Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Berengar

#136
Help / Skills needed for special weapons.
December 05, 2014, 10:07:35 PM
Greetings!
�hm my question is, is it posible to add an weapon, that need a special skill to use? Like medicine?
Im working on an Magic system, for the doctors in your Colony..

greetings: Berengar
#137
Outdated / Re: [MOD] (Alpha 7) Faction: Orcs! 0.35
December 05, 2014, 07:22:14 AM
Quote from: JonoRig on December 04, 2014, 08:50:54 PM
why do i get the feeling my colonist was faced with a very bloody, violent and painful death?

otherwise, very nice start, i would agree with moar dakka dakka, dem boyz don't got enough choppa's eevar

Im sorry, but there will be no good old daka..
The orc-mod is just a small part of an fantasy overall im working on. So, no sci fi weapons here :D
But i have some shootas in my archive... i can put them in the next update as texture. So when your want them, your just have to change the mod by yourself. :=)

@Halinder Arrhg... that would be epic...
But i have no idea how i should do that.. i take a look on the defs.. but i think for somethink like this i need help from an experience modder.
#138
Hrm... i would say, real textes inside the buddles is tooo small.
But i have one idea... hmm.. post it later here, maybe someone can use it.^^
#139
Outdated / Re: [MOD] (Alpha 7) Faction: Orcs! 0.35
December 04, 2014, 07:15:22 AM
Jap, ähm.. exactly that have i try. :)
But somehow its dont work.
At the moment i'm working on an smithing system, but i give it later a try.
#140
Outdated / Re: [MOD] (Alpha 7) Faction: Orcs! 0.35
December 04, 2014, 05:59:37 AM
Jeah.. i try that..
Maybe i should not spend so mutch time on creating textures... and more on learning coding.. or english :P
With other words.. i dont get how i make the pawns use weapons...
But i try it later again.

Greetings: Berengar the redbeard.
#141
Help / Re: WorkGivers help.
December 04, 2014, 05:33:53 AM
I know it is something stupid...  ;D
But thanks man, that helps me alot.

Berengar the fat Pesant
#142
Outdated / Re: [MOD] (Alpha 7) Faction: Orcs! 0.3
December 04, 2014, 02:52:42 AM
Update
Just a small update.
Slow the orcs a bit down..
And a brings in the first of the orcbosses.

Download link above.


#143
Outdated / Re: [MOD] (Alpha 7) Faction: Orcs! 0.3
December 04, 2014, 01:30:46 AM
Hmm jeah, should not be a problem.
Something like
Easy: Big orc with Axe.
Medium: Shaman.. when i finaly got them to shoot. ;)
Hard: REALY big Orc, riding an Muffalo.
#144
Outdated / Re: [MOD] (Alpha 7) Faction: Orcs! 0.3
December 04, 2014, 12:24:34 AM
Thanks. :D
What i forget to say, pls be free to sugest new orcs and enemy types. And what else you want to see in the mod.
#145
Hmm
Maybe some speachbubbles over the heads, with small textes. :D
Like "Same day same shit" ore something.
Combined with a mod, where the colonist sometimes stop when they see another one, and start talking.. over an minute ore somthing like that. Hmm... arghh... i have to learn coding!
#146
Outdated / [MOD] (Alpha 7) Faction: Orcs! 0.35
December 03, 2014, 11:30:21 PM
Orcs!

Greetings.
That is just a small faction Mod, that adds the good, old orcs to the game. At the moment just 3 meele ones, but over the time i planned to add more. And a sense behind killing orcs.. beside to safe the colony.  ::)
PS: Maybe there a bit to strong.. i dont hope so, but balancing isn't my biggest talent..  :P

DOWNLOAD
http://www.mediafire.com/download/xktto1luo8gzqgl/Orcs.zip

http://creativecommons.org/licenses/by-nc-sa/4.0/


#147
Help / Re: WorkGivers help.
December 03, 2014, 03:01:06 PM
So thanks first.
Ã,,hm i try that out, but its help not realy.
The colonist do ignor that Forge, even when there is nothing more to do..

mfg: Berengar
#148
Help / WorkGivers help.
December 03, 2014, 09:06:44 AM
Greetings.
So i need some help.
Im working on a new smithing system, thats start with a forge, where your have to heat metal, to become GlowingIron.
With that your can form an Metalpipe, witch your can heat again, and form it than on the Anvil. So far so good.
I start with testing the glowing iron. The Forge works, and is buidable.. same with the rezept. But, something is'nt correkt with the workgiver def i think.. My Colonist just dont start to work on the Forge, and i dont can priorize the order.
Here the Codes.

Recipies
Quote<?xml version="1.0" encoding="utf-8"?>
<Defs>

  <RecipeDef>
    <defName>MakeGlowingIron</defName>
    <label>Heat Iron</label>
    <description>Heat some Iron.</description>
    <jobString>Heat Iron.</jobString>
    <workAmount>600</workAmount>
    <workSpeedStat>TailoringSpeed</workSpeedStat>
    <sustainerSoundDef>Recipe_MakeClothes</sustainerSoundDef>
    <productHasIngredientStuff>true</productHasIngredientStuff>
    <ingredients>
      <li>
         <filter>
            <thingDefs>
               <li>Metal</li>
            </thingDefs>
         </filter>
      <count>10</count>
   </li>
    </ingredients>
    <products>
      <GlowingIron>1</GlowingIron>
    </products>
    <skillGains>
      <li>
        <skill>Crafting</skill>
        <xp>300</xp>
      </li>
    </skillGains>
  </RecipeDef>

 
 
</Defs>

Building
Quote<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>



  <ThingDef Name="BuildingBase" Abstract="True">
    <category>Building</category>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <selectable>true</selectable>
    <drawerType>MapMeshAndRealTime</drawerType>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <repairEffect>Repair</repairEffect>
  </ThingDef>





  <ThingDef ParentName="BuildingBase">
    <DefName>Forge</DefName>
    <EType>Building_WorkTable</EType>
    <label>Forge</label>
    <ThingClass>Building_WorkTable</ThingClass>
    <Description>A Forge.</Description>
    <graphicPathSingle>Smith/Forge</graphicPathSingle>
    <CostList>
      <WoodLog>30</WoodLog>
      <Metal>30</Metal>
    </CostList>
    <AltitudeLayer>Waist</AltitudeLayer>
    <UseStandardHealth>True</UseStandardHealth>
    <statBases>
      <WorkToBuild>1000</WorkToBuild>
      <MaxHealth>180</MaxHealth>
      <Flammability>1.0</Flammability>
    </statBases>
    <Size>(3,1)</Size>
    <Overdraw>False</Overdraw>
    <DesignationCategory>Production</DesignationCategory>
    <Passability>Impassable</Passability>
    <hasInteractionSquare>True</hasInteractionSquare>
    <interactionSquareOffset>(0,0,-1)</interactionSquareOffset>
    <itemSurface>True</itemSurface>
    <recipes>
      <li>MakeGlowingIron</li>
    </recipes>
    <inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>
    <building>
      <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
    </building>
  </ThingDef>






</ThingDefs>

And at least the Workdef
Quote<?xml version="1.0" encoding="utf-8" ?>
<WorkGivers>

  <WorkGiverDef>
    <defName>MakeGlowingIron</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Crafting</workType>
    <priorityInType>10</priorityInType>
   <billGiverDef>Forge</billGiverDef>
    <verb>produce GlowingIron</verb>
    <gerund>producing GlowingIron</gerund>
  </WorkGiverDef>


</WorkGivers>

Oh and the Item
Quote<?xml version="1.0" encoding="utf-8" ?>
<Resources>


  <ThingDef Name="ResourceBase" Abstract="True">
    <thingClass>ThingWithComponents</thingClass>
    <label>unspecified resource</label>
    <category>Item</category>
    <eType>Item</eType>
    <resourceReadoutPriority>Middle</resourceReadoutPriority>
    <useStandardHealth>true</useStandardHealth>
    <selectable>true</selectable>
    <altitudeLayer>Item</altitudeLayer>
    <stackLimit>75</stackLimit>
    <tradersCarry>true</tradersCarry>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
    </comps>
    <alwaysHaulable>true</alwaysHaulable>
    <drawGUIOverlay>true</drawGUIOverlay>
    <rotatable>false</rotatable>
    <pathCost>15</pathCost>
  </ThingDef>

  <ThingDef Name="ResourceVerbBase" ParentName="ResourceBase" Abstract="True">
    <eType>Equipment</eType>
    <thingClass>Equipment</thingClass>
    <equipmentType>Primary</equipmentType>
    <techLevel>Neolithic</techLevel>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
    </comps>
  </ThingDef>




  <!--
  <ThingDef ParentName="ResourceBase">
    <defName>WoodPlank</defName>
    <label>wood planks</label>
    <description>For building structures.</description>
    <graphicPathSingle>Things/Item/Resource/WoodPlank</graphicPathSingle>
    <soundInteract>Wood_Drop</soundInteract>
    <soundDrop>Wood_Drop</soundDrop>
    <baseMarketValue>1.9</baseMarketValue>
    <tradersCarry>false</tradersCarry>
    <statBases><MaxHealth>150</MaxHealth><Flammability>1.0</Flammability></statBases>
    <storeCategories>
      <li>ResourcesRaw</li>
    </storeCategories>
  </ThingDef>
  -->


  <!--=============== Pure stuffs: Fabric, leather, etc  ====================-->

  <ThingDef ParentName="ResourceBase">
    <defName>GlowingIron</defName>
    <label>GlowingIron</label>
    <description>Heatet iron.</description>
    <graphicPathSingle>Smith/GlowingMetal</graphicPathSingle>
    <soundInteract>Metal_Drop</soundInteract>
    <soundDrop>Metal_Drop</soundDrop>
   <baseMarketValue>1</baseMarketValue>
    <statBases>
      <Flammability>1.0</Flammability>
    </statBases>
    <stuffProps>
      <canMakeApparel>false</canMakeApparel>
      <color>(200,200,200)</color>
      <statFactors>
        <MarketValue>1</MarketValue>
      </statFactors>
    </stuffProps>
    <storeCategories>
      <li>ResourcesRaw</li>
    </storeCategories>
  </ThingDef>



</Resources>

Im realy new at moding Rimworld, so i think its a small problem.. i hope. :D
#149
Unfinished / Re: [WIP]New Race: Orcs!
December 03, 2014, 07:23:49 AM
Thanks. :)
Yeah nice Idea.. personal i would use the orcsounds from the german rpg Gothic 1/2. THATS are orcs.. :D
But i have no clue how to add new sounds..
for first, i want to use native sounds from rimworld.
#150
Unfinished / Re: [WIP]New Race: Orcs!
December 03, 2014, 04:37:18 AM
Moin and greetings Guys!
So i need your help, maybe one of you have an Idea.
Its about the screaming fighting etc sounds of the orcs.. im searching for a good one in Rimworld.
At the moment they use the ones of the... �hm... Muffalos. Its funny, indeed. But a bit.. wrong? When you see a gigantic Horde of Orcs, overrun your Colonie.  ::)

And what your Idea your like more. Orcs that riding on Muffalos, ore gigantic Trolls, that coming from the mountans?