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Messages - baiph

#1
Quote from: AnddyiRaynor on January 09, 2018, 03:22:35 AM
Clutter Structure "mod" has windows. https://ludeon.com/forums/index.php?topic=17610.0 You can shoot and climb through them. This mod has clutter structure but it may not have that part of it.

On another note, Industrial rollers conflicts with SS Fuses. I don't even think it shows up in my mod list unless I throw that mod in there, anyways I just changed industrial rollers to version 17 to turn it off. Fixed that issue since I at least wasn't using the rollers. That and I wanted the hours I wasted back, even though I knew the rollers clearly had something to do with my issue.

This modpack actually has that too, because there are multiple textures in the Core_SK folder for windows, but there are nowhere to be found in the game except if you go to dev mode and spawn it there. There is also a glasswork table that I saw when I went to god mode, but it has no bills, so I'm thinking that it might be on hold for now since it may not be functioning properly?
#2
I've been looking for Windows in Rimworld, because I found textures for it, but I can't find it anywhere. I looked at the WallDefs and found the lines for it but it does not have a designationCategory, is it on hold for now?
#3
Quote from: Harry_Dicks on January 05, 2018, 10:35:06 PM
Quote from: baiph on January 05, 2018, 08:53:01 PM
How would I use Clutter's door lock features here? The one in this modpack is limited as it can just lock a door the same as forbidding it or maybe I am just not doing something right. Thanks.

C'mon bud that one wasn't hard to find. Try this https://www.sendspace.com/file/5nf6vd, and use the Clutter Structure Door Stuff. All you had to do was check out the Clutter thread.

Wont it interfere with the lock features in this mod pack?  I can just remove the def for the door and its textures, but I figure that since there are two lock features, it might cause an error?
#4
How would I use Clutter's door lock features here? The one in this modpack is limited as it can just lock a door the same as forbidding it or maybe I am just not doing something right. Thanks.
#5
Quote from: mrofa on December 25, 2017, 03:37:13 PM
Ok doors, windows and hands are updated, also added small mod to misc for charged weapons.

Charged weapons are a bit better in terms of accuracy, this include mechanoid weapons. Charged lance have lowered range but all charged weapons have thier own damage type now, which is energy, its only coutered by electrical rating of armor which is the lowest comepare to all others armor ratings. So in most cases charged weapons will do thier full damage. Charged rifle has 4 more range, makes it more vialable for medium range combat for that hight tech, hight tier spacer weapon ...
Heavy charged blaster ... dont even ask just avoid it.

Thank you for the update, by the way, I think you made a typo on the hyperlink for Clutter Structure. It says B17.
#6
Mods / Re: [Mod Request] Colonist Ownership & Routines
December 17, 2017, 09:02:13 PM
I was gonna say that, but is it already updated for B18? If not, can I just change the version?

Nvm, it is. Thanks!
#7
Mods / Re: [Mod Request] Colonist Ownership & Routines
December 17, 2017, 08:51:20 PM
I share the same sentiment. Here's what I've been doing though to work around this in B18:

You could make an individualized area for each pawn. Highlight the places a pawn is not supposed to go to or access to like certain equipments/appliances or houses and then invert it on the area management. With this, they will not be able to go to houses that are not theirs nor access stuff that they are not supposed to access. Then set it as their area on the Restrict tab, and if you would like to allow them other pawns to have the same access, then simply restrict them to the same area.

As for your second request, you may try using Fluffly's Work Tab as it has a Time Scheduler for each work. For patrols, the only thing I can think of is using the same method above where you can limit the places they can go to during that period, however, this would require you to manually change it. Also, they would be moving randomly around the area you've set them to.
#8
Outdated / Re: [A17] Colony Leadership and Teaching v1.3
December 05, 2017, 03:40:30 PM
Quote from: TryB4Buy on December 05, 2017, 10:18:55 AM
How compatible/playable is this A17 mod with B18?

Not very. I tried "updating" it by changing the version on the about.xml, but it didn't work quite well. You will have no problems loading the game, but what happened to my colonists is that they will sit on a table when eating, but they will never actually be able to eat their meal. They will sit, and a bar will pop-up above their head, then stand up, and repeat this over and over again. Ultimately, my colonists got angry and started dozing off or started social fights and they eventually all died of hunger.
#9
Has anyone here tried riding on slaves from Walking Problem's mod? I believe they are considered as animals as well, that are just set to not be found in the wild. If they actually are, we might be able to piggy back ride on those work slaves or mount together with the Dothrakis.
#10
Quote from: Napple on December 02, 2017, 10:39:42 PM
The taiga animal mod is already incorporated into the animal collab project on the steam workshop.

I didn't know that, but I don't use Steam so the only choice I have is to use what's in here >_<
#11
Here you go

#12
Hi I just tried using this mod with Thirite's "Taiga Creatures" because RimWorld does not have its own horses and it works. The mod is still on A16, at least from this forum, but changing the version to B18 worked for me.
#13
So I just tried changing the version to B18, and it works! There are just some problems with the pathing of the files, but it's working fine.
#14
Can I just update this by changing the version or it would require more work than that? I would really like to use the horses in this mod with the new GiddyUp mod, as horses match the team perfectly.
#15
Mods / Re: need ideas for a mod
June 27, 2016, 10:42:34 AM
*Something that adds actions or skills like in RPG games :) Like you could jump a few blocks when using a melee weapon or spin around (might be hard to make the visuals).
*More monsters that breath fire,ice,etc. Huge robots that are triggered by an event which can just destroy your colony or be reused into smaller robots just like in mecha shows.
*Something like the outpost generator mod but instead have smaller tribes around the area that you can either make trades with or fight. They will gather materials just like you do which allows the player to compete with them or just coexist with them.
*Ridable animals like the Muffalos, Alpacas, etc. maybe add a horse :) There's already a mod where you can ride ATV, so maybe it's possible to use some of the stuff in that mod and change it so you'll be riding the animals that you tamed.
*Be able to build higher buildings like you will be allowed to toggle first/ground floor and the next floor(s).
*Allow swimming in the ocean,sea,lakes,swamp,etc. Maybe boats too :) that can work with the Ocean biome or create a now Ocean biome mod :)