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Topics - Kiame

#41
Outdated / [A17] Animal Ears
August 06, 2017, 12:24:18 AM
Adds wearable Cat, Dog, and Fox ears to the game

Show Hair while wearing the ears with Show Hair - https://ludeon.com/forums/index.php?topic=33575.msg342365

Change the colors of the ears consider Change Dresser - https://ludeon.com/forums/index.php?topic=30973.0


Steam Version: http://steamcommunity.com/sharedfiles/filedetails/?id=1101938667

Direct Download: https://github.com/KiameV/rimworld-animalears/releases/download/20170805/AnimalEars.zip

Github: https://github.com/KiameV/rimworld-animalears


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Thanks to 斯坦石 for the "My Cute Ear" mod from which the ears came from - http://steamcommunity.com/sharedfiles/filedetails/?id=931408176 (using with their permission)
#42
Re-color Stockpile and Growing Zones.

Direct Download:
1.3

A17
B18
B19
1.0
1.2

Use ModSync RW to know if/when there's an update


Github: https://github.com/KiameV/rimworld-recolorzones/

Steam


Thanks to the translators:
- Proxyer - Japanese
- 53N4 - Spanish
- Dimos - German


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#43
These are instructions for others who want to add support for Save Storage Settings to their mods. Specifically "Save Settings" and "Load Settings" buttons (gizmos) to save ThingFilters to a file.

The dll can be downloaded from here: https://github.com/KiameV/rimworld-SaveStorageSettings/releases/download/1.0util/SaveStorageSettingsUtil.zip

To integrate this mod:

  • Load the mod to which this will be added and in Visual Studio
  • Right click on the project's "References" and select "Add Reference..."
  • In the new window select "Browse" on the right and then "Browse..." button on the lower right and navigate to where the extracted SaveStorageSettingsUtil.dll is located. Verify the dll is checked and press "Ok"
  • Expand "References" and right click on "SaveStorageSettingsUtil" and select "Properties"
  • In the Properties window verify "Copy Local" is set to "True"
  • Open the .cs file for the object that extends Build_Storage and override the method GetGizmos with the following:

public override IEnumerable<Gizmo> GetGizmos()
{
      IEnumerable<Gizmo> enumerables = base.GetGizmos();

      return SaveStorageSettingsUtil.SaveStorageSettingsGizmoUtil.AddSaveLoadGizmos(
              enumerables, // The parent's returned gizmos
              "Custom_Mod",  // The location where saved settings will be located, specifically SaveStorageSettings/Custom_Mod in this case
              this.settings.filter); // The ThingFilters to save
}


Some additional notes:

  • The second argument is either a string or SaveTypeEnum. SaveTypeEnum has two values, Outfit_Manager and Zone_Stockpile.
    If the desire is to allow the user to save/load Outfits (for Outfit_Manager) or Storage (for Stockpiles) this Enum can be used. If the desire is to have a separate set of filters for the mod then use the string argument - preferably make the string the name of the mod if the mod's name is unique.

How it works
SaveStorageSettingsUtil will check the first time AddSaveLoadGizmos is called to see if the mod SaveStorageSettings. If the mod is installed (load order does not matter in game) the Save and Load gizmos will be added. If the mod is not installed, the buttons will not be added with nothing added to the logs.

SaveStorageSettingsUtil does have another public method Exists which returns True if the mod SaveStorageSettings is loaded in game. This may be helpful for Mod Settings maybe? I just thought i'd leave it public in case anyone could think of a reason it would be useful.
#44
Save and Load Dump/Stockpile and Outfit settings. Saved settings can be carried over from new games to old saves.

Save, Load, and Append crafting bills from any worktable. Be aware that a work table can only have a max of 15 bills at any time.

This is safe to add to existing saves.

Settings saves are completely separate from game saves. This means settings saves can be used by any game and it also means this mod can be removed (if so desired) without breaking anything.

Help Notes:

  • Outfit's Load As New will create a new Outfit even if the Load is canceled. In the case the outfit is not desired, delete the new outfit manually.

Mod Authors
If you want to add the ability to Save/Load storage settings for your mod, please see https://ludeon.com/forums/index.php?topic=34100.0


Steam

Direct Download:
1.3

A17
B18
B19
1.0
1.2

Use ModSync RW to know if/when there's an update

Github: https://github.com/KiameV/rimworld-SaveStorageSettings


Thank you to the translators:
-Proxyer for Japanese
-HawnHan for Simplified Chinese



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#45
I'm stumped and I think I'll feel stupid once this is answered...

How do you get all of the player's colonist pawns - including those on other maps/caravans?

I've tried iterating through Find.WorldPawns.AllPawnsAlive which contains all non-player pawns

Thank you!
#46
Releases / [1.3] [KV] Trading Spot [ModSync RW]
June 16, 2017, 11:23:10 PM
Trading Spot - Control Where Traders Loiter


Direct Download:
1.3

A17
B18
B19
1.0

Use ModSync RW to know if/when there's an update

Steam

GitHub Page: https://github.com/KiameV/rimworld-tradingspot/


Thank you to the translators!
-Ɲơɴɑɱɛ for German
-MossieuLeblanc for French
-Proxyer for Japanese
-Arex for Russian
-Fodnjs0811 for Korean
-adam0310 for Polish


What this mod is:
Tired of traders parking themselves right outside your base...you know...between your turrets and the raiders?  Tired of the faction hits because of this simple mistake?  Tired of traders tromping around in places you don't want them to be?

Now you can control where traders stop when they visit your colony. Simply throw down your hand dandy Trading Spot and blamo!  YOU are in control!

It works just like the party spot, except the party is a trade caravan.

Trading Spot is in the Architecture menu under Misc

Known Issues:
If you place the spot in a completely inaccessible location, the caravan tends to freak out.


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#47
Show hair for all hats.

Select which hats do hide hair from Mod Settings.

Hide All Hats from Mod Settings

Will work with mods that add new hats

Supports current saves and can be removed without breaking saves

Direct Download:
1.3

A17
B18
B19
1.0
1.2

Use ModSync RW to know if/when there's an update


Steam

GitHub: https://github.com/KiameV/rimworld-showhair

When changing whether a hat hides hair, if a pawn is wearing that hat their portrait will not update until they change something (like remove/put back on the hat).

Works with these mods:
Apparello - https://ludeon.com/forums/index.php?topic=5085.0
Huminoid Alien Races

Might work?
Children and Pregnancy - uses Detours

Translators:
- Proxyer - Japanese

Code Support:
- LockdownX7

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Thanks:
Thanks to "YouAllJilao" for creating "Headgear Frame" and "Vaniat" for supporting it. That mod gave me the idea to do this mod.
Thank you Diana Winters for the Orassans which is the 'cat' pawn in the screen shot.
Thank you NoImageAvailable and Dark_Inquisitor for the Don't Shave Your Head code
#48
Want a pawn, who's not assigned to hauling, to haul something without having to manually change the assignments for the pawn?
      
Force them to with this mod!

Select any pawn, right click where you want the task to be done, and no more "Not assigned to ____"

Note: If the pawn is incapable of doing a job due to their backstory this mod will still enforce that. (this can be changed in this mod's settings)


This mod can be added and removed from saved games without a problem.

Mod Settings:
-Allow Orders Outside Allowed Areas --- defaulted to True
-Allow All Pawns To Do All Jobs (when manually told) --- defaulted to False

Works with Fluffy's WorkTab


Thanks to Look at me, I'm the worker now for the original idea!


Steam

Direct Download:
1.3

A17
B18
B19
1.0
1.2

Use ModSync RW to know if/when there's an update


GitHub


Like my mods? Consider supporting me!









#49
Outdated / [17] Enhanced Crafting
May 30, 2017, 10:53:54 PM
Ending support for this mod. Please see

Better Workbench Management

https://ludeon.com/forums/index.php?topic=33083.0






Description:
Provides enhanced bill capabilities and UI.

Features:
- Rename bill
- Assign Worker
- Descending sort list
- Worker and transportation settings can be set in the bill overview window by icon
- Minimum stock threshold settings
- Improved quantity button UI

Update :
v1.1 Implement function key, A16 implement
- Shift-Click : Increase or decrease by 5x
- Ctrl-Click : Increase or decrease by 10x
- Alt-Click : Increase or decrease min stock count

Cautions:
Recommend start with a new game.
It is not compatible with the mod that following class overrided. (Crafting Hysteresis, etc)
: Bill, BillUtility, ITab_Bills, Bill_Production, Bill_ProductionWithUft, Dialog_BillConfig

Steam Page: http://steamcommunity.com/sharedfiles/filedetails/?id=935898363&tscn=1496164889

Direct Download: https://github.com/KiameV/Rim.AcEnhancedCrafting/releases/download/20170530/Rim.AcEnhancedCrafting.zip

GitHub: https://github.com/KiameV/Rim.AcEnhancedCrafting
#50
Releases / [1.3] [KV] Path Avoid [ModSync RW]
May 29, 2017, 12:25:25 AM
Path Avoid allows you to "nudge" the pathfinding system for your pawns, to make them prefer and avoid different areas. Use it to make your pawns follow pathways in your base, or avoid passing through a freezer to get to the other side! Avoidance won't prevent pawns from pathing, it'll just make them take an alternate path...

Can be added to an existing save.


Steam

Direct Download:
1.3

A17
B18
B19
1.0
1.2

GitHub: https://github.com/KiameV/rimworld-pathavoid


Thanks to everyone who's helped translate this mod!
Ɲơɴɑɱɛ - German
53N4 - Spanish
Tuvka - Russian

Known Issues
Due to the game's current path finding algorithm, on longer routes pawns ignores tile-weights/penalties and will go through trees, rocks, hate/strong, etc. For that reason this mod's ability to help the pawns is diminished.
Until the pathing is fixed, this mod is best used for smaller areas/places where pawns are not going long distances.


Latest Update:
Aug 11, 2017
I've been holding up on updating this mod as the changes will show up in current saves - it won't break them but the pathing will need to be updated.

The root of the problem was: With the new pathfinding in A17 if there are too many squares with 'weight' (only 'preferred did not have 'weight') then the pawn would take a straight path to the locaiton. The number of weighted tiles was 8 so this would happen constantly.

This new version removes "preferred" and now has just noraml->strong.
For those that have manually adjusted the tile weights in Mod Settings I'd recommend defaulting the values out (with the Default button).

For anyone that wants to still use the previous release it's here: https://github.com/KiameV/rimworld-pathavoid/releases/download/20170608/PathAvoid.zip


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Original Author: Vendan




#51
Releases / [1.3] [KV] RimFridge [ModSync RW]
May 28, 2017, 01:47:11 AM
Adds refrigerated racks to keep food and other perishables cold. Ideal for use in dining rooms, freeing up labor from feeding prisoners or keeping food on hand for cooks.

Floor based RimFridges come in 1x1, 2x1 and 2x2 versions
Wall based RimFridges come in 1x1 and 2x1 versions.

Prisoners can use refrigerators

RimFridges can now act like hoppers when placed next to Nutrient Paste Dispensers.
Only the cells adjacent to the Dispenser will work. See the fourth screen shot for more information.

(My hope is this will also apply to Deep Storage freezers, if there's any problems with those post messages here and not on the Deep Storage page)


Thing Categories that can be stored in the fridge:

  • AnimalProductRaw
  • Corpses
  • Drugs
  • EggsFertilized
  • EggsUnfertilized
  • Foods
  • Medicine
  • PlantMatter
  • PlantFoodRaw
Or if the item includes CompProperties_Rottable

Steam

Direct Download:
1.3

A17
B18
B19
1.0
1.2


Use ModSync RW to know if/when there's an update


Like my mods? Consider supporting me!


Thanks to everyone who's helped translate this mod!
-Dragomano &amp; qeqwrqweqweter - Russian
-53N4 - Spanish
-duduluu &amp; Schr0d &amp; Jiunejai &amp; failucha - Chinese
-phmalu - Portuguese
-Breakyt - French
-Ɲơɴɑɱɛ & twonky4 - German
-KondenEinenShizainoLaw - Japanese
-silverjoy &amp; Orange_Mushroom - Korean
-drerp - Hungarian
-WebsterBolek - Polish
-Firty & MrCaka - Portuguese / Brazilian

Original Author: Vendan
Other Contributes: Xen, historic

GitHub: https://github.com/KiameV/rimworld-rimfridge








#52
Change the speed of research both globally and per-save whenever you want.

In Mod Settings a new tab will be available, Modify Research Time with a single field input fields.

  • Global Factor - The value all research times will be multiplied for New Games (this will override scenario research multipliers)
  • Current Game Factor - The value all research times will be multiplied for the Current Game (if no game is going these fields will be hidden)
  • Advance Tech Level - When the colony has advanced sufficiently the tech level will advance. At least one advanced technology has been research and all current/former tech levels have been research OR the sum total of researched technologies is greater than all current and former technologies plus one.
Press Apply in either case to make the change.


In Mod Settings a new tab will be available, Modify Research Time with a single field Factor.
A Factor of:

  • 1 means the research times will be the same as the base game.
  • 5 means research will take five times longer to complete
  • 0.1 means research will take a tenth of the time to complete


This does not require a new game. Old saves can have their research speeds modified.


Steam

GitHub:
GitHub

Direct Download:
1.3

A17
B18
B19
1.0
1.2

Use ModSync RW to know if/when there's an update



Like my mods? Consider supporting me!









#53
I have a script that reads the user's selected color from a color-pallet texture. I've done some reading and it looks like a texture-load setting is incorrect in the mod texture load area.

Looking at the source

Verse.ModContentLoader
...
private static Texture2D LoadPNG(string filePath)
{
Texture2D texture2D = null;
if (File.Exists(filePath))
{
byte[] data = File.ReadAllBytes(filePath);
texture2D = new Texture2D(2, 2, TextureFormat.Alpha8, true);
texture2D.LoadImage(data);
texture2D.Compress(true);
texture2D.name = Path.GetFileNameWithoutExtension(filePath);
texture2D.filterMode = FilterMode.Bilinear;
texture2D.anisoLevel = 2;
texture2D.Apply(true, true);
}
return texture2D;
}


LoadImage(data, true); would fix the problem.

I'll keep trying to play around and find a workaround for mods

Solution:
Texture2D colorFinder = new Texture2D(2, 2, TextureFormat.Alpha8, true);
colorFinder.LoadImage(data, false);
Color pixel = texture.GetPixel(imageX, imageY);



[attachment deleted by admin due to age]
#54
Allows settlements on Impassable tiles.

Can either start a new game on an Impassable tile or with a current game travel (via caravan or drop ship) to an impassable tile.

Most Impassable maps will have one open area in the middle-ish (it will be hidden initially). This mod is not meant for casual play and these maps really should not be starting maps either. This is intended to add something a little different.

World pathing will still avoid Impassable tiles but telling a caravan to travel to an Impassable tile will force them to go there. It takes a long time to get to an impassable tile by foot.

Settings:
-World Map Movement Difficulty - How long it takes to cross an impassable tile on the world map
-Mountain Shape - Whether the impassable mountain is Square or Round
--Outer Radius (Round only) - The radius of the impassable mountain
-Scattered Rocks - Whether there are rocks scattered around the perimeter of the impassable mountain
-Has Middle Area - Whether there is an open area in the middle of the impassable mountain
--Middle Area Shape (Middle Area only) - The shape of the open area in the middle of the impassable mountain
--Open-Area Width/Height or Radius - The size of the open area in the middle of the impassable mountain
--Open-Area Max Offset From Middle (Middle Area only) - The possible max distance from the center that the center of the open-area can be at map generation
--Middle Area Wall Smoothness (Middle Area only) - Whether the walls of the middle area are smooth or rough
-Edge Buffer - In the case that the impassable map's outer walls go past the map's edge, should there be a buffer along the edge of the map to allow passage around the impassable map.
NOTE: There will always be a small opening on the four corners of the map
-Include Quarry - Specifically for Quarry mod
-True Random - Every time an impassable map is generated it will be unique. This is unlike base-game behaviour in which the map will be the same if the same world-name and location are used.

Steam

Direct Download:
1.3

A17
B18
B19
1.0
1.2

Use ModSync RW to know if/when there's an update


GitHub


Like my mods? Consider supporting me!










#55
Outdated / [A17] Change Dresser
March 07, 2017, 03:10:16 PM
Please consider using the newer version of this mod: Change Dresser - BETA  at https://ludeon.com/forums/index.php?topic=35632.0
The new one will not work with saves from this version so please be aware of that (why it's a new release).
This version of the mod will no longer be supported and will not be advanced to newer releases.

Adds a dresser and wall mirror which allows a pawn to change their apparels' color, hair color, skin color, hair style, body type, head type, gender, and age (use these at your own risk).

The dresser can also store apparel.

Both the dresser and the mirror can be found in the Furniture menu.

Dresser costs to build is 40 wood/stone/metal and 40 steel.
Mirror costs to build is  20 wood/stone/metal and 20 steel.

Will work with current saves (no new game required)

Warning for those who use Humanoid Alien Races:
Only humans should use this dresser. If a non-human uses the dresser they will turn into a human (dresser's Reset does not revert them back). If this happens, the game will need to be loaded from a previous save to fix the problem.

Compatibility with Facial Stuff:
It does appear to be working though each time a modification is made to a pawn the entire dresser UI window will flicker. This appears to be due to how Facial Stuff changes the pawn's refresh.
I would recommend backing up the save before using this mod. Verify it does what you want and doesn't cause something to break. If something does break please let me know.

Apparel Items
-The dresser is a storage zone. Multiple dressers can be setup to store different apparel items if desired.
-If the dresser is destroyed, all stored apparel will be placed on the floor around where the dresser was.
-Items stored in the dresser are not included in Apparel Groups. Items placed in the dresser's storage can be selected when creating Apparel Groups and apparel can be moved from Groups to the dresser's storage.

Apparel Groups
The goal is to allow a quick and easy way to switch between two sets of apparel (worker -> soldier -> worker).
Once an apparel group is made, right clicking on the dresser will bring up "Wear <group name>". Selecting this will cause the pawn to swap out all their clothing for the clothing in the set. Right clicking the dresser again will display "Unwear <group name>". Selecting this will cause the pawn to swap out all their cloths again to the original set.
-A pawn can only wear one group at a time. So once they're wearing a set, only "Unwear" will be displayed for the set that's being worn.
-A pawn can claim another pawn's private Apparel Set via the Storage window. This is in case the original pawn dies or for some other reason the set needs to be made public or private to another pawn.
-When a pawn performs the Wear or Unwear command, the swapping of cloths is very naive. It literally just swaps the apparel assuming everything's the same. This has a benefit in that if a pawn changes an underlying apparel - like a button shirt to a t-shirt - the Unwear will still work. The drawback is if the pawn changes too many apparel items - like remove their shield or armor - the apparel set will not have that until it's re-added by the pawn manually.
-Apparel that are a part of an Apparel Group are not displayed in the dresser's storage

Change When Drafted
-There can only be one "Change when Drafted" apparel group per pawn. If a second group is marked as "Change when Drafted" for the same pawn, then the original group is unmarked but is still private to the pawn.
-The pawn will instantly change between what they were wearing to the battle gear. When undrafted they will instantly change from their battle gear to their original apparel.

Mod Settings
There are three mod settings:
-"Allow Body Change" - Checked (default) means the "Edit Body" selection will be available to pawns. Unchecked will hide the option and the window
-"Allow Gender and Age Change" - Checked (default) means on the "Edit Body" window the option to change a pawn's Age and Gender is available. Unchecked will hide these options. If "Allow Body Change" in unchecked this option will be hidden since its parent window is not accessible by a pawn.
-"Link Storage Groups to Dresser" - When Unchecked (default), storage groups behave the same as previous version of Change Dresser. When Checked, storage groups are accessible by all dressers. Also, any/all dressers are destroyed no apparel in storage groups will be dropped and if any were checked as "Change for Battle" then the pawns can still use those apparel when drafted. Once a new storage dresser is built the storage groups can be accessed again.

Manage Apparel
This is a new action button accessed by left clicking on a dresser. Clciking on this button will open the Dresser's window and allow you to see what apparel is stored in the dresser and remove any items. From this window you can also view and modify any storage groups that are stored in the dressers. If the "Link Storage Groups to Dresser" option is unchecked, every storage group can be modified from any dresser with this button.



Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=878965937

GitHub: https://github.com/KiameV/rimworld-changedresser

Direct Download: https://github.com/KiameV/rimworld-changedresser/releases/download/20170809/ChangeDresser.zip


Like my mods? Consider supporting me!



Translators
Feel free to use either github or contact me directly (either here by friending me or Ludeon Studios forums) to discuss or give me the translation file. I will add your name/username and a thanks in the mod's description for your assistance.

Thank you translators!
Vaniat for adding Chinese Simplified and Traditional
Proxyer for adding Japanese
Ɲơɴɑɱɛ for adding German
Gidreess for adding Russian
Boundir for adding French


Most recent updates:
Aug 9, 2017
-Hats are now hidden while a pawn is using the Change Dresser or Change Mirror and in the Change Hair screen.
-Added new color picker sliders for RGB+HSL. Since this is not as user friendly it's disabled by default. To turn it on go to Mod Settings->Change Dresser and check "Use RGB + HSL Sliders".

Aug 8, 2017
-Male hair that is shared between both genders should now be listed.
-Added a new way to select hair using a list of hairs. Mouse over to see the preview. Click to select.
To revert back to the old way with the <- [Selection] -> there's a Mod Setting to change back.






[attachment deleted by admin due to age]