I'm glad someone made this after i stopped updating mine
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages1 2
#1
Outdated / Re: [A11] Craftable Medicines V1 (Released 6/6/2015) Versions for A10 too
July 09, 2015, 03:06:50 PM #2
Outdated / Re: [MOD] (Alpha 9) The Romance Mod v0.7 by Lord Fappington [Updated Feb 19 2015]
March 22, 2015, 03:17:11 PMQuote from: benben471 on March 22, 2015, 11:00:17 AM
I'm having a similar issue, I think its because of the fact that both this mod and one that I am using both add prioritizing of objects, maybe they overwrite each other's prioritizations?
EDIT: the only mods that use the same defs on my list are Minus's extended surgery and bionics mod and the mechanical defence 5 mod.
UPDATE: after going through the process of disabling the mods one at a time, making a new colony and seeing if the issue was fixed, I came to the end of the list; only the romance mod and the core game were left ticked and the issue persisted. I am using the most recent version without sounds.
UPDATE EDIT: just realized i had v 0.4 downloaded 0_0
#3
Outdated / Re: Alpha 9 Mod List
March 22, 2015, 01:27:01 PMQuote from: BlueFreakQ on March 22, 2015, 12:44:04 PMyay in on a mod list now
Hello,
I found a few others in the releases section:
[MOD] (Alpha 9) - Crash Landing - https://ludeon.com/forums/index.php?topic=8967.0
Neotech - https://ludeon.com/forums/index.php?topic=11575.0
Hospitality (really like this one - finally gives purpose and risk to visitors etc.) - https://ludeon.com/forums/index.php?topic=11444.0
Project Catering - https://ludeon.com/forums/index.php?topic=11563.0
Benben's Medi-bench - https://ludeon.com/forums/index.php?topic=11562.0
and these two released/updated to 9 just earlier today:
Firefly - https://ludeon.com/forums/index.php?topic=11624.0
The Romance Mod - https://ludeon.com/forums/index.php?topic=7112.0
I apologize if any of these are already in the list.
#4
Outdated / Re: [MOD] (Alpha 9) The Romance Mod v0.7 by Lord Fappington [Updated Feb 19 2015]
March 22, 2015, 11:00:17 AMQuote from: daft73 on March 06, 2015, 08:28:11 PMI'm having a similar issue, I think its because of the fact that both this mod and one that I am using both add prioritizing of objects, maybe they overwrite each other's prioritizations?Quote from: T-Wrecks on March 06, 2015, 07:06:25 PM...To be more certain try to add mods one at a time to see what causes such bugs. Mods can be silly like that, adding lots of mods can cause unforeseen issues.
I added this mod to my fairly extensive mod list, but something strange happened. The mod worked fine except it stopped me from being able to tell my colonists to do something directly while not drafted. I don't know whether that's an issue with the mod or a conflict with others. I just thought I would mention it.
EDIT: the only mods that use the same defs on my list are Minus's extended surgery and bionics mod and the mechanical defence 5 mod.
#5
Outdated / Re: [Mod] (Alpha 9) Benben471's Badly made mods: Medi-Bench! V.0.1.1
March 22, 2015, 07:00:29 AM
Version 0.1.1 is out, added the cloth bandages i was hyped about making ^^
#6
Ideas / Re: Your Cheapest Ideas
March 20, 2015, 11:18:04 AM
Tazers - Melee ranged, high-tech equipment with a high cool-down that incapacitates raiders.
Artefacts - Art that can be found in old buildings (makes them all less empty when I'm looking for cryptosleep caskets). Perhaps even old high-tech devices like neurotrainers could be found in the same way but, they could have a lesser effect.)
Artefacts - Art that can be found in old buildings (makes them all less empty when I'm looking for cryptosleep caskets). Perhaps even old high-tech devices like neurotrainers could be found in the same way but, they could have a lesser effect.)
#7
Outdated / Re: [MOD] (Alpha 9) Project Catering v 1.0 (18.03.2015)
March 20, 2015, 11:13:18 AMQuote from: StalkerCZ on March 19, 2015, 02:20:41 PMWOOO RIMZZAQuote from: benben471 on March 19, 2015, 01:07:41 PMhi there! Of course there will be "Rimzza" in next Huge update! I also want to create more resources also maybe new plants. i also talk with developer of mod Xtra Plants and i have green signal for using resources like fruit ect.. i want to create realy complex mod. This is only first start and v1.0 in future there will be more stuff , more machines, more .. ah more ..
Please tell me there's going to be/already is Pizza in this mod!
#8
Outdated / Re: [Mod] (Alpha 9) Benben471's Badly made mods: Medi-Bench!
March 20, 2015, 10:53:20 AMQuote from: Zxypher on March 19, 2015, 02:39:00 PMI was thinking of adding a refund system and/or a quality to medicine where, the better your medical member is, the better the medicine is made and the less herbal medicine it would take to make them. (1-5 would have a low chance of making 'good' medicine and a virtually non-existent refund chance. 18-20 would have good-excellent quality guaranteed and a high chance for a refund of 5-6 and a low chance of a refund of 1-4 or 7-8). However I wouldn't know where to start since this is my first mod and I don't know how the quality defs work.
You could maybe do it like the omni-gel mod and have an "Efficiency" stat based on medicine skill and whatnot that reduces the amount of herbals it takes for better doctors. Perhaps a mix of Medicine + Growing (Botany/Herbalism would be important to know).
Quote from: apljee on March 19, 2015, 04:38:09 PMI love these suggestions! I was thinking more along the lines of combat medicine with the devilstrand(due to its 'durability') this medicine would have a better potency than regular medicine, heal quicker and be relatively easy to make with enough resources; a bit like a mid-game alternative to shelling out for glitter-world meds. There would be a downside with it though, it patches up quickly and better then medicine but, using it too much could cause numbness(reduced manipulation),addictions(craves more combat-meds and they ignore their priorities), disease(the devilstrand may have a blight that's remained dormant after harvesting) or insanity(schizophrenia,paranoia towards doctors and/or sudden greedy impulses).
If you wanted, you could instead create a new medicine type, like.. er... Midworld Medicine? Something that's a little bit worse than glitterworld medicine but better than normal medicine, and let's say.. 3 normal medicine go into 1 midworld medicine, and 3 midworld meds go into glitterworld medicine.
And thanks, it's glad to know someone appreciates my modding! I've never really had someone be a "fan of my stuff" before, but thanks.
This way they would have a strategic balance, since you don't want your best shooters to go on a psyco rampage and kill your colonists just, because you didn't want wait for him to heal
#9
Outdated / Re: [MOD] (Alpha 9) Project Catering v 1.0 (18.03.2015)
March 19, 2015, 01:07:41 PM
Please tell me there's going to be/already is Pizza in this mod!
#10
Outdated / Re: [Mod] (Alpha 9) Benben471's Badly made mods: Medi-Bench!
March 19, 2015, 01:02:18 PMQuote from: Adamiks on March 18, 2015, 04:41:15 PMThe reason for so many herbal meds being needed make medicine is because I designed them with anaesthetics in mind. With many painkillers, they have concentrations. With this knowledge, the colony would use herbal meds of a low concentration in order to make medicine of a high concentration. Since their machine won't be perfect, they would need more of. Plus, its very easy to grow a lot in mountain colonies with the right amount of hydroponics bays and/or 24h growing mods. (I personally have 436 herbal meds currently on my main colony and im 6 months into the game) so its very much there to balance it a bit since, it costs little to make and medicine can cure very easily with level 9 medical staff and a medical bed (89% I believe). However, I will lower it if other people agree ^^.
I think that Medikits should be crafted from 3-5 herbals, because Medikits are only 2x better than herbals.
Quote from: apljee on March 18, 2015, 04:57:49 PMApljee, I'm big fan of your stuff :3. I am planning on making Glitterworld medicine makable out of devilstrand or synthread as bandages. and either 50 Herbal Meds or 5 medicine. I would need to make it expensive but, balanced and I'm trying to make it a healthy mix of the two with other mods in mind(I don't want it to be too easy to lower the chronological age of colonists like several prosthetics/medical mods allow you to be able too since, it would be too easy).
If that's the case, then we should make Glitterworld Medicine craft-able, too.
#11
Outdated / Re: [Mod] (Alpha 9) Benben471's Badly made mods: Medi-Bench!
March 18, 2015, 04:27:24 PMQuote from: Ykara on March 18, 2015, 04:19:48 PMThank you for the feedback! I'm not the best designer so the models won't look the best
Haha, I love your description ^^ I'm gonna check it out, looks more logical than other medicine crafting mods.
If you find any incompatibilities with any mods since, I've tried it with a couple but not with any medical mods yet could you get back to me?
The medicine making will soon take 1 Cloth Bandage (native to the mod) and the 10 herbal medicines too. To make Cloth Bandages, This will be done on the tailoring bench out of 2 cloth. The reason I'm doing this is because it seems a bit more realistic in comparison to what I've got so far.
Please tell me if you like this idea.
#12
Ideas / Re: Belief System
March 18, 2015, 04:03:33 PM
I like the thought of the Flying Spaghetti Monster or Cthulu or Cthuffulo, god of muffalo's to be silly beliefs that the game could use. then there would be no stepping of toes or offending religions.
#13
Outdated / Re: [Mod] (Alpha 9) Benben471's Badly made mods: Medi-Bench!
March 18, 2015, 03:41:52 PM
Reserved for future mods
#14
Outdated / [Mod] (Alpha 9) Benben471's Badly made mods: Medi-Bench! V.0.1.2
March 18, 2015, 03:41:35 PM
Im not good with forum threads but lets give it a go!
The Medi-Bench (patent pending at glitterworld: gamma hexadron 909) Is a revolution to the medical field allowing you to turn even the most vile of medical herbs into usable medical kits! All you need is the research to build it, a steady supply of xergium, cloth to make into bandages and the craftiness and medical know-how to put them together!
Images and models (warning im not a good artist )
Them numbers 0.0 wasn't expecting anyone to download this to be honest xD
Responsibility Note
The Medi-Bench Is not responsible for any broken fingers,hands, sprained wrists, sudden collapses of sanity, or walking into walls during use of this product. If this product stops working please contact your system administrator or turn the device on and off again.
Download Link:
How to install:
- Extract to "Medi-Bench" and place in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
May be incompatable with Juliaellie's Apothacarious mod
Copyright notes:
Please feel free to use what I have made without credit (Although it would be nice if you wish to ^^ )
Changelog:
Coming soon!
Download Link:
Something
How to install:
- Extract to "Modname" and place in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Copyright notes:
Please feel free to use what I have made without credit (Although it would be nice if you wish to ^^ )
Changelog:
Coming soon!
Download Link:
Something
How to install:
- Extract to "Modname" and place in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Copyright notes:
Please feel free to use what I have made without credit (Although it would be nice if you wish to ^^ )
Changelog:
Medi-Bench! V0.1.2 - New lick of paint for extra shine coming soon!
Description:The Medi-Bench (patent pending at glitterworld: gamma hexadron 909) Is a revolution to the medical field allowing you to turn even the most vile of medical herbs into usable medical kits! All you need is the research to build it, a steady supply of xergium, cloth to make into bandages and the craftiness and medical know-how to put them together!
Images and models (warning im not a good artist )
Them numbers 0.0 wasn't expecting anyone to download this to be honest xD
Responsibility Note
The Medi-Bench Is not responsible for any broken fingers,hands, sprained wrists, sudden collapses of sanity, or walking into walls during use of this product. If this product stops working please contact your system administrator or turn the device on and off again.
Download Link:
How to install:
- Extract to "Medi-Bench" and place in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
May be incompatable with Juliaellie's Apothacarious mod
Copyright notes:
Please feel free to use what I have made without credit (Although it would be nice if you wish to ^^ )
Changelog:
Code Select
V0.1.0-Benchmarking.
-Added Medi-Bench.
-Added Research Req.
-Added Make Medicine Bill.
V0.1.1-A Touch Of cloth.
-Added Cloth Bandages.
-Added Cloth Bandages bill at Tailor Benches.
-Fixed the description for 'making medicine' being backwards.
*TO-DO*
V0.1.2-New lick of paint.
-Fixed arguement is null problem with tailor benches.
-Updated for Rimworld v10e.
Reserved
Description:Coming soon!
Download Link:
Something
How to install:
- Extract to "Modname" and place in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Copyright notes:
Please feel free to use what I have made without credit (Although it would be nice if you wish to ^^ )
Changelog:
Code Select
Reserved
Description:Coming soon!
Download Link:
Something
How to install:
- Extract to "Modname" and place in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Copyright notes:
Please feel free to use what I have made without credit (Although it would be nice if you wish to ^^ )
Changelog:
Code Select
#15
Help / Re: [Help] Multiple Skill Requirements
March 17, 2015, 11:58:40 AMQuote from: Famous Shoes on March 17, 2015, 11:58:06 AMThank you
You're almost there, just need to change it to one skill per line item, e.g., https://github.com/Famous-Shoes/Battle-Rattle/blob/develop/Defs/RecipeDefs/Pouches.IFAK.Recipe.xml#L62
Pages1 2