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Messages - HowAboutScience

#1
Mods / [Mod Idea] Zone Partitions
July 27, 2017, 12:59:59 PM
I don't think this would be too difficult to add, basically I would like a button to be added to zones (growing zones in particular) that would let me automatically divide and merge them. For example, I create a 10x20 zone, I then click this button and tell the mod to divide horizontally by iterations of 5, and it gives me 4 10x5 zones. In addition the option to then merge adjacent zones would also be helpful. I think this mod would be useful anytime your changing what your colony is growing, if your like me and you use a lot of mods to add growable items it can get annoying manually redoing my growing area into different sizes to grow the various plants. Being able to automate this partitioning process would be great. Bonus points if I can save configurations (like presets for a growing zone).
#2
Outdated / Re: [A17] Space Worms 0.1 (Beta)
July 22, 2017, 04:22:45 PM
Quote from: ChaosChronicler on July 18, 2017, 09:50:25 PM
Anyone else pairing this with the USMC Xenomorph mod? About to start a game with both to see if they play nice with each other.

From what I can tell in the Xenomorph defs the chestburster def is commented out, so I don't think the mod currently allows the aliens to spread to new hosts. I could be wrong, theres no information in the post for the mod about it. If anything the Xenomorph mod author needs to look into this mod to get them chestbursters... bursting as soon as possible.
#3
Outdated / Re: [A16] Enhanced Development - 2016-12-24
December 30, 2016, 03:48:04 PM
Quote from: asquirrel on December 30, 2016, 03:38:21 PM
Oh sweet goodness!  I'm going to try it out as soon as I can get my game unscrewed.  It's throwing all kinds of errors when I try to cook.  Is there a way to clean out config files and stuff?  Maybe I got some old Rimworld crap (A15) messing with the A16 build?

Only rimworld files in my knowledge would be wherever you downloaded the game, and the config files in appdata/locallow/ludeon.  Could try deleting the contents of that folder, but you will lose all settings/saves ect.

Good Luck
#4
Outdated / Re: [A16] Enhanced Development - 2016-12-24
December 30, 2016, 03:12:13 PM
I don't have permission to do this so if this is bad someone let me know.

I got ED-Shields working in A16, took a few simple edits to some method calls to account for the new map and world system. I have not extensively tested this, but instead of throwing DivideByZero exceptions it makes a shield so I'm calling it good.

https://www.dropbox.com/s/mytojf2movhsqu1/ED-ShieldsBasic.zip?dl=1

Enjoy
#5
Outdated / Re: [A16] BlackFuel
December 27, 2016, 12:04:06 PM
Just another mod, load after core drill and black fuel.
#6
Outdated / Re: [A16] BlackFuel
December 27, 2016, 11:57:01 AM
#7
Ideas / Burying people alive
December 13, 2014, 04:36:47 PM
So this might sound extremely morbid and or extreme, but then again you can dig people up and eat them in this game so I think its fitting. I did a quick forum search and found a mention to it in a different post but thought I'd make a more clear request here. I think it would be cool to have the option to bury people alive, particularly prisoners (but why not colonists?) in order to persuade other prisoners to join you or strike fear into the hearts of your colonists. Additional ideas? feedback?