re: [WIP] Cyberpunk
« on: September 23, 2016, 02:00:52 PM »
The Cyberpunk mod will add elements of the Cyberpunk 2020 RPG game to RimWorld.
Phase I
Weapons and Armor

Phase II
Corps as factions
Cyberpunk Roles as backstories

Phase III
Cybernetic implants

Phase IV
TBD

Github Repository

I am open to suggestions and if anyone wants to join in, let me know.
I only know xml but i could help you with making the corps, weapons idk.
Im just bored so i can help you make some things if you want. (Dont ask me to draw someting i suck at that :P )

43
This mod is pretty cool, it definitely adds something unique to the game. Since you requested that we correct any grammar mistakes in the original post, I fixed a few minor mistakes.

1. This is also an ingredient for crafting Speed Sigils. - changed the wording slightly. 

2. Easy to get a target down for capture so long as they aren't killed by excessive shocks. - changed the wording of the sentence a little.

3. This is a mod I will work on if I have no school work and no school exams. - added "on" to the sentence.

4. I do not own most of the textures or art because I'm terrible at drawing. - removed the capitalization on "do not", changed "im" to "I'm" since it's a contraction of "I am."

5. My mod includes the wizard clothes from the Wizardry Mod by "Omega12", this user is no longer active and did not specify if the use of his art was acceptable or not. All of the credit for the textures/art from the Wizardry mod belongs to the author of Wizardry. - rewrote this sentence to include the author by name, specify why you weren't able to contact him and generally make it a little easier to read.
Thank you, when im home i will change it. ☺

44
hhhhmmm heres an idea

bone book of death - animates a courpse into a undead pet depending on level of decay skeleton or zombie (one time use)
glacier book of freeze - does similar effects to stun but no chance of immunity and slow to cast.

molten book of flames - burns enemies and possibly nearby terrain.

wind book of air - air bullet spell (weakest and fastest to cast basicly works like a magic gun)

and you can have fun making outfits to go with them.

one final book

Tartarus tomb of summoning - maybe have 3 levels and only be able to get them via merchant
lvl 1 - summon imp - small weak but skilled at crafting. will wander around your base and craft things.
lvl 2 - summon demon - big and strong great guard. automaticly goes out and smashes raiders.
lvl 3 - summon succubus - works like a standard pawn but males (or if you summon a incubus, females) have trouble aiming at it in combat.
I will do my best but keep in mind i only know xml. For the things i need c# or someting i can maybe ask a friend on slack to help me.

45
Unfinished / Re: Mechs for Rimworld
« on: September 22, 2016, 03:14:24 PM »
I'm going to make for mechs in Rimworld with a little art of rimworld and titanfall.
I do not want to discuss it yet but am busy with making it soon you can download it.

Just wanted to anounce!
I never sayed it will be a complex mod right away i only know xml modding right now so expect a mech that has an AI that spawn in factions that attack you and can be recruited for now... maybe later if im motivated enough i make a more complex mod from it.

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