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Topics - ItchyFlea

#61
I've modified one of the map generators to give myself some more flexibility, but have no idea how to use it.
I've got the .dll in the appropriate folder, but am not sure what is required to get the map generator to use it.

I've got: <li Class="MountainGenner.OptionalSide"> but the game just says that it failed to load the class.

The output log says this:
Non platform assembly: C:\Games\RimWorld\RimWorld413Win\Mods\MapTests\Assemblies\MountainGenner.dll (this message is harmless)
Could not load class MountainGenner.OptionalSide from node <li Class="MountainGenner.OptionalSide"><gridName>LavaGrid</gridName><gridSide>1</gridSide><possibleFadeSpans><li>0.23</li></possibleFadeSpans></li>

I'm guessing I messed up somewhere, but don't know where.
#62
Unfinished / [Project] (Alpha 8) Stone to Steel
April 25, 2014, 02:05:05 AM
Stone to Steel

Preamble:
Crash-landing on an unknown RimWorld after using escape pods from your ship isn't exactly the most efficient way of colonising a new world. As such, your colonists have been basically thrown back into the stone age. I'm considering allowing a colony to advance up a tech-tree of sorts, moving from Stone Age to Copper Age then to Bronze Age and possibly beyond.

From what I've seen in the changelog for A7, it looks like the game will have what I want to be able to fully develop this mod. (Melee weapons (See Sept 5) Making things out of different stuff (See Aug 27) and a few other things that have been added since I first announced this project back in A3.)

Project Goal:
To build a mod that prevents the player from immediately being able to build technological things from the get go, but rather makes them advance up a tech tree. Starting with simple stone tools, and slowly advancing up the tech tree until metalworking becomes accessible.

Current Status:
Shelved

Mod Team:
ItchyFlea
Duncan
Shinzy

Things planned/considered:
Mineable resources (Flint, Copper, Clay)
Growable resources (Flax for fibre)
New crafting items.
Actions require tools (IE: Can't cut down a tree without an axe equipped.)

Things to note:
This will be a core replacement mod.
#63
I've created a fair number of map generators (In this thread), and a player suggested that being able to choose them when creating a new colony, rather than selecting them via the mod menu, would make it easier to have colonies that have used different generators.
#64
Help / Bug with MapGen, or did I do something wrong?
April 19, 2014, 09:35:29 AM
I'm trying to get the map generator to generate different types of rock, but have run into a problem of sorts. (Was first attempting to generate a different type of terrain where the mountain would have been, but that results in nothing happening.)

I'm basically taking over the mountain generator and using that to generate the 2nd type of rock. This is the code for it:
<li Class="Genner_FloatGridGrossFade">
<gridName>StoneGrid</gridName>
<possibleFadeSpans>
<li>0.43</li>
<li>0.43</li>
<li>0.43</li>
<li>0.1</li>
</possibleFadeSpans>
</li>
<li Class="Genner_ThingsFromGrid">
<gridName>StoneGrid</gridName>
<thresholds>
<li>
<thingDef>StoneWall</thingDef>
<maxGridVal>0.47</maxGridVal>
</li>
</thresholds>
</li>

But instead of what I'm expecting, which is a normal map with a mountain made from a different type of rock, I'm seeing this every time: http://i.imgur.com/VGuXNSa.png (Turned off Fog)

Am I misunderstanding the terrain generator and trying to make it do something it cannot do, or is this a bug?

I've also attached the mod itself in the attachments below if you need it.

[attachment deleted by admin: too old]
#65
We should be able to rescue incapacitated visitors from friendly factions and care for them until they are no longer incapacitated. Once they are awake, they are free to go, and the result is an increase in faction relations.
#66
Fertile Plains v1.0



Description:
These mods change the terrain generator.
Fertile Plains: This mod removes both the edge mountain and sand.
Fertile Plains - Edge Mountain: This mod just removes sand.
Fertile Plains - Caves: This mod generates a decently sized cave for you to start in. (Can cause problems. Read mod description in-game.)
Fertile Plains - Impenetrable Mountain: The Edge Mountain cannot be mined out.
Fertile Plains - Coast: Generates a shoreline along one of the map edges. Who said this uncharted RimWorld couldn't have a nice coast to relax by. (The water reduces walking speed to 10%)
Fertile Plains - Valley: Two mountains generate here. One to the North, and the other to the South, creating a nice valley.

Mod Team:
Downloads:
These four have only one side of the map open.
These are exactly like the ones above, except they don't generate thick roofs.

Mod Compatibility:
Download these if you wish to use this terrain generator with a specific mod that also changes the terrain generator.
Please note that I have not tested these versions for BetterPower+ but they should work.
Screenshots:
I stitched together 3 complete maps that are 200x200.
Fertile Plains:
World 1: http://i.imgur.com/UVw8ts4.png
World 2: http://i.imgur.com/vuEO0EK.png
World 3: http://i.imgur.com/y6bIsH2.png

Fertile Plains - Caves:
World 1: http://i.imgur.com/IN7RjvW.png
World 2: http://i.imgur.com/GOY7j4G.png
World 3: http://i.imgur.com/z0ilyIY.png

Fertile Plains - Impenetrable Mountain:
World 1: http://i.imgur.com/Kr0mXth.png

Fertile Plains - Coast v1.1:
World 1: http://i.imgur.com/kdFyYGV.png
World 2: http://i.imgur.com/dEp2baO.png
World 3: http://i.imgur.com/KJKEIlC.png

Fertile Plains - Valley:
World 1: http://i.imgur.com/jLUmKBu.png
World 2: http://i.imgur.com/KLKatKe.png
World 3: http://i.imgur.com/z9iN8mo.png

Notes:
  • This mod will not work with other mods that change the terrain generator.
  • In rare cases you may see this error message: "Scatterer Genner_ScatterMinerals could not find square to generate at." You can safely ignore this message. Just click the small X in the corner of the window that shows up, or hit the tilde (~) key to close it.
  • Fertile Plains - Caves: Error messages will be shown when the world is first generated. These can be ignored. If the error message window appears again during the first in-game day, you will need to generate a new world.
  • Fertile Plains - Coast: The game may generate rock roofs over the deep water, as well as placing ruins out there. The game will not place rock debris or resources in the deep water.


Snowy Worlds v1.0


Description:
These mods change the terrain generator.
Snowy Worlds: Nearly identical to the normal generator, except generates a snow covered landscape.
Snowy Worlds - Valley: Two mountains generate here. One to the North, and the other to the South, creating a nice, snowy valley.

Mod Team:
Downloads:
Screenshots:
Snowy Worlds: http://i.imgur.com/wJdsGuN.png
Snowy Worlds - Valley: http://i.imgur.com/KwoeLhr.png

[attachment deleted by admin: too old]
#67
Outdated / [MOD] (Alpha 4F) Grassless Sand (v.1.0)
April 06, 2014, 09:46:15 PM
Grassless Sand v1.0



Description:
This mod prevents Poverty grass and Dandelions from growing on sand, while still allowing Saguaro cactus and Pincushion cactus to grow.

Mod Team:
Download:
Grassless Sand v1.0

How to install:

  • Unzip the contents and place them in your RimWorld/Mods folder.
  • Activate the mod in the mod menu in the game.
Screens:



Notes:
  • May cause slight performance hit when first starting a new world. This is caused by the method used to limit the number of cactus that spawn during world generation. Shouldn't last more than 30 seconds once the game has started.
  • Now works in A4F.

[attachment deleted by admin: too old]
#68
Outdated / [A15] Animal Hide Working v2.11
March 15, 2014, 10:34:47 PM
    Animal Hide Working v2.11




    Description:
    This mod adds the ability to make rugs out of animals as well as being able to taxidermy them and install them as art sculptures in your base.

    Features:
    • Rugs for all the animals in-game.
    • Taxidermy for all the animals in-game.
    Mod Team:
    Download:
    Donations:

    Donations are completely optional and are not required to use or download this mod.



       
       
    If you would like to send a donation to
    Shadowtajun for her excellent textures:
    If you would like to send a donation to me:
    "PayPal Donate"
    "PayPal Donate"

    Notes:
    • Taxidermy is done at the new taxidermy table, found in the production menu.
    • To taxidermy something, you need up to 75 cloth (depends on the size of the critter) and the corpse of the critter you want to stuff. It'll take a fair while for the colonist to complete, but when done, they are installed in the same way art sculptures are.
    Changelog:
    v2.11
    • Updated to Alpha 15
    v2.10
    • Updated to Alpha 14 and uploaded to Steam Workshop.
    v2.09:
    • Updated to Alpha 13.
    v2.08:
    • Updated to Alpha 12.
    • Placeholder rugs were not added. Rugs for new animals will not be implemented until textures are finished.
    v2.07:
    • Fixed key binding conflict issue with taxidermy table
    • Hopefully fixed workgiver issue.
    v2.06:
    • Updated to Alpha 11
    • Added Stuffed Warg and Warg Rug. (Warg Rug uses boar texture atm, will be updated at a later date.)
    v2.05:
    • Updated to Alpha 10b
    v2.04:
    • Updated to A9
    • Stuffed Animals now use the Unfinished Thing def
    v2.03:
    • Hare rug texture added
    v2.02:
    • Beaver rug texture added
    • Placeholder Hare rug texture by InfiniteRemnant added.
    v2.01:
    • Elk rug texture added
    v2.0:
    • Updated to Alpha 8
    • New rugs for the new critters. (Graphics coming soon.)
    • Rugs can be placed under things such as beds and work tables.
    • Taxidermy!
    [/list]
    #69
    There's a bug that removes these two plants when you've issued the harvest command on them. This bugfix mod fixes that so they remain instead of getting removed. Thanks go to palandus for mentioning the cause for this bug in the bug report.

    Download: PlantFix

    How to install:
    • Unzip the contents and place them in your RimWorld/Mods folder.
    • Activate the mod in the mod menu in the game.

    Bug Report Thread: http://ludeon.com/forums/index.php?topic=2291.0
    Reported on Mantis: http://ludeon.com/mantis/view.php?id=451

    [attachment deleted by admin: too old]
    #70
    Mods / Looking for texture artist/artists.
    March 01, 2014, 02:52:00 AM
    I'm looking for anybody who is willing to make textures for two of my released mods, Wood Economy and Energy Turrets, as well as one I haven't announced yet. (It needs 6 textures.)

    This will be voluntary work only. I'm not able to pay anyone anything, but will definitely give credit.  :)
    #71
    Help / WallMetal_Atlas not displayed correctly in-game?
    February 27, 2014, 07:31:15 AM
    If I extract the metal wall texture from the resources file, and then use it as a texture for a new wall I'm making for the Wood Economy mod, well, I'm confused.
    The wall on the left is the wall available normally in-game. The wall on the right is my wall.
    Why is the atlas image messed up for custom walls? Is this a bug, am I doing something wrong, or do I need to create my own atlas?

    #72
    Outdated / [MOD] (Alpha 2) Gibbet Cage (BugFix)
    February 27, 2014, 04:50:39 AM
    There's a bug with Gibbet Cages that prevents them from being used to hold the corpses of your enemies (or friends).

    Download: GibbetCageFix

    How to install:
    � Unzip the contents and place them in your RimWorld/Mods folder.
    � Activate the mod in the mod menu in the game.

    Bug Report Thread: http://ludeon.com/forums/index.php?topic=2176.0
    Reported on Mantis: http://ludeon.com/mantis/view.php?id=437
    #73
    Outdated / [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
    February 26, 2014, 04:51:20 PM
      Wood Economy v0.94.1



      Description:
      This mod will add a complete wood economy to the game, with trees to cut down, and wood structures that can be built.

      Features:

           
      • Trees
      • Wood Table
      • Wood Chair
      • Wood Panel Walls
      • Wood Picket Fences
      • Defensive Log Walls
      • Wooden Doors
      • Bench Saw
      • Wood Floors
      • Wood Mulch - Improves soil fertility by 25%
      • Saplings - Make a tree farm. They grow faster than regular trees, but give less wood. (Can only be acquired from traders.)
      • Wood Brazier - Burn planks for light. Useful during solar flares.
      • Wood Burning Stove - Burn planks to cook food. Useful during solar flares.
      • Integrated Grassless Sand Mod - Stops poverty grass growing on sand.
      Mod Team:
      Important Notes:
      • It's best to harvest trees when they are at 100% growth. Use the 'Cut Plants' command.
      • A new colony is required, as this mod affects world generation.
      • Most of the textures are the final product. A few placeholders still exist.
      • Now includes the Creative Commons Attribution-ShareAlike 4.0 International Public License.
      • You may not include this mod in a mod pack without first obtaining my approval.

      Download:
      Wood Economy v0.94.1
      BetterPower+ V2.3.4 Compatibility Mini-mod.

      IMPORTANT: This version (0.94.1) should be compatible with saves made using 0.94. The game itself isn't compatible with saves from versions prior to Alpha 3F though.

      Screens:


      How to install:

      • Unzip the contents and place them in your RimWorld/Mods folder.
      • Activate the mod in the mod menu in the game.
      How to install the BetterPower+ Compatibility Mini-mod:

      • Unzip the contents and place them in your RimWorld/Mods folder.
      • Activate the mod in the mod menu in the game after you have activated both BetterPower+ and Wood Economy.
      How to use the Brazier and Wood Stove:

      • Your colonists will automatically fill both of these with planks.
      • When selected, they will tell you how much firewood they have in them in the bottom left-hand corner of the screen (The Architect Window).
      • To start the fire in them: Select them and either push the shortcut key F, or click the new UI button.
      • For Braziers: The fire takes a couple of seconds to start, and also takes a few seconds to go out if extinguished. Colonists will automatically refill it when it gets low on firewood.
      • For Wood Stove:  The fire cannot be put out once lit. Your colonists will not refill it until after the fire goes out. You should only use the  Wood Stove as a backup stove during solar flares.

      Changelog:
      V0.94.1 (Alpha 3F release):
      Updated to work with Alpha 3F.

      V0.94 (Alpha 3 release):
      Additions:
      Saplings: Plant a synthetic tree. Can only be planted on dirt or wood mulch. (Buy them from farming traders.)
      Wood Stove: Cook food without electricity. Just needs planks to burn. (Special thanks to Haplo for the code.)
      Brazier: Burn wood planks for light. (Special thanks to Haplo for the code.)
      Synthetic Tree: It grows extremely quickly in all conditions but cannot spread.
      Traders: Wood Economy specific one added.
      Fence Gate added.
      Bench Saw: Visual effect when used.
      An Easter Egg: Can you find it?

      Changes:
      Wood Walls: Recipe change. Now 2 Metal 5 Planks. Now also transmits power.
      Traders: Significantly changed.
      Wood Economy Resources: Increased worth of mod related resources. Logs/Planks/etc.
      Log Walls: Now return 1 log when destroyed.
      Wood Mulch: Now supports the same surfaces that ordinary soil does. Fertility improvement increased to 1.25 (Was 1.2)
      Trees: Grow regardless of light level.
      Sand: Poverty Grass no longer grows on it. Cacti still does. (Integrated my Grassless Sand Mod)
      Simple door: Changed to wooden door. Changed costs, allowed it to transmit power.
      Bench Saw: Planks and Wood Mulch are now made separately.

      BetterPower+ Compatibility Mini-mod:
      NOTES:
      This changes the Brazier and Wood Stove so that they can use Coal from BetterPower+.
      You must activate this after you have activated both BetterPower+ and Wood Economy.[/list]
      #74
      Outdated / [MOD] (Alpha 2) Energy Turret - Discontinued.
      February 26, 2014, 04:13:02 PM
      Energy Turret



      Unfortunately I haven't been keeping up with this mod, despite wanting to work on it, I haven't had the time. So I have given permission to a couple of people to integrate this mod into theirs if they so wish. If anybody else wishes to include my energy turret as-is, or with some balance changes, feel free to do so. Just mention that my name in the credits somewhere. :)

      • This mod by Kilroy232 has included my energy turret among the many new, and pretty awesome sounding, turrets he has added. You can find it here: Turret Package
      • This mod by Vas also includes my energy turret, along with several other awesome turrets. You can find it here: Vas's Mods



      Description:
      This adds 4 new research topics that lead to allowing you to build a vastly better turret. Research all 4 new research topics to unlock the Energy Turret.
      Each research project is unlocked by researching the prerequisite, starting with one simply named Energy Turrets

      Mod Team:
      Download:


      Download from ludeon forums:


      Screens:


      How to install:
      - Unzip the contents and place them in your RimWorld/Mods folder.
      - Activate the mod in the mod menu in the game.

      Changelog:


      [attachment deleted by admin: too old]
      #75
      Outdated / [MOD] (Alpha 9) Target Practise (v.2.01)
      February 26, 2014, 04:01:19 PM
      Target Practise v2.01



      Description:
      This mod adds a modular shooting range so you can build one to fit the needs of your colony. This mod also adds training dummies.
         
      These allow you to train up a colonists shooting or melee skill. They utilise the bill system and give experience at the same rate a colonist would receive if manually being trained.
      Only colonists set as hunters will train at these new buildings.

      Mod Team:
      How to use:
      • For the Target: Draft a colonist and force them to fire on the target. (B key)
      • For the Range or Dummy: Set a bill to train either shooting or melee. Only people set as hunters will use the range/dummy.
      • The Shooting Range is modular, meaning that you can make it any size you wish. There are 3 pieces to it, a left side, right size and middle pieces. The middle pieces are where you can set bills for training. Each middle piece must have a bill assigned to it. The more middle pieces you use, the more colonists you can have training at any one time.
        You also get to choose what the floor looks like. You'll need to build the floor before you build the range.
      Download:
      How to install:
      • Unzip the contents and place them in your RimWorld/Mods folder.
      • Activate the mod in the mod menu in the game.
      Changelog:
      V2.01:
      • Updated for Alpha 9
      V2.0:
      • Added Shooting Range
      • Added Training Dummy
      V1.4:
      • Updated for Alpha 8
      V1.3:
      • Updated for Alpha 7


      [attachment deleted by admin: too old]
      #76
      Outdated / [MOD] (Alpha 3F) PopCap+ (v.1.1)
      February 26, 2014, 03:56:09 PM
      PopCap+ v1.1


      Updated version maintained by Cala13er can be found here: [MOD] (Alpha 5) PopCap+


      Description:
      PopCap+ increases the total population cap to around 250 colonists, although levels off a bit for an average of 25.

      Mod Team:
      Download:
      PopCap+ v1.1

      How to install:
      • Unzip the contents and place them in your RimWorld/Mods folder.
      • Activate the mod in the mod menu in the game.
      Changelog:
      V1.1:
      • Updates the mod to RimWorld Alpha 3F
      • Adds a new Storyteller AI that never has raiders appear. Called Phoebe Friendly+. She's found at the bottom of the list of storytellers.

      [attachment deleted by admin: too old]
      #77
      Help / Various modding questions and answers
      February 19, 2014, 07:40:33 PM
      So I'm giving creating a new mod a go. For this test I'm adding carrots to the game.

      When I first added them, I forgot to include a resources.xml file, but the game worked fine, showed the graphics and everything. Then I added that file, grabbed a new graphic for them, separated the carrots graphics folder into two folders, one to contain the raw graphic, and one to contain the grow graphic.
      The game started saying that it was unable to load the graphic.
      So after pulling out my hair, I decided to just undo everything I'd done, and go back to just having the first graphic show and redo it from there.

      But the game will now not show any graphics at all for the carrots, regardless of what I do. Now it'll just show a pink square.


      Apparently the game will not allow a custom graphic for the raw image of a plant. If I leave the path as this: <texturePath>Things/Item/Resource/PlantFoodRaw/Potatoes</texturePath> in the resources.xml file, there are no problems whatsoever loading the mod. If I change that line to one specifically for the food mod, the game claims that it cannot find the graphics, even if they are there.

      I've created two food mods, carrots and tomatoes, they are attached below.

      [attachment deleted by admin: too old]
      #78
      This project has been shelved.
      I highly recommend grabbing and playing this mod: Rimworld Zombie Apocalypse
      It's pretty much what I wanted to make here, and much more. :D



      Previous contents of this post:

      [center][u][b][size=18pt]Zombie Defence Core Replacement Mod[/size][/b][/u][/center]

      [b][u]Preamble:[/u][/b]
      Instead of relying on specific maps for the Zombie Defence Scenario, I would much rather make a mod so that the scenario is not limited to one single world. There are a few other features I want to add, which should now be possible with .xml and .dll mods.

      [b][u]Project Goal:[/u][/b]
      Create a mod that replaces the RimWorld Core content with my own for the purpose of creating zombie survival scenarios. The zombies will behave like raiders, so that dealing with/to them is controlled by a "fair" storyteller rather than the unfair rules I set out in the CustomScenario's.

      [u][b]Differences between this mod and the RimWorld Core:[/b][/u]
      Quite a lot.
      All the factions are made up of zombies, and all of them will hate you.
      I haven't really been keeping track of the changes.  :-\

      [b][u]Expected Release Date/Time:[/u][/b]
      [url=http://www.wowwiki.com/Soon]Soon.[/url]
      To be serious: I don't know.

      [b][u]Development Version Download:[/u][/b]
      [url=http://www.mediafire.com/download/r56kr8kk0lsqn92/Zombie_Core_v0.11.7z]Zombie Core[/url]
      Highly unfinished. All this basically has done is replaced the factions with "zombie" factions that really hate you. (They have no tabs, so if you capture one, you'll never be able to recruit it.)

      [b][u]Things to note:[/u][/b]
      Because this replaces the RimWorld Core Mod, the vast majority of mods will [b][u]not[/u][/b] work when you are running this mod. At best they work as intended, at worst they'll crash the game as soon as you start it. The most likely outcome will be a huge number of errors when you activate the mod.

      Previous contents of this post:
      [center][u][b][size=18pt]Zombie Defence Storyteller[/size][/b][/u][/center]

      [b][u]Preamble:[/u][/b]
      Instead of relying on specific maps for the Zombie Defence scenario, I would much rather make a Storyteller to control them so that the scenario is not limited to one single world. There are quite a few other features I've been wanting to add, that might be possible in RimWorld Alpha 2.

      [b][u]Project Goal:[/u][/b]
      Create a new Storyteller that periodically spawns zombie hordes to attack your colonists with ever increasing numbers, perhaps with a chance to "infect" colonists so that they must either be quarantined or killed.
      I would like the zombies to behave similar to zombies from the Walking Dead TV series.

      [u][b]Changes from traditional Storytellers:[/b][/u]
      � No psychotic animal events.

      [b][u]Other changes:[/u][/b]
      � Turret-like stationary weapons that need to be manned to work.
      � Dead zombie incinerators. (Maybe as a form of power generation?)
      � Travellers bring knowledge of weapons/tactics that are effective against the zombies.

      [b][u]Project Phases:[/u][/b]
      � Planning.
      � Programming.
      � Testing.
      � Balancing.
      � Release.
      � Feedback Improvements/Balancing.

      [b][u]Current Phase:[/u][/b]
      [color=yellow]On Hold.[/color]

      [b][u]Expected Release Date/Time:[/u][/b]
      Impossible to determine until after the release of Alpha 2.

      [u][b]Notes:[/b][/u]
      � The focus of balancing will be from the standpoint that you are not using this mod in conjunction with other mods.

      [center]Got any features you'd like to see? Tell me below.[/center]

      [center][size=18pt][color=yellow]Project Status: On Hold[/color][/size][/center]
      [center]This project isn't possible in Alpha 2, at least not in the way I want to do it.
      This project will remain on hold until Alpha 3.[/center]
      #79
      Instead of displaying that symbol, all I see is a small triangle with a question mark in the middle.

      What I should see:
      What I actually see:

      That symbol is: ALT+0149

      Additional info:
      Browser: Mozilla Firefox 27.0.1
      #80
      I personally like this one, as it's better than my idea: http://ludeon.com/forums/index.php?topic=2025.0

      I propose replacing the Blasting Charge's current use with landmines, that have the same blast radius of grenades.
      They can only be activated by being stepped on, and animals will also be able to set them off. (Making minefields a fun display when boomrats wander nearby.) :)

      As for the Blasting Charge, change it so that instead of doing explosive damage, it instead releases a shockwave that does not damage living organic things. This way it can be kept for clearing large debris piles and graves and not be useful as an OP offensive weapon.