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@delzaron
- I will not be allowing a reupload for this, as the C# code is not mine to give away.
- If you are seriously interested in learning how to mod, I recommend going to the Official Rimworld Discord Server. They have tons of resources and helpful people there who can help you get started.
So questions :
- do you allow somebody to retake your mod andd update it ?
- how I could update this mod from 1.5 to 1.6 ? which tools I need ? how to check it, and post it on steam worksjop ?
So basically, no plans currently. That might change later, but no guarantee.
As far as I know though, the only thing that might be broken is the acid nodule. Pretty sure everything else was just XML, so it should still work unless something changed on VE's side.
1. navigate to where the mod files are located on your computer. If you use RimPy (highly recommended), just right click the mod and select "open folder"
2. go to Textures>Terrain>Surfaces and delete "UEM_JellyFloorTexture.png"
3. If you already have the game's art files downloaded, skip to step 4, if not you can access all of the game's art files here: https://www.dropbox.com/scl/fo/fi49a1wj4iaao72ndhlp9/AK4AoWZg0WCSeRKbZ1WY6kI?rlkey=6zgtptylc7cigr139m75z741m&e=1&dl=0 You'll want to download the Game Art Source - Rimworld.zip file.
4. Unzip the file, locate the flagstone texture. Should be somewhere like Textures>Terrain>Surfaces, and then copy it to where you deleted the UEM_JellyFloorTexture.png.
5. Rename the file to UEM_JellyFloorTexture.png.
6. Launch your game, and it should now be using the new (old) texture.
Option 1: If all you're after is just floors that look like that: Just place down flagstone instead and paint it whatever color you prefer. This is the much simpler and easier option.
I won't be doing that for the jelly floors, since those are an organic resin instead of a living organism like creep is. Plus they're more meant for interiors anyway. If you really want it for jelly floors, you can tweak the xml yourself or tweak it via RIMMSqol.
Not entire sure what you mean. "Straw" as in it ignores animal filth?
The Acid nodules only self-activate on enemies. They will still explode when damaged though, so be aware of that when positioning your colonists. The stinger growths are pretty much just reskined spiketraps, so they will still sometimes hit your colonists/bugs.
I'd recommend this mod if you're worried about your people walking on their own traps: https://steamproxy.net/sharedfiles/filedetails/?id=2824833320
try to unsub, wait till download is donw and than resub
thats a common problem of steam itself
This is the best day of my life.
Setting up a basic style should be simple enough to do with just XML, so it'll definitely be starter-friendly.