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Messages - Modo44

#16
I'm fairly certain colony female animals are getting pregnant from thin air when this mod is active. To reproduce, get any single female, and wait a couple (dozen) of days. I've had elk and muffalo do this so far.
#17
There needs to be a way to properly roof areas to resist tornadoes. Reinforced concrete is really not rocket science, and it has a 100% chance of resisting any wind.
#18
I see a balance problem, maybe due to some other mods:

The "Bone Wall" this mod adds is 3 work, 5 bone, 100 health. But when you select the standard wall, and switch it to "Bone", you can do it for 2 work, 5 bone, and 140 health. Those numbers don't seem right.
#19
Releases / Re: [A18] Fences And Floors v1.21
March 01, 2018, 03:12:40 PM
The fences somehow count as 1-tile wide "rooms", and pawns auto-roof fenced lines, effectively adding work unless you catch it. Can this be fixed, so that only enclosed fenced areas get roofed?
#20
I think the auto-patching may be borked. I don't have either of the mods with autopatches. After adding Megafauna to Rimworld, I get this (regardless of where Megafauna is in the mod order):

https://i.imgur.com/NYTNBmK.png
#21
Releases / Re: [B18] Crash Landing (v11.00) (21-11-2017)
February 11, 2018, 03:53:32 PM
So instead of waiting for an option to remove crash fires, I set the flammability of all the flammable bits to nearly zero in the XMLs. So it will still burn, but not instantly create an inferno. This way you can sometimes choose what you take instead of relying on pure luck.
#22
Releases / Re: [B18] Marvin's Stuff
January 06, 2018, 03:02:01 PM
Quote from: MarvinKosh on January 06, 2018, 05:00:08 AM
Did you set the minimum and maximum roll to 1 in the settings? 'cause that would do it.
I didn't touch the settings. It's the default 1/20, but appears to be 1/1 in the raids I am getting.
#23
Releases / Re: [B18] Marvin's Stuff
January 06, 2018, 12:22:16 AM
Rapid aging seems to affect literally every raid I get. Either there's a bug, or the chance is waaay too high. It makes it next to impossible to recruit raiders, which breaks colony progression.
#24
Releases / Re: [A18] SimpleSidearms (1.2.2)
December 10, 2017, 02:51:21 AM
I am using a mod that adds tools equipped as weapons (Right Tool Rebalanced). Because of it, some pawns are carrying tools while also having ranged weapons in their inventory. This messes with hunting-related mechanics, and is ignored when drafting pawns.

I'm looking for some automation/QoL here:

  • Would it be possible to make designated hunters auto-switch to ranged weapons when it's time to go hunting?
  • Can the "Hunter has no ranged weapon" warning be disabled when a hunter has one, but has something else currently equipped?
  • Could pawns auto-switch to a designated weapon when drafted (essentially to unequip tools without another click).
#25
Thank you so much. This should have been in vanilla since forever.
#26
General Discussion / Re: B18 released!
November 18, 2017, 02:50:18 AM
It's never going beta. When you stop adding features, you can't claim that bugs, performance, and major issues (hello, enemy AI, hello, pathfinding) will get fixed after you stop adding features. Despite Rimworld's positive history, it's still stuck in this vicious early access cycle.
#27
To be fair, forests in all climates contain poisonous plants. This is just another unrealistic for the sake of balance decision. Hey, Tynan, not all biomes have to be equally difficult to play. Variety is fun.
#28
Quote from: lauri7x3 on November 09, 2017, 06:20:50 AM
still dont understand why a smoothened stone floor gives +2 but like any other handmade floor is 0...
Granite floors are the shit. Wooden panels have nothing on it. If there was a slow to build, proper hardwood floor, that would be a different story.
#29
Releases / Re: [A17][A18] ZoneInspectData
November 07, 2017, 10:11:39 AM
OK, here's an obvious one: Base weapon stats. I would really like to see the accuracy, shots, damage, DPS, etc. at a glance when a weapon is selected. And if multiple are selected, why not show a simplified weapon stats list sorted by <player selected option>.
#30
Releases / Re: [A17][A18] ZoneInspectData
November 07, 2017, 07:51:02 AM
I would suggest adding as much information as you realistically can (without making the UI huge, for example). You can add a selection for various items in the mod options dialog. Some people will want all the info there is while others would choose only certain parts of it.