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Topics - ItchyFlea

#41
Subject pretty much covers it. I'm looking for people who are willing to undertake the task of creating a large number of textures for the new content the neolithic mod is adding to the game. I'm also looking for a better name for the mod. Suggestions are welcome.

What needs textures:
All new ores
Several new buildings.
Chainmail apparel (and soon platemail)

Feel free to download the dev build of the mod (click me for current version) and have a look at the new things added.
The placeholder textures I've made only really look the way they do just to attempt to make each item look different from the next, and as such don't need to be used as a guide for what the final texture should be. Including the colours used for the ores & ingots.

Just reply to this thread if you wish to make textures.

Credits for textures:

Shinzy
==========
HandAxes
Pickaxes
Ingots
==========
#42
The ScratchPack v1.26



Description:
This is a modpack containing the most up-to-date versions of all my mods listed below. The name and idea for this pack was given to me by harpo99999.

This pack now works with the RimWorld Mod Manager & Launcher. You can turn on and off each mod that is contained within this pack by using that Mod Manager.
RimWorld Mod Manager forum thread: Mod installer & auto-update tool - would you use it?

Pack Contents:
Download:
Screenshots:
Post your screenshots in a reply below. Yours could be featured here as the official screenshots for this pack.
#43
Outdated / [A15] Right Tool For The Job v1.16
October 07, 2014, 01:46:55 AM
Right Tool For The Job v1.16



Description:
This mod adds 3 types of tools to the game to speed up specific areas of a colonists work speed. Pickaxes to make a colonist mine faster, Axes to make a colonist chop down trees faster, and Hammers to make colonists build faster. There are advanced versions of these 3 tools that further increase the speed at which a colonist completes those tasks. (Drill, Chainsaw, Autohammer)
Normal tools increase the colonists efficiency by 20%
Auto tools increase the colonists efficiency by 150%

There are also 2 types of "clothing" that increase a colonists global work speed.
The toolbelt gives a 30% increase to global work speed.
The advanced toolbelt gives 170% increase to global work speed.

The normal tools are made from 10 metal and 1 wood. The advanced ones are made from 75 plasteel.
The toolbelt and advanced toolbelt are made from the 3 tools of their type. (Normal or Advanced.)

These are all made at the 'Tool Construction Table'.

All tools and the toolbelts can be traded with traders for what I hope are appropriate prices.

Mod Team:
Download:

Alpha 10 versions have been made.

Screenshot:

Thanks to Shinzy for this screenshot. Clothes are from the Apparello mod

Other Versions:
Changelog:
v1.16:
  • Updated to Alpha 15
v1.15b:
  • Made mod more friendly for users of FluffyTabs
v1.15 (A14):
  • Updated to Alpha 14 and uploaded to Steam Workshop
  • Tribal raiders should not bring industrial-age tools with them when raiding
v1.15:
  • Updated to Alpha 13
v1.14:
  • Updated to Alpha 12
v1.13:
  • Updated to Alpha 11.
  • Re-added the ability for visitors/raiders to come with tools equipped as weapons.
v1.12:
  • Bugfix.
v1.11:
  • Updated the mod to Alpha 9.
v1.1:
  • Updated the mod to Alpha 8.
v1.0:
  • Added the rest of Shinzy's textures to the mod.
  • Adjusted the prices of tools to better reflect the cost of their constituent parts.
v0.91:
  • Added Shinzy's textures to the mod.
  • Lowered the boost tools give to colonist stats to make the early game tools a bit more balanced.
  • Adjusted angle so that colonists now appear to hit enemies with the tool head, instead of the tool handle.


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#44
Ideas / Priorities for growzones similar to stockpiles.
October 02, 2014, 09:07:51 AM
I'd love to see a feature where we can assign differing priorities to growing zones like we can with stockpiles.

It's annoying because when I want my colonists to focus on planting something (such as food crops) they will instead focus on harvesting fully grown items in a different growing zone. If you happen to have a large tree farm that's just reached the fully grown stage, it can be several days before the colonists will get back to planting food crops.
#45
Outdated / [MOD] (Alpha 7) Extended Stoneworking v1.0
October 01, 2014, 08:46:45 PM
Extended Stoneworking v1.0



Description:
This mods makes the new stone types (Sandstone, Limestone, Granite, Slate & Marble) drop chunks that can be processed into bricks at the stoneworking table that can be used to make buildings/walls out of the type of stone. Each stone type has a 75% chance of dropping a chunk.
If it can be made from Stuff, it can be made from these new stone blocks.
IE: Marble beds, granite walls, limestone research bench, sandstone modular tables...

Mod Team:
Download:
Screenshots:

Changelog:
V1.0:
  • Bugfix: Mod walls did not have a beauty value.
V0.93:
  • Undid the stone chunks require hauling designation.
  • Vastly reduced the spawn chance. (was 75%, now 35%)
V0.92:
  • Changes: Unprocessed stone chunks now behave like standard stone chunks and will only be hauled when designated with the haul command.
V0.91:
  • Bugfix: Traders no longer carry unprocessed stone chunks.
V0.9:
  • First release.


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#46
Off-Topic / So Microsoft has bought Mojang...
September 15, 2014, 11:17:44 AM
You may or may not have heard the rumours going around lately about Microsoft buying Mojang, but it turns out that those rumours are true.

Mojang's side of the story: https://mojang.com/2014/09/yes-were-being-bought-by-microsoft/
Microsoft's side of the story: http://www.microsoft.com/en-us/news/press/2014/sept14/09-15news.aspx
Notch's side of the story: http://notch.net/2014/09/im-leaving-mojang/
#47
I came across this guy a few days ago after seeing an image album about him on Imgur. I can't really describe him any better than I did with this thread title, so here's a YouTube video he made describing himself and his condition: https://www.youtube.com/watch?v=XrMivdZ-mbI
The image album about him is basically just snippets taken from his YouTube video. You can see the image album here: http://imgur.com/gallery/U17k7

Here's his Twitch.tv channel: http://www.twitch.tv/nohandsken
He's streaming himself playing Diablo 3 right now.
#48
Outdated / [MOD] (Alpha 6) More Biomes v0.95
August 14, 2014, 09:13:53 PM
More Biomes v0.95



Description:
This mod implements the currently unimplemented biomes with their own unique flora and fauna.
The current version implements all biomes except for Tropical Rainforest. That one will be implemented at a later date.

Most of the graphics are placeholder. They will be replaced at a later date.

Biomes:

  • Ice Sheet: Adds Penguins and Lichen. The lichen is a food source for penguins only. Colonists will not get anything if they harvest it themselves. There is no soil suitable for planting crops, so you'll have to either hunt penguins or rush hydroponics research.
  • Tundra: - Adds Caribou and Poaceae Grass. The permafrost soil can be used for growing plants, albeit very slowly. The Poaceae Grass is what the Caribou will eat as food. Penguins have a very small chance of spawning in this biome.
  • Boreal Forest: - Adds Birds and Blueberries. Has large patches of dense forest that pawns can walk through. All the soil here can be used for planting.
  • Tropical Rainforest: - Coming Soon

Mod Team:

Download:

Screenshots:

Notes:
  • Birds sometimes get stuck in the forest. If this occurs an error message will pop up. The solution is to either hunt down the bird, or use Dev tools to kill it. Hopefully this issue will be solved in v1.0

Changelog:
v0.95:
Implements the Tundra and Boreal Forest biomes and adds a few biome-specific things.

v0.9:
First Public Release. Only contains Ice Sheet Biome with penguins and lichen.

#49
CustomScenario - Ship Repair



Scenario Description:

Only a minute after launching your ship, a solar flare occurred, causing all the ship systems to shut down.

Your ship crashed into the side of a hill, destroying the AI computer core.
This hill just happened to be near a pirate base, the same pirates that have been attacking you since your escape pods landed on this planet.

Now you have the chance to enact revenge, and raid the pirates for a change. You also need to repair your ship, and they happen to have exactly what you need.

Scenario Objective: Repair your damaged ship and attempt to leave the planet again.
Bonus Objective: Free the pirates' prisoners.

How to install/play:

Step 1: Unzip the contents of ScenarioHelper - Ship Repair.7z and place it into the mod folder.
Step 2: Unzip the contents of Scenario-ShipRepair.7z and place all 3 files into your saves folder.
Step 3: Activate the mod "ScenarioHelper" in your mod menu.
Step 4: Load the one you wish to play as if it was an ordinary saved game.
There are 3 versions. Easy, Normal and Hard.
Easy has an assortment of weapons for you to choose from.
Normal has only Uzis or Shotguns to choose from.
Hard leaves you with nothing but pistols.

  • I highly recommend disabling all other mods, leaving the Core Mod and the ScenarioHelper Mod active when playing the scenario.
Mod Team:
Downloads:
Notes:
  • You can force-fire on objects by pushing the "F" key with drafted colonists selected then clicking on what you wish them to fire at.
  • Your colonists do not have the keys to the pirate base doors, so you'll need to shoot your way in.
  • When your colonists are not drafted, an error message "RimWorld.JobGiver_WanderColony found no wanderDest..." will appear on the screen. You can safely ignore this message, as it's a side-effect of how I made this scenario.
#50
Outdated / [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
July 04, 2014, 06:43:11 PM
Base Mod v1.0



Description:
This mod is intended to improve compatibility between large mods that add common ores to the game, (Copper, Iron, Coal). It also adds a few other things, such as extending the thing category list for mod items/resources/etc and adding an ore trader for buying & selling the added ores. It also overrides the default map generator making the game add Copper, Iron and Coal to the generation.
There's no documentation yet. That will come later on.

List of XML additions:

  • Copper Ore
  • Iron Ore
  • Coal
  • Copper Ingots
  • Iron Ingots
  • Steel Ingots
  • Ore Trader
  • Industrial Trader modification
  • Resource list modification
  • Multiple Biomes - Desert, Plains, Snow, Lava (Map Generator makers will have to add plant/animal support for the biomes.)
List of .DLL additions:

  • MountainGenner v1.2 - Adds support for mapgen makers to specify where the edge mountain generates.
Mod Team:
Downloads:
Notes:

  • This must be activated before any other mod that uses this framework!
  • To prevent breaking mods, future versions will not change any defnames. If defname changes are required, it will be mentioned in this section.
Changelog:
v1.0:
New everything.


[attachment deleted by admin: too old]
#51
I've been thinking about adding fish to the coastal terrain generator, but don't know how to restrict them to the water tiles. Anybody know of a way, or willing to create a .dll that does this?
#52
Outdated / [MOD] (Alpha 9) Modular Tables (v.1.43)
June 27, 2014, 02:30:01 AM
Modular Tables v1.43



Description:
They are 1 tile in size tables that link together like a wall. They can be dragged out and made into any shape to fit anywhere you need them, such as along a wall. Also includes chairs that link together.
I made this after seeing this thread: One square wide tables

Mod Team:
Download:
Screenshot:


Notes:
  • Anybody is free to take this mod and improve it as they see fit.
  • Now uses the stuff system to make tables from any material.

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#53
Since many mods add similar resources, and since this sometimes impacts world generation if a new ore in used, I propose a 'base' mod, which will include many of these common features, so that instead of the big mods having compatibility issues, they could both run off this base mod.
Basically I'm describing Minecraft Forge, except for RimWorld.

Proposed things to include in base mod:

Definitions for new ores/resources: (Map generator mods would need to include these so they generate in the world.)
  • Copper Ore
  • Iron Ore
  • Coal
Definitions for processed ores:
  • Copper Ingot
  • Iron Ingot

This would also include support for whatever is added in A5 that might be commonly used. IE: Biomes for plants and animals. (June 2 & June 20 in changelog)
- Obviously this part can't be discussed until after the release of A5.

What else do you think would need to be included?

Ignore this section. Below will replace this post when A5 is released and base mod available.
[u]Download Links:[/u] (Not yet available)
[list]
[li]Download Link (Include version number and game version) - Changelog - Features available[/li]
[/list]
[u]List of implemented features of base mod:[/u]
[list]
[li]None. Mod not made yet. Will be created when A5 is released.:)[/li]
[/list]
[u]List of planned features of base mod:[/u]
[list]
[li]Copper Ore[/li]
[li]Iron Ore[/li]
[li]Coal[/li]
[li]Copper Ingot[/li]
[li]Iron Ingot[/li]
[li]Steal Ingot[/li]
[li]MapGen - Gen's clusters of above ore. Modders: Please also create vanilla versions of your map generators. :)[/li]
[li]Conversion Table - Convert vanilla metal into iron ore & mod ore (Copper, Iron) into vanilla metal.[/li]
[li]Industrial Trader to include trading of the new ores.[/li]
[/list]
#54
Off-Topic / Battle of the Nations 2014 livestream.
June 12, 2014, 06:40:19 AM
Wikipedia Article on the subject: (I'm terrible at explaining this event.)
The Battle of the Nations is an international historical medieval battles world championship, first held in 2009, and held in Europe in April every year since. It is a full contact competition, using metal weapons, and a standardized list of rules. National teams in HMB compete at the championship in several standard nominations, including "Triathlon Duel", "Professional fights", "5 vs 5", "21 vs 21" and "all vs all". All battles are full contact, no stage reenactment battles are organized at the championship.

Livestream: https://www.youtube.com/watch?v=bf6n-L0FWSY

Battle of the Nations youtube channel: https://www.youtube.com/user/battleofthenations/

I'm posting this because this is a sport I enjoy. Yes, the weapons are real. Yes, you do come away from fights with injuries, but when properly wearing armour, the injuries are usually bruises. But the best thing of all is that you come away with some damn good battle stories. ;D
#55
Help / C# ThingMaker - How do I....
June 04, 2014, 01:40:08 AM
How do I tell ThingMaker to not only make a certain number of a thing, but also how do I tell it where to place said thing?

Basically I'm trying to make something where a colonist places sawdust in a hopper connected to a building, and after a set period of time, 10 units of sawdust is removed from the hopper, and 10 units of compost is placed next to the building.
Everything in my code seems to work (No errors, and the correct number of sawdust is removed from the hoppers at the correct interval, just nothing appears.)

Closest thing I know of that acts similar to what I'm trying to make is the metal smelter in IndustrialRIM.
#56
Outdated / [MOD] (Alpha 4F) Mechanoid Turrets v0.93
June 02, 2014, 12:11:48 AM
Mechanoid Turrets v0.93



Description:
Disassemble mechanoids to recover undamaged parts of their weapons and turn them into turrets. A great late-game defence against pesky tribal raiders and other mechanoids.

Features:
  • Ability to disassemble most mechanoids to recover their weapons to improve the basic turret with better weaponry.
  • Ability to train crafting skill at the machining table.
Mod Team:
Download:
How to use:
  • Research the machining table and defeat a mechanoid.
  • Depending on the weapon they used, create a bill on the machining table to disassemble that particular mechanoid. (There are 3 types.)
  • You can acquire up to 3 weapons parts per mechanoid depending on your crafting skill.
  •    Basic disassembly will provide just 1 part, Advanced will provide 2 and Intricate will provide 3.
  • Training works in a similar way. Basic training will give you just 20xp. Advanced will give 80xp and Intricate will give 200xp.
  •    Training costs 1 metal, and produces a 1 metal product, effectively making it free.
Notes:
  • Special thanks to Haplo for providing .xml code to fix a crafting bug.
  • I will maintain & update this until someone offers to take over development. Wish to take over development? Send me a PM. :)
Video:
Changelog:
v0.93:
  • Added Mech Metal and added it to resource cost of Mechanoid Turrets. (You gain it from dead mechs based on crafting skill, like weapon parts.)
v0.91b:
  • Fixed a bug. Weapon parts should no longer drop from orbit.
v0.91:
  • Changed size from 1x1 to 2x2.


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#57
Wood Economy Tweaks v1.24 - Complete



Description:
This mod expands the wood economy with some additional wood related items.

Features:
Added:
  • Wooden Fence
  • Wooden Fence Gate
  • Mulch, QuickMulcher and LogLoader. (All found in Production Category)
  •    - Attach a LogLoader to the QuickMulcher. The QuickMulcher will turn each wood log into 3 piles of mulch, which can be used to "build" Rich Soil.
  • Plant Boxes - 5 in total. Allows growing of: Daylily, Rose, Dandelion, Bush and Pincushion Cactus.
Mod Team:
Download:
Special Thanks:
  • Silvermane - Textures for the Fence, FenceGate and QuickMulcher.
Changelog:
v1.24:
  • Updated to Alpha 6.

#58
Outdated / [MOD] (Alpha 5) Map Generator Pack v1.21
June 01, 2014, 07:01:47 PM
With how the game now generates the world and the landable locations, this mod will not be updated to work in Alpha 6. However a replacement will be made. A teaser for that replacement can be found in this post: http://ludeon.com/forums/index.php?topic=3750.msg51467#msg51467

Map Generator Pack v1.21



Description:
This pack adds 6 terrain generators to the game, which the game will choose at random when starting a new colony. It also utilises the new biome feature. Cactus doesn't spawn on the fertile plains maps, weather & plants changed for snowy maps.
The generators are:

       
  • Fertile Plains
  • Fertile Plains - Coast
  • Fertile Plains - Valley
  • Snowy Worlds
  • Snowy Worlds - Valley
  • Normal - Valley
Mod Team:
Downloads:
Mod Compatibility Versions:
Activate the Map Pack after you have activated the mod it's compatible with.
Screenshots:
These are from a previous game version.
Fertile Plains: http://i.imgur.com/D8boJig.png
Fertile Plains - Coast: http://i.imgur.com/kkrejIm.png
Fertile Plains - Valley: http://i.imgur.com/M8U7c9b.png
Snowy Worlds: http://i.imgur.com/xxekv2R.png
Snowy Worlds - Valley: http://i.imgur.com/XSuvHy6.png
Normal - Valley: http://i.imgur.com/FL1GAyX.png

Notes:

       
  • The Snowy Worlds utilise biomes. Weather effects and plants have been changed. (Special thanks to Tynan for implementing snow weather effect.)
  • The cave map generator has been removed.
  • For the coast map, the game may generate roofs over the water. This bug cannot be avoided at the moment.
Notes for modders:

       
  • You may use any of these generators in your own mod/modpack as long as you state in the mod description that you are using one of my generators. Please also include a link to this forum thread.
  • You may modify any of the generators to work with your own mod/modpack as long as you state in the mod description that you are using one of my generators. Please also include a link to this forum thread.
Note for modders that add new animals:

       
  • If you wish for them to spawn in the biomes I've defined in my mappack (Standard version only, I no longer support the Base version.), add these lines to the ThingDef for your animal. You'll also need to grab and add my biome definitions (Found here in any of the packs above: \BiomeDefs\BiomesBase.XML) to your mod. You don't need to ask for permission to do this, you already have it. :)
      <wildBiomes>
        <li>XericShrubland</li>
        <li>FertilePlains</li>
        <li>Snow</li>
      </wildBiomes>

Pack Changelog:
v1.21:

       
  • Bugfix.
v1.2:

       
  • Updated to Alpha 5
  • Utilised biome feature.
v1.1:

       
  • Fixed issue that would prevent the default generator from being used.
Base Mod Versions: (These are no longer supported.)
Mod Compatibility Versions:
Activate the Map Pack after you have activated the mod it's compatible with.
#59
Help / How do I override WildAnimalMaker?
May 07, 2014, 02:42:31 AM
A project I'm working on requires me to severely restrict the number of animals that spawn on the map. I have made my own WildAnimalMaker and am able to use that to restrict how many animals spawn on the map to begin with, but once in-game the game starts populating the ecosystem with the unwanted animals.

I'm wanting to have roughly 10% the normal number of animals.
#60
Ideas / Break apart BaseMapGenerators.xml
May 05, 2014, 06:47:37 PM
Could you break apart the Map Generator file into separate parts for the different parts of the generation? IE one part for terrain generation, another for mineral/ore distribution, and so on?
Doing it this way would allow for greater compatibility between mods that change the terrain generation, and others that simply add their own resources to the resource scatterer.