Quote from: Iwillbenicetou on April 27, 2016, 10:55:16 PMi was being sarcastic, they never come in my colonies even though i always build the comm console maybe i am just unlucky
You should make your own small mods pageThese are really nice and worth while.
Quote from: ZozZ on April 27, 2016, 10:10:25 PMI really hope you're joking. But anyway... -.-
What there is orbital traders never heard of them
You have to research circuitry (I think), to get a communications console. Then you can build it and have access to orbital traders. Which are basically space ships that send/receive resources for money.
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#1
Outdated / Re: [A13] Simple trade fix mod: Trade-12
April 27, 2016, 11:38:35 PM #2
Outdated / Re: [A13] Simple trade fix mod: Trade-12
April 27, 2016, 10:10:25 PM
What there is orbital traders never heard of them
#3
Outdated / Re: [A12] BackstoriesCore Update 10
April 10, 2016, 10:59:52 AM
alpha 13 version please?
#4
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 30, 2015, 01:38:54 AMQuote from: TLHeart on December 30, 2015, 12:44:36 AMi did but was that all of it, like 50+ mods?Quote from: ZozZ on December 29, 2015, 11:52:43 PM
im sorry if it has been posted(i'm too lazy to search) but can i get a mod list ?
maybe just click the link on the first post. It will list what is included...
it seems to me the modpack is kinda small so i just wanted to check if there isn't any unmentioned mods,i want a modpack with 80+ 90+ mods not a hardcore one too
#5
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 29, 2015, 11:52:43 PM
im sorry if it has been posted(i'm too lazy to search) but can i get a mod list ?
#6
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4c: Syndicate (24/12/15)
December 24, 2015, 12:48:25 PM
was EPOE removed in 2.4c or merged with another mod because i can't see in the zip file and will i need to start another colony and delete my 2.4b one?
#7
Outdated / Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
January 07, 2015, 07:21:49 PMQuote from: Grizzlyadamz on January 07, 2015, 05:44:27 AM
Worked for me- pasted both that & the BaseBullet template into the mod's XML, then changed the projectile the railgun uses as Skully suggested.
So
The BaseBullet template goes just below the RailgunBullet 'template'Code Select
<ThingDef Name="BaseBullet" Abstract="True">
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>Projectile</altitudeLayer>
<thingClass>Bullet</thingClass>
<label>bullet</label>
<useStandardHealth>False</useStandardHealth>
<neverMultiSelect>True</neverMultiSelect>
<shaderType>Transparent</shaderType>
</ThingDef>
The actual Bullet the railgun will be firing, 'Bullet_RG' being a renamed Bullet_ChargeLance, goes just below the bullet it normally fires, Bullet_RailGunCode Select<ThingDef ParentName="BaseBullet">
<defName>Bullet_RG</defName>
<label>Railgun slug</label>
<graphicPath>Things/Projectile/ChargeLanceShot</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>MotePostLight</shaderType>
<graphicOverdraw>true</graphicOverdraw>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>27</damageAmountBase>
<speed>120</speed>
</projectile>
</ThingDef>
You need the 'parent' BaseBullet in the XML file as the Bullet_ChargeLance we've renamed to Bullet_RG needs it- it's what the vaporize effect is attached to, (or rather, not attached to).
And then you changeCode Select<projectileDef>Bullet_RailGun</projectileDef>
toCode Select<projectileDef>Bullet_RG</projectileDef>
Voila!
Don't forget to tweak the damage, range & accuracy values to your liking. Perhaps up the projectile speed to make it more 'railgun-y'.
this did work thanks grizzly
#8
Outdated / Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
January 07, 2015, 02:06:36 AMQuote from: Grizzlyadamz on January 07, 2015, 01:56:35 AMI've already tried that, it just change the bullet texture to match the charge lance one, what i want to do is disable the insta kill vaporize bullet and make it a normal bullet
I imagine you could also make a duplicate of the charge-lance to adjust it.
From mods/core/defs/thingdefs/weapons_guns:Code Select<ThingDef ParentName="BaseBullet">
<defName>Bullet_ChargeLance</defName>
<label>charge lance shot</label>
<graphicPath>Things/Projectile/ChargeLanceShot</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>MotePostLight</shaderType>
<graphicOverdraw>true</graphicOverdraw>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>27</damageAmountBase>
<speed>120</speed>
</projectile>
</ThingDef>
I'd hazard you could copy-paste this into Railgun's weapons_guns xml file, and replace the name with what you'd like before adjusting the damage & accuracy.
#9
Outdated / Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
January 06, 2015, 05:48:42 PMQuote from: skullywag on January 06, 2015, 11:47:20 AM
Just change the projectile on the weapon to not use the railgun projectile and use charge lance projectile or something. If youre still having issues ill take a look when im home later.
i want to keep the projectile and just make it not vaporize targets, i tried to edit the Projectile_RailGunBullet.cs file and made the projectiles hit it targets but it doesn't damage them
#10
Help / Re: Save game editing help
January 06, 2015, 07:50:01 AMQuote from: Asero on January 06, 2015, 06:50:14 AM
http://stackoverflow.com/questions/6672374/convert-rgb-rgba
Look at the accepted answer below the main post on there for an idea on how to calculate it manually
but that just give me numbers like this: 63 64 etc... i want it to be from 0.000 to 1.000 example: 0.951 0.543 0.431
#11
Outdated / Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
January 06, 2015, 06:32:19 AM
help skullywag i tried to change the file BaseDamageTypes in the railgun mod to make not vaporize targets and now the bullets just go through everything
Quote<?xml version="1.0" encoding="utf-8" ?>
<DamageTypes>
<DamageTypeDef Name="LocalInjuryBase" Abstract="True">
<workerClass>DamageType_AddLocalInjury</workerClass>
</DamageTypeDef>
<DamageTypeDef ParentName="LocalInjuryBase">
<defName>Bullet</defName>
<label>bullet</label>
<harmsHealth>true</harmsHealth>
<incapChanceMultiplier>100</incapChanceMultiplier>
<hasForcefulImpact>True</hasForcefulImpact>
<interruptJobs>true</interruptJobs>
<makesBlood>true</makesBlood>
<externalViolence>true</externalViolence>
<deathMessage>{0} has been shot to death.</deathMessage>
<healthDiff>Gunshot</healthDiff>
<healthDiffSkin>Gunshot</healthDiffSkin>
<healthDiffSolid>Shredded</healthDiffSolid>
<harmAllLayersUntilOutside>false</harmAllLayersUntilOutside>
<impactSoundType>Bullet</impactSoundType>
<armorCategory>Sharp</armorCategory>
</DamageTypeDef>
</DamageTypes>
#12
Help / Save game editing help
January 06, 2015, 05:00:24 AM
I'm not sure if this is the right forum to post this stuff so i'm sorry
anyway i'm trying to change one of my colonist hair color through a save game but i don't understand the RGBA thing
<hairColor>RGBA(0.929, 0.792, 0.612, 1.000)</hairColor>
i want to use the R:255 G:255 B:255 RGB thing and i don't know if it can be converted to (RGBA?) and i can't find an RGBA color picker website or software
anyway i'm trying to change one of my colonist hair color through a save game but i don't understand the RGBA thing
<hairColor>RGBA(0.929, 0.792, 0.612, 1.000)</hairColor>
i want to use the R:255 G:255 B:255 RGB thing and i don't know if it can be converted to (RGBA?) and i can't find an RGBA color picker website or software
#13
Outdated / Re: [MOD](Alpha 8) Rimworld: What The Deuce - 1.0 - 01/01/2015
January 01, 2015, 10:56:28 AM
This is a "shitty" mod
#14
Outdated / Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
July 18, 2014, 02:53:57 AMQuote from: minami26 on July 18, 2014, 02:40:55 AMThanks minami
Colonist Creation Compatible MapGen.xml Here ya go guys a Colonist CreationMod Compatible MapGeneratorDef xml file.
It's the TTMSpawns that come with the guns guys. I thought someone might get it.
But then you can't spawn the OilDeposit if you don't add it too. So I made a compatible one. and it should probably work I ddnt test it Im on another computer.
just delete the TTM_MapGenerator.xml and replace it with ColonistCreation&TTM_MapGenerator.xml in this file and i think its good to go. try it out.Quote from: Kitsune on July 17, 2014, 12:14:23 PM
-snip-
Thanks kitsune, most of the problems you guys is because of what kitsune is reporting, I kinda fixed this problem in alpha4 but I tried to put <leaveResourceswhenKilled> on. I guess I ddnt focus on it that much because my colony never gets destroyed. hehe.
What happens with tables(x0) is that its picking up nothing. A "Table" thats 0 amount. so it makes an error that it's not picking up anything! why am I picking nothing! haha.
to prevent this for now. Go open up your debug menu.
Go to option=>debug mode on
and use debugtool Destroy. and click on that (x0) item to destroy it. because its nothing it should get destroyed.
im gonna update with a fix.
thank you so much for playing with TTM!
#15
Outdated / Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
July 18, 2014, 12:54:11 AMQuote from: Seth1483 on July 18, 2014, 12:42:25 AMyes i am using CCM (colonist creation mod) and it does interfere with TTM so i am trying to find the event so i can modify the files and make the two mods compatible if i can
That's already in the mod, if it isn't working for you it is most likely caused by other mods interfering with the mapgen. What other mods are you currently using with TTM?
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These are really nice and worth while.
