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Messages - mokonasakura

#61
Outdated / Re: [A11] Darkness
July 20, 2015, 08:30:12 PM
I have found a way to fix the bad transitions, or at least a way to fix them for myself. In the file darkness, defs, weather defs, weathers you have the color set to 0.0, this is the cause. To fix it simply turn every 0.0 to 0.01. In the skycolordusk and skycolornightedge area. You have to do this for each weather effect not just clear. Currently this is what it looks like.

<skyColorsDusk>
      <sky>(0.21,0.15,0.0)</sky>
      <shadow>(0.955,0.886,0.914)</shadow>
      <overlay>(0.8,0.8,0.8)</overlay>
     <saturation>1.25</saturation>
    </skyColorsDusk>
    <skyColorsNightEdge>
      <sky>(0.21,0.15,0.0)</sky>
      <shadow>(1,1,1)</shadow>
      <overlay>(0.6,0.6,0.6)</overlay>
     <saturation>1.25</saturation>
    </skyColorsNightEdge>

It needs to look like this

<skyColorsDusk>
      <sky>(0.21,0.15,0.01)</sky>
      <shadow>(0.955,0.886,0.914)</shadow>
      <overlay>(0.8,0.8,0.8)</overlay>
     <saturation>1.25</saturation>
    </skyColorsDusk>
    <skyColorsNightEdge>
      <sky>(0.21,0.15,0.01)</sky>
      <shadow>(1,1,1)</shadow>
      <overlay>(0.6,0.6,0.6)</overlay>
     <saturation>1.25</saturation>
    </skyColorsNightEdge>

For those of you who have no idea what I'm saying here is a replacement file until the mod owner fixes the problem. I am sorry if you get upset at me for posting a changed copy of your work but I like this mod but cant stand the transition which I'm sure others can't as well.

To install this go into your rimworld mod folder, darkness, defs, weatherdefs, and replace the file in there with the file you download of the same name.

https://www.dropbox.com/s/fs1csv5q3l6em5y/Darknessfix.zip?dl=0
#62
Mods / No power cooler
July 20, 2015, 04:12:55 PM
Looking for someone to mod in something to cool my colonists down that doesn't take power. I would like it to be realistic and be able to work with superior crafting. I am wanting to do a tribal play through but currently if a heat wave hits I have no possibility of survival.
#63
General Discussion / The O in rimworld
July 20, 2015, 10:37:35 AM
What is it supposed to be, is there a story reason it looks like that?
#64
I have a lot of mods installed so i'm not sure if this is your mod but if it is could you make it so the torches had an auto rearm option like traps do instead of having to manually place them down after they go out? Less of a chore to do, more reason to use them.
#65
Outdated / Re: [A11] BackstoriesCore Update 7
July 19, 2015, 08:48:12 PM
I lost count but here are about 30 names for those of you getting annoyed of seeing the same ones. https://www.dropbox.com/s/zdsqw383hjoko2w/MokonaNameDef.zip?dl=0



Vas copy and paste this, this will give you a blank colonist.

<BackstoryDef>
    <defName>BackstoryBlank</defName>
    <title>Blank</title>
    <titleShort>TBD</titleShort>
    <baseDescription>Blank</baseDescription>
    <bodytypeMale>Thin</bodytypeMale>
    <bodyTypeFemale>Thin</bodyTypeFemale>
    <slot>Childhood</slot>
    <workDisables>
    </workDisables>
    <skillGains>
    </skillGains>
    <spawnCategories>
      <li>Slave</li>
    </spawnCategories>
  </BackstoryDef>
#66
General Discussion / Re: How to prevent berserk.
July 18, 2015, 07:47:40 PM
So what I'm getting out of this. How to prevent prison riot, burn them to death, ya that would probably work pretty good.
#67
Mods / Mod request speed
July 18, 2015, 04:51:34 PM
I'm sure its been posted before but after playing this game for some time I'm getting very annoyed that I cant set the speed to 3x during a fight. I love how it slows down when a fight happens so I know when something happened but I just cant stand being forced to play at normal speed during an easy fight that will take 5 minutes.
#68
General Discussion / Re: Evil Ships
July 18, 2015, 04:49:46 PM
Reviving the post. Snipers no longer work because they will not run at you if you can shoot them, mortars are still garbage and should never be used. EMP works one time and then your guy no longer has a weapon. Inferno cannon screws over anyone hiding behind cover. So I'll ask  how do you deal with late game evil ships without doing cheaty tactics such as walling it off.
#69
So just one more question then. Do I have to install a new spine because I'm not seeing any option under operations to treat frail after I added your text.
#70
I've been looking around but cant seem to find a way, is there a way to treat a frail torso?
#71
Quote from: kaptain_kavern on July 16, 2015, 08:58:10 AM
Research projects labeled "security" will progressively grant you access to Turret under the "security" tab. Manned one's first and automated.
Yes but to build them it requires the items such as M2 heavy machine gun, turret stun gun, ect, instead of stuff like steel bars. I have found no way to get these items and as such cannot build the turrets.
#72
Just started using some of the mods but I ran into a problem. How do i get the plans to craft turrets? Looked through all of the production benches that would make sense for it to be under and also checked the merchants that passed by but I'm not finding anything. Currently I cant build turrets at all which is the only thing I really hate about the mods right now.
#73
So this is already out right? May just be my mods but I can't seem to find any animals for sale and don't see the option to tame them. All my mods say they are A11b compatible though, maybe im just missing something.
#74
Mods / Mod request: fog of war
July 15, 2015, 04:52:23 PM
Would love for someone to add fog of war to the game so you can see where the best place to set up camp is until you explore the map. The developer mod fog doesn't go away when you walk into it so I can use that.
#75
Quote from: Tynan on July 15, 2015, 11:10:15 AM
I'll just say that I also think the game is missing it's "real potential". Another way of putting it might be saying it is "lacking" things that would really grow it. That is, of course, why I am still working on it and hiring other people to work on it!

I just want to make the distinction between these things and "unfinished", because that distinction is important. It's the difference between "it would be so awesome if you..." and "you promised us you would...".

KSP example is instructive, thanks.
There definitely needs to be more added to the game but the real issue I've seen so far is it doesn't feel like there is any progression. The only real thing you need to rush in research right now is turret gun cooling everything else is just there for when you happen to get it. It only takes a couple of in game days to build your kill box base because nearly everything is able to be created once you load the game. Also you cant even craft guns which is a huge problem right now if you decide not to use mods.