I'm glad someone made this after i stopped updating mine

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Show posts MenuQuote 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.
Quote 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.
Quote 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.
Quote 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"
Please tell me there's going to be/already is Pizza in this mod!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 ..
Quote 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.
Quote 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.
Quote 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.
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.
Quote 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