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Author Topic: [A12d] TheGentlmen's Small Mods and Patches  (Read 22958 times)

TheGentlmen

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[A12d] TheGentlmen's Small Mods and Patches
« on: September 05, 2015, 01:28:32 PM »

GENT's MODS
To increase comparability with other mods, everything I make starts with GENT_ or Gent_
NOT the mod names... I mean the actual dll and xml stuff.

EVENTS AND NEWS
ALL SOURCECODE LOST
DUE TO MY LACK OF ORGANIZATION, ALL SOURCE CODE HAS BEEN LOST. TIME TO SETUP GITHUB.

NO DONATIONS
DONATIONS ARE RECKING THE COMUNITY

TEXTURING 'ZE MODDERS'
PM ME IF INTERESTED!

Primary working on: TheGentzPack...
Also working on: Fighting with isistoy.

INDEX
Dis is totally a clone of Latta's page... ¯\_(ツ)_/¯
Extreme Tempetures, A.k.a:YO HEARD YOU LIKE ZE COLD - DEATHLY COLD - ALSO WITH ZE HEATZ
   V3B   A12   HAHAHAHAHA... nothing survives that... better start packing bags... - SOURCE CODE LOST
TUFF LUCK Package   V4   A12   Bigger raids... meaner storyteller.... - NO SOURCE CODE
ZE MODDERS   V0   A12   New evil fraction... - NO SOURCE CODE
TUFF LUCK FOR LT_RAIDPLUS   V1   A12   Patches the mod LT_RAIDPLUS (by latta) to be as hard as TUFFLUCK's normal raids. - NO SOURCE CODE

BUGS?
File them in dis post in dis format:
Code: [Select]
RW Version:
What one of my mods:
Other Mods:
Bug/Error/Problem:
Steps to reproduce:
Outlog:
Save:
World:

GOALS
I'd personally prefer realism over game play, I think the my perfect game would be to crash somewhere all torn up and hurt in the freeing cold and to crawl into I natural cave... then slowly make a makeshift mud wall as you do your Last Stand, as you have raiders breathing on your back for the resources of your ship, and YOU need to make something to live. It would be YOUR Last Stand.
Rimworld is to tell stories, what better stories can you get than having 3 people live out their last days... trying to survive, but knowing they'll die on the end... yet never giving up tell thier last breath where the world fades away from them into the darkness as their heart slowly stops.

The realism would reinforce the stories, the story about how they won't make it, about how no matter what they try they'll never do it. YOU will never do it. And then the end, where you just give up. You just let them to die thier, cuase YOU know and THEY know they won't make it.

Then everyday you live you'll feel like your a step closer to surviving, to not having this be your last stand. But a step closer to something a light year away is NOTHING. It wouldn't be challenging because it is. It would be challenging to help improve the experience, to feel as hopeless as they feel.
I want to make it feel like your Last Stand.

FEEDBACK
I've heard little chat in here so I was wondering If anyone is even seeing my mods... but then I noticed I had 2752 views! With that I'd like to ENCOURAGE feedback and discussions, not only about the mods but also my license, Updating schedule, prioritization of work, general communication and behavior, etc. I'm always open to discussion about almost anything and believe that clear communication is best for everyone, it allows you to know what I'm doing and it allows me to know what you want me to improve.

So may the chatting commence!

WANNA SEE IF I'VE BEEN WORKIN'?
Download and run this:
https://drive.google.com/uc?export=download&id=0B20MnOEi81xJTGxwUEptWDRfbDg
---OR---
If ya don't trust me make a '.html' file with this instead:
Code: [Select]
<script src="http://dontbreakthechain.com/share_js/TheGentlemen/last-four/123989" type="text/javascript" charset="utf-8"></script>
ZE LICENSE (LICENSE)
LAST UPDATE DATE: 2015/09/27 - Reorganized into sections, moved more definitions to the top.
My work is licensed under MY LICENSE V4(DERIVATIVE OF MIT)

Now, no one wants to read a license, so let me sum it up for ya (Note: this does not replace the license):
  • No Commercial (I DO classify donations as Commercial)
  • I reserve the right to ban you of using my suffz
  • I reserve the right to unban you of using my suffz
  • You must use the same license as my works IF you use my work
  • IF you break the terms of the license then your automatically banned from using my works, and require MY permission to unban you
  • You must add the license in your works IF you use my work
  • I am not responsible for anything you do.
  • When I update the license, you must comply with the new version within 2 weeks.

What to do if you want to use my works(Note: this does not replace the license):
  • Credit me in a manner that does not make it look like I endorse you unless I've specifically gave you permission to do that.
  • Add that copy of the license to your works.
  • FOLLOW IT.

What shall I do if I can't follow the license terms:
CONTACT ME! I'll get you a custom license/permission-thingy/whatever-its-called just for you if I think the reason is considerable!
(Ex: Other works your works are based on require you use their license)

I'm confused:
CONTACT ME! I'll help you understand.

Chickens are raining:
CONTACT ME! I'll insure you can cook one of those chickens.


End of story:
Its always better to contact me, by doing that you can avoid many problems in the future.
« Last Edit: April 10, 2016, 04:24:27 PM by TheGentlmen (GENTZ /'jen(t)z/) »
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TheGentlmen

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[A12] YO HEARD YOU LIKE ZE COLD - DEATHLY COLD V3B
« Reply #1 on: September 05, 2015, 01:28:42 PM »

YO HEARD YOU LIKE ZE COLD - DEATHLY COLD V3B
ALSO WITH ZE HEATZ

SOURCE CODE IS LOST

V3B IS OUT
An idea on slack... gives a ton of cold... ya.

Log:
Code: [Select]

SOURCE CODE LOST

V3B - BALANCE AND PATCH RELEASE

*Added 'NO HEATZ PATCH'
Disables heat event due to coolers not functioning when the room they pump heat into gets too hot.

*Lowered normal events chance from 10 to 2
*Lowered extreme events chance from 5 to 1

V3 - NEW RELEASE

*Now its stable. No more save corruption (Or atleast from my tests.)

*4 events:

**DEATH COLD:
Takes 7 days, first 5 days temperature decreases by ~60C, then in 2 days it plum-its to -270C.
Lasts 2 to 4 weeks
Will not happen before day 60
After it hits the all time low, it will slowly heat up to normal temp, by the end of the event the temperature should be at its normal.

**DEATH HOT:
Takes 7 days, first 5 days temperature increases by ~60C , then in 2 days it rises to 2000C.
Lasts 2 to 4 weeks
Will not happen before day 60
After it hits the all time high, it will slowly cool down to normal temp, by the end of the event the temperature should be at its normal.

**EXTREME VERSIONS:
Take 7 days to start aswell
Then Lasts 2 to 4 years.
Half as common then their normal counterpart
Will not happen before day 120.
Cooling/Heating to normal tempeture still takes place, but at a much longer time scale

V2 - WARNING - STILL BUGGY AND RUINES SAVES!!!

*Will always happen no matter what.
*Lasts 1 day.
*4x less likely than cold snap
*PAINFULL, EVERYTHING DIES in under 6 H, thats how deadly.
*From my testing, no amount of heaters will save you.
*If it happens its just time to pack up and leave... A.K.A. ship.

V1 - Inital

DOWNLOAD V3B:
DOWNLOAD FROM HERE: CLICK ME!

DOWNLOAD NO HEATZ PATCH FOR V3B:

This disables the HEATZ event due to the fact that coolers stop functioning after a certain temperature.

DOWNLOAD FROM HERE: CLICK ME!


My goals for this mod in order:
Code: [Select]
*REWRITE MOD SOURCE CODE
.|||||         / \          |||||.
.  |||||        |         |||||  .
.|||||          |           |||||. 
. |||||     V4 GOALS!      ||||| .
*Fix bug where Both Cold and Hot events happen at same time
*Fading from normal sky color to event sky color and back
*Day-Night cycle while event is running - SEMI-DONE
*Fixing Save Corruption (Its back... or maybe I never removed it and I failed at testing.)
*Increase/remove Cooler max functioning tempeture so that the Hotz are Semi-Survivable
*Texture new cooler
*Fix new cooler's highlight
.|||||         / \          |||||.
.  |||||        |         |||||  .
.|||||          |           |||||. 
. |||||     V6 GOALS!      ||||| .
*Variations of extremeness
*Early warnings
*Option at start of game to disable it.
*Colonist die quicker from heat and cold, raiders die slower...
*New fraction: They only come when its hotz/coldz enough... they come equipped with Advanced temperature modulators which self-destruct when you try to  take them.
*Extreme cold in general causing hit point deterioration.
*Extreme heat cuasing flames to everything and anything... Mabry even lava for somethings.
*Balance - ALWAYS IN PROGRESS

Credits:
* Colony_Freezer - Idea - I would have never ever ever thought of this idea if it wasn't for him.
* MarvinKosh - Original Code - See... I was in a rush to finish it before the Library CF used closed, so CF could get it before monday, so I decompiled his code... and left a loose end somewhere and had it corrupt games. THEN he pointe out tome that he had released his source... So I literately copy-pasted his code, got rid of a few places, edited others AND huzza... this thing actually worked. Yes... its a true story.
« Last Edit: October 09, 2015, 04:51:29 PM by TheGentlmen (GENT) »
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TheGentlmen

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[A12d] TUFF LUCK - V4
« Reply #2 on: September 05, 2015, 01:29:07 PM »

TUFF LUCK Package - V4

INCREASES RAID SIZES, AND ADDS A NEW STORYTELLER WHICH MAKES ALL BAD EVENTS SUPPER COMMON.

Log:
Code: [Select]
V4 - Organization:

-Storyteller:
--Added to 'Tuff Luck - Best Storyteller'

-Bigger Raids:
--Added to 'Tuff Luck - Bigger Raids'

-Gneral:
--Tuff Luck Main removed
--'Tuff Luck' is now called 'Tuff Luck Package'
--'Tuff Luck - Bigger Raids' and 'Tuff Luck - Best Storyteller' added to Tuff Luck Package

V3C - Balancing:
-Storyteller:
--Max days before major threat raised (1 to 5)

V3B - Balancing:
-Storyteller:
--Desired Population Minimum halved
--Average events per day lowered(From 2 to 0.75)
--Small bad incident weights lowered(less likely)(From 1.25 to 1.1)
--Great bad incident weights lowered(less likely)(From 1.5 to 1.2)

V3 - Balancing:
-Storyteller:
--Average events per day raised(From 1 to 2)
--Small bad incident weights lowered(less likely)(From 2 to 1.25)
--Great bad incident weights lowered(less likely)(From 4 to 1.5)

V2 - Balancing:
-Storyteller:
--Average events per day lowed(From 2 to 1)
--Small bad incident weights lowered(less likely)(From 20 to 2)
--Great bad incident weights lowered(less likely)(From 40 to 4)
-General:
--Raid sized halved.
V1 - Inital

DOWNLOAD V4:
DOWNLOAD FROM HERE: Click me!

TUFFLUCK FOR LT_RAIDPLUS:
GET FROM HERE: Click me!

My goals for this mod in order:
Code: [Select]
*Make colonist weaker
*Make raiders stronger.
*Balance - ALWAYS IN PROGRESS

Credits:
* Skyarkhangel - Idea - This was original a patch for his modpack.
« Last Edit: September 28, 2015, 09:35:37 PM by TheGentlmen (GENT) »
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TheGentlmen

  • Guest
[A12d] ZE MODDERS - V0 - CRUEL AND BARBARIC MADMEN/MADWOMAN
« Reply #3 on: September 05, 2015, 01:29:16 PM »

ZEMODDERS - V0
CRUEL AND BARBARIC MADMEN/MADWOMAN

ADDS NEW FACTION CALLED 'ZE MODDERS' WHICH SPAWNS PAWNS USING SLACK MODDERS NAMES WITH CUSTOM EQUIPMET.

I NEED HELP WITH TEXTURES, EVERYTHING IS DONE BUT TEXTURES. PM ME IF INTERESTED IN HELPING.

Log:
Code: [Select]
V0 - Announcement.
DOWNLOAD V0:
Sorry, this is only an announcement.

My goals for this mod in order:
Code: [Select]
*Get textures - IN PROGRESS - I NEED HELP
*Insure whenever joshwoo69 spawns he has a minigun and synthread armour.
*Balance - ALWAYS IN PROGRESS
« Last Edit: September 16, 2015, 11:59:00 PM by ZE GREATZ GENTZ (TheGentlmen) »
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TheGentlmen

  • Guest
[A12d] TUFF LUCK FOR LT_RAIDPLUS - V1
« Reply #4 on: September 05, 2015, 01:29:24 PM »

TUFF LUCK FOR LT_RAIDPLUS - V1

INCREASES RAID SIZES FOR LATTA's UNFINISHED MOD LT_Raidplus.

Log:
Code: [Select]
V1 - Inital
DOWNLOAD V1:
DOWNLOAD FROM HERE: Click me!

MUST HAVE LT_Raidplus:
LT_Raidplus is not included with this patch, you must install it THEN drag my patch in.
LT_Raidplus: Click me!

USE WITH TUFFLUCK:
TUFFLUCK: Click me!

My goals for this mod in order:
Code: [Select]
*BUG TEST - ALWAYS IN PROGRESS
*KEEP UPDATED - ALWAYS IN PROGRESS

Credits:
* Latta - Mod that this patch is based on - This is a patch for her/his mod.
« Last Edit: September 21, 2015, 09:12:20 PM by TheGentlmen (GENT) »
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TheGentlmen

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Re: [A12d] TheGentlmen's Small Mods and Patches
« Reply #5 on: September 05, 2015, 01:29:32 PM »

--RESERVED--
« Last Edit: September 05, 2015, 01:32:28 PM by TheGentlmen »
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TheGentlmen

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Re: [A12d] TheGentlmen's Small Mods and Patches
« Reply #6 on: September 05, 2015, 01:29:38 PM »

--RESERVED--
« Last Edit: September 05, 2015, 01:32:35 PM by TheGentlmen »
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TheGentlmen

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Re: [A12d] TheGentlmen's Small Mods and Patches
« Reply #7 on: September 05, 2015, 01:29:47 PM »

--RESERVED--
« Last Edit: September 05, 2015, 01:32:42 PM by TheGentlmen »
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TheGentlmen

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Re: [A12d] TheGentlmen's Small Mods and Patches
« Reply #8 on: September 05, 2015, 01:30:09 PM »

--RESERVED--
« Last Edit: September 05, 2015, 01:32:50 PM by TheGentlmen »
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TheGentlmen

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Re: [A12d] TheGentlmen's Small Mods and Patches
« Reply #9 on: September 05, 2015, 01:30:16 PM »

--RESERVED--
« Last Edit: September 05, 2015, 01:32:57 PM by TheGentlmen »
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TheGentlmen

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Re: [A12d] TheGentlmen's Small Mods and Patches
« Reply #10 on: September 05, 2015, 01:30:24 PM »

--RESERVED--
« Last Edit: September 05, 2015, 01:33:02 PM by TheGentlmen »
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TheGentlmen

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Re: [A12d] TheGentlmen's Small Mods and Patches
« Reply #11 on: September 05, 2015, 01:30:39 PM »

--RESERVED--
« Last Edit: September 05, 2015, 01:33:07 PM by TheGentlmen »
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TheGentlmen

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Re: [A12d] TheGentlmen's Small Mods and Patches
« Reply #12 on: September 05, 2015, 01:30:56 PM »

--RESERVED--
« Last Edit: September 05, 2015, 01:33:13 PM by TheGentlmen »
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TheGentlmen

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Re: [A12d] TheGentlmen's Small Mods and Patches
« Reply #13 on: September 05, 2015, 01:31:05 PM »

--RESERVED--
« Last Edit: September 05, 2015, 01:33:20 PM by TheGentlmen »
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TheGentlmen

  • Guest
Re: [A12d] TheGentlmen's Small Mods and Patches
« Reply #14 on: September 05, 2015, 01:31:14 PM »

--RESERVED--
« Last Edit: September 05, 2015, 01:33:25 PM by TheGentlmen »
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