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Messages - Razzoriel

#151
You mean, you all are saturated of this:

And not of this:


There's a big difference here. It's like saying "we're saturated of 3d", when there's shit 3d and good 3d.
#152
Hope you guys don't mind. I've done this little texture for my mod, if you want to use it for yours, that's perfect. eatKenny is a better artist so will probably outperform this anyway.

[attachment deleted due to age]
#153
One word: Shields. A naked melee with a shield has potential to outlive a mid-armored, non-shielded one, especially if he flanks the raiders.
#154
All texture sources will be mentioned, yours won't be an exception. Thanks!
#155
I asked your permission to use a couple, at most three textures, in Outer Galaxies. Standard procedure to avoid misunderstandings about using other people's work in the mod.
#156
https://ludeon.com/forums/index.php?topic=27162.0

It's like HardcoreSK where a bunch of mod textures collide together to form a huge mod that adds a substantial amount of content. Everything is re-balanced for a more streamlined vanilla experience, but extended, as in, your neolithic tribe will need to research hundreds of techs to reach spacer-tech, and each era brings a specific amount of buildings, weapons and armor, for example.

Your mounted turrets' concept would be used. I won't use the automatic ones.
#157
Really cool concept dude, can I use the manual turrets in Outer Galaxies?
#158
This is not a mod per se, but a simple assembly for modders looking to mod in bomb effects that carry zero camera shake on explosions. Perfect for low-impact firecrackers or one-tile explosions. It adds a new DamageWorker class called BombNoCamShake. It works exactly like the DamageWorker_AddInjury class, but it has no camera shaking code, which means that regardless of the size of the explosion, there will have no camera shake at all.

A special thanks to the Rimworld Discord people, sma342, Mehni and erdelf for the aid.

HOW TO INSTALL
1) Download the .zip.

2) Extract the content to your Mods folder in Steam/steamapps/common/Rimworld/Mods

3) Enable the mod in the game.

4) Enjoy firecracker grenades.



If you want to use the code for your own items, simply delete the ThingDefs_Misc folder and use as DamageDef for your explosives the Firecracker one. You can also create your own DamageDef for flame explosions without camshakes, for instance, by simply using the <workerClass>Firecracker.DamageWorker_BombNoCamShake</workerClass> parameter inside your custom DamageDef. I'll try to make a custom Flamethrower mod using the Firecracker code as an application example.

[attachment deleted due to age]
#159
Unfinished / Re: [B18+] Outer Galaxies
April 15, 2018, 11:25:13 PM
Doing lots and lots of vanilla patching. No update on the roadmap; forgot to add that little thing, no idea how long its gonna take.
#160
Quote from: sidfu on April 07, 2018, 11:30:59 PM
balance comes before realism that's why the costs are like that.
Yes, but it gets really obnoxious when you have to choose between using your steel to make a longsword or a 20x2x2m wall.
#161
Outdated / Re: [B18] A mod about meat
April 10, 2018, 02:18:05 PM
If I use this mod together with the Vegan Mod, will Rimworld open a rift in time and space that will destroy the fabric of the universe? Or will it automatically track the testosterone of my male pawns?
#162
Unfinished / Re: [B18+] Outer Galaxies
April 09, 2018, 05:22:19 PM
I just realized that there's a huge amount of plants and trees (mainly farmable) that are supposed to come with the mod. I'll release some screenshots without them for now, but in the future they'll be added. For now, here are some actual screenshots for some biomes. I have not editted the start for the game yet, this is simply as a statement of how biomes would work, fauna-related. Further changes may occur.

https://imgur.com/a/oRyEk
#163
Mods / [Request]Researching costs X materials
April 08, 2018, 05:36:10 PM
Hey there. I had this mod several alphas ago that inserted a code to make research projects cost items to start. Anyone knows if it is still moddable?
#164
Unfinished / Re: [B18+] Outer Galaxies
April 06, 2018, 09:20:06 PM
Biomes and animals fully operational. Patching now vanilla items and animals for new concepts such as incorporated meat types, Slashing/Piercing damage differentiation, and such. Will post pictures of the new biomes in a few, but in the meantime they will look pretty close to vanilla biomes.
#165
Unfinished / Re: [B18+] Outer Galaxies
March 29, 2018, 02:33:18 AM
  • Biomes - 75% ready (needs testing)
  • Backstories - 70% ready (needs child backstories)
  • Weapons - 75% ready (needs testing)
  • Armor/Clothing - 85% ready (needs testing)
  • Traits- 85% ready (needs testing)
  • Resources (ores, food, etc) - 50% ready (needs XML coding)
  • Diseases - 50% ready (needs testing)
  • Animals - 90% ready (needs sound XML coding)
  • Buildings - 25% ready (needs XML coding)
  • Research - 25% ready (needs XML coding)

Biomes almost done, requiring some testing. Going to code diseases next (should be easy), resources next (not as much), then buildings (gotta do some spriting in some artwork), then last but not least research.