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Topics - ItchyFlea

#1
Off-Topic / What is this from?
September 11, 2021, 12:29:15 AM
What is this from? I found it in a YouTube video of random gifs, and I assume it's from a Movie or TV show of some sort?
The only thing I could find way something to do with "Doctor Doom". But I could not find a tv show or movie that this clip is from.
The whole clip seems to consist of fighting underground.

What is the name of the show or tv show it's from?
#2
Translations / LanguageInfo.xml improvements - Discussion
December 28, 2020, 03:26:06 AM
Hey everyone,

So I'm not a developer I'm just a guy who works behind the scenes with giving people access to GitHub repos. I don't do any translating myself.
After a discussion with a couple of translators, it's come to my attention that there might be some improvements that can be added for how translators are credited in the translation credits. To that end, I would like to open a discussion with you all and find out what kind of improvements you'd like to see to this aspect.
This applies only to the LanguageInfo.xml file (which I believe is the one displayed when selecting a language in-game), and won't affect any other aspect of translations.
Please note that the scope of changes is limited. Not all suggestions will be used or implemented. It's mostly revolving around how translators are labelled.

One of the already suggested ideas is adding some extra roleKeys, such as 'Proofreader'.

As translators, what are your suggestions?
#3
Off-Topic / R.I.P Nightshade. (Profile pic cat)
July 30, 2018, 03:55:56 AM
So I haven't really posted on these forums properly for quite a while. Real life tends to get in the way of that.
I figured those who know me might want an update. The short unrelated to this post is that life is going great for me. Great job, great home, great everything really. But back to this post.

As you guys more than likely know, my profile picture is of my cat. His name is Nightshade.
He was born on the 13th of October, 2008.
He died on the 11th of April, 2018.
I have attached to this post the last picture I took of him. It was a taken in January when he was lying with me in my bed when I was off work sick. The other picture is of both him and his sister when they were 9 months old.
He died because his kidneys stopped working. He was 8kg in weight, and 9½ years old.
He was here at home with me, beside me on my couch. I was holding his paw when he died.
He was cremated and I now have him with me in my living room in a beautiful wooden box engraved with his name.

His sister is still with us. She misses him though, and is much more vocal than she used to be since his death.

I don't really know what else to say. I miss the little bugger, that's for sure. And even though it's been 3 months, writing this post was still hard, and a couple of tissues were required.

[attachment deleted due to age]
#4
It's a freeware PC game made by 1 person (afaik). It's a space game where you start out in the early days of space exploration, and have to research engines, ships parts, etc and then build those ships to not only explore the solar system, but the galaxy as a whole. From what I understand, there are aliens in the game that you do eventually have to fight. The graphics were virtually non-existant, just a 2d plane with dots representing ships. The windows that you opened to do things in were standard plain windows forms. Nothing flashy.
#5
Saw this on imgur. It's fairly accurate about the cops over here in NZ, so I figured I'd share: http://imgur.com/gallery/kWNQNaC
#6
Having seen the sci-fi short (can be watched on the KickStarter page) I've actually been quite interested in seeing this turn into a proper film. They're not wrong about the movie industry changing the film greatly to 'reduce risk' (Have you seen the movie Doom?) so the route they are taking is the best one. I've backed the film with what I could, and figured if I mentioned it here, fellow RimWorlders who also like sci-fi would throw money at it as well. I truly hope they get enough cash to make the film, as it's definitely one I'd like to see.

Here's The KickStarter Link:
https://www.kickstarter.com/projects/730138406/rha-feature-film-bring-the-sci-fi-epic-to-the-scre
#8
Help / Notes on trainableDefs
August 21, 2015, 08:21:06 PM
Just some notes regarding trainable defs and how they can be modded and given to specific animals. This post might not be well organised.

In the races def, under the <race> tag, there are two new tags that you can use. <trainableTags> and <untrainableTags>.
They are list tags, so each new tag would be specified within a <li> </li>.
The tags are defined in \TrainableDefs\Trainables.xml

Usually you won't have to use either of those tags if you're happy with the trainables the way they are. But if you want a trainable, such as hauling, to only take 4 steps instead of 8 to train, you'll have to use them.
You'd also have to make a new thinktree for the animal so that it uses your new hauling trainable.
In the thinktree, the new trainable is defined with it's defName in this tag: <trainable>Haul</trainable>
#9
Here we are again! We could use some help testing the fixes and adjustments we've made for Alpha 12.

If you're willing to test and do the work involved in finding and properly writing up bugs, please post below and say so!

Testing is rewarding but it's not just playing games. Please don't apply if you're not willing to spend some time investigating bugs you find and writing clear reports about them.

Please ensure your forum email matches your purchase email.

Thanks in advance!
#10
General Discussion / Poll: RimWorld T-Shirts
July 19, 2015, 11:31:24 PM
Would you buy a RimWorld themed T-Shirt?

A rough estimate of the price of a RimWorld T-Shirt with a high quality image of a storyteller, or the game logo printed on it would be around $20USD. (Excluding shipping and applicable taxes.)

The poll will run for 7 days before closing.

I will do my best to answer any questions you have.
#12
Off-Topic / These really work...
June 02, 2015, 01:26:20 AM
Yes, I really did send him money:
https://www.youtube.com/watch?v=GLEc8rkODhQ

Totally worth it, and I'm already feeling the effects of those potions/shots. ;D
#13
Ideas / Graves more easily moddable via .xml
March 14, 2015, 11:42:31 PM
Could the hardcoded Grave definition be removed from the Corpse code so that custom graves can be created? Could you also extend the Grave code so that the filled grave texture can be provided via .xml instead of requiring a new grave class to be written?
#14
For some reason, when using my custom code to have a different grave graphic shown for a full grave, corpses are shown on top of the grave instead of being made invisible like normal graves.

I had to remove a part of the grave code which I suspect is the responsible part, because ILSpy gives me this which is useless, and I don't know how to write my own:
public override IEnumerable<IntVec3> AllSlotCells()
{
Building_Grave.<AllSlotCells>c__Iterator97 <AllSlotCells>c__Iterator = new Building_Grave.<AllSlotCells>c__Iterator97();
<AllSlotCells>c__Iterator.<>f__this = this;
Building_Grave.<AllSlotCells>c__Iterator97 expr_0E = <AllSlotCells>c__Iterator;
expr_0E.$PC = -2;
return expr_0E;
}


Any suggestions on why it's not hiding the corpse if the missing IEnumerable isn't the problem.
Or can someone write an IEnumerable that I could use for the grave?

EDIT: Even when using the thingclass the game gives to normal graves the corpse is still visible. Is there any way to override the game and make the corpse invisible once it's been put into the grave?
#15
Off-Topic / Looking for name of a movie.... again.
March 01, 2015, 05:20:56 AM
You guys have helped me out in the past, but back then I had a much better description of the movie I was after.
This time I can only remember one scene:

The main character of the movie and someone else (a child I think) are walking through somewhere and the child sees a caged tiger. The main character says something along the lines of "They're extinct, that's a clone."
#16
Outdated / [A15/A16] [MODLIST] ItchyFlea's Small Mods
February 20, 2015, 02:48:46 PM
ItchyFlea's Small Mods



Table of Contents:
Click on the name of a mod to be taken to it's post.

Mods for Alpha 16 (Not updated by me):
Extra special thanks to those who updated these since I don't have the time to.

Mods for Alpha 15:

Donations:

Donations are completely optional and are not required to use or download any of these mods. If you would like to send a donation to the texture artist for their texture work on a specific mod, please see the mod thread. If they have given me a donation address, you can find it there.



   
   
"PayPal Donate"
#17
General Discussion / MOVED: Alpha 9 need help SOLVED
February 19, 2015, 10:31:49 PM
#18
This is a tutorial on what I learned when adding the dangerous drug space meth to the game. I want to give a special thanks to Tynan for giving me the original code used for Hediff_Alcohol, as well as some other useful feedback about how to do specific things.

If you don't want the new drug to have after-effects, like how too much alcohol gives a colonist a hangover, you don't need any code and this can be done purely with .xml.
If you do want it to do something, you'll need code.

You'll want to be messing with 3 files for drugs. (Of course, you can use your own names for those files)
1) /Defs/ThingDefs/Items_Drugs.xml
2) /Defs/HediffDefs/Hediffs_Drugs.xml
3) /Defs/ThoughtDefs/Thoughts_Drugs.xml

1) The ThingDef for the drug itself. See the Core thingdef with the same name to see how alcohol is added.
2) This is what health effects your colonist will suffer/benefit from when using your drug. This file works similar to diseases.
3) This is what they think about during the different stages of drug use.

I've written some comments into the .xml files I've used in the Space Meth mod. I'll write better comments and expand this article more later on when I've got some free time, as I've run out of it tonight.

The mod: Space Meth
This was made and tested in version 0.9.706

[attachment deleted due to age]
#19
Now that I'm back into the swing of making scenarios, with many huge thanks to EdB, I'm planning a scenario where you raid a pirate base.

However I need some pirate base designs.

Please post any screenshots of what you think a pirate base would look like below.
#20
The Boommuffalo in Windy Valley Scenario



Description:
You tried to rip off some merc's a while back, and they vowed to get revenge when they next passed by your planet.
They've just passed by...

Requirements/How to use:
This scenario requires EdB Scenarios in order to be played.
Download both that and this and activate both as mods in-game. When both are active, a new button will appear on the main menu called Scenarios. Inside there you will find this scenario listed.

Download:

[attachment deleted due to age]