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Messages - Keyzoth

#1
Mods / A "Trap" Doors ?
August 02, 2015, 01:09:49 AM
Some kind of door that no need to have to be strong but can be easily opened by raiders so we can cook'em in a giant microwave
Need it because the temperature-changing is only affect indoor

NB: you can just add it to your existing mod as a feature, i'll be happily download it
#2
Mods / Re: [Mod request] Crashed Again!?
August 02, 2015, 01:00:39 AM
Perhaps this mod that you seeking for
https://ludeon.com/forums/index.php?topic=8967.0

It have a compatible version with Prepare Carefully too
#3
Quote from: Supes on July 27, 2015, 02:15:15 PM
first create one rule in your new game, this will create a new AS_Save block with world and tile information.
open the file "\AppData\Roaming\Ludeon Studios\RimWorld\AutoSell.config" in notepad
you can either copy all the Rule blocks into the new AS_Save block, or a quicker method would be to copy the AS_Save World and Tile information into your old AS_Save block.

for future reference, AutoSell.Config location will be changed to "\AppData\LocalLow\Ludeon Studios\RimWorld\Config\AutoSell.config" in later builds

Could you somehow make the Auto Sell Rules appear in the Main Menu Options, so it will becomes the default rules for any game and of course we can still change the setting while playing
#4
Mods / Re: [Mod Idea] Nomads
July 26, 2015, 01:06:58 PM
Perhaps what he means is, like the event when someone from other faction offering you searching party that makes you send some colony to join them
but in his case
you're the one who makes the researching party that you:
1. choose the colonist who shall go (in case you want to leave disabled one)
2. choose what resources to bring with
3. back to the world screen and pick new spawn area (with options to change the new map size, starting season etc, or not)
4. Start a new colony from what you done above

In short word, its just like you make a New colony but with the existing colony
without to start over from the zero

*CMIIW
#5
Mods / [Mod Idea] Superconductor
July 26, 2015, 05:58:25 AM
A mod that contain high-voltage hazard features likes tesla coil turet and power plant, lightning rod, taser gun or electric bolt launcher, electric fence etc... etc...

Here's my references to make it,, i hope it helps

*For the weapons and turret
   The lightning has devastating force and shoot of nowhere so why not make the miniaturized version of it that come from something that can be held, the skullywags's and Anonemous2's laser based projectiles should do the trick for the Zap Zap boom thingy  ::) ::)

*For the Powerplant
Architect's BetterPower+ mod have a lightning rod, but unfortunately the mod hasn't come out yet

*For the Electric Fences
Loki88's LED Rope Light Mod has a flexible placement, shining and consume power
then why not combine it with the deadfall trap mechanism to make it more shining  ::)

PS: Sorry for the mentioned modders about my impudence and my language
#6
Mods / [Mod Request] Toxic, Sleep and Corrosive Gas
July 24, 2015, 09:19:30 AM
*Toxic
Bomb or Grenade or Trap that make their victim poisoned to the dead

*Sleep
Weak Version of Toxic gas that make the victim fell asleep so they can easily captured for taming and recruit

*Corrosive
Deadly Version of Toxic Gas that make flesh creature turn into bones quickly and very effective against mechanoids, depend on the meaning of corrosive according to your opinion
#7
Bugs / Re: Slow performance with idle colonists
July 18, 2015, 04:38:17 AM
Here you go
https://www.dropbox.com/s/wys31alefg7vlxn/Ellis.rws?dl=0

Something bugging me
does editting this <HediffDef ParentName="addedPartPropsBase">
      <defName>BrainStimulator</defName>
      <label>brain stimulator</label>
      <addedPartProps>
         <isSolid>true</isSolid>
         <partEfficiency>1.25</partEfficiency>
         <spawnThingOnRemoved>BrainStimulator</spawnThingOnRemoved>
      </addedPartProps>
      <stages>
         <li>
            <capMods>
               <li>
                  <capacity>Moving</capacity>
                  <offset>1.5</offset>
               </li>
               <li>
                  <capacity>Manipulation</capacity>
                  <offset>1.5</offset>
               </li>
               <li>
                  <capacity>Consciousness</capacity>
                  <offset>5.0</offset>
               </li>
            </capMods>
         </li>
      </stages>
   </HediffDef>

Note: it's from prosthetics mod
and this <ThoughtDef>
    <defName>AteHumanlikeMeatDirect</defName>
    <duration>40000</duration>
    <stackedEffectMultiplier>0.25</stackedEffectMultiplier>
    <stackLimit>3</stackLimit>
    <nullifyingTraits>
      <li>Cannibal</li>
    </nullifyingTraits>
    <stages>
      <li>
        <label>raw cannibalism</label>
        <description>I ate the meat of another human, raw, like an animal. This is a nightmare.</description>
        <baseMoodEffect>15</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>

makes the problem happens ?
because i prefer using 1 man with super power than 10 mere human  ::)
#8
Bugs / Slow performance with idle colonists
July 17, 2015, 09:10:29 AM
Perhaps i should post about it long time ago.. but
in case this is only me or someone else already found the fix for my problem

My Rimworld.. don't know why didn't even bothered with more than 20 to 100++ pirates raiding, lot of blindly installed amounts of mods, a size of mountain base, endless task of mining etc etc .. but

the time when the colonist become idle .. even just 2 of them, the memory usage gone high and fps drops below 4 and sometime(s) freeze the game i've tried to run the game without mods and just left the core (with some resource stack limit modified and non edited one) in it place.. but the Idling of dead is still persist i've check the console but it shows nothing, yes nothing and so the output_log.txt didn't shows any malicious or suspicious activity

thank you
#9
Does this setting count as 'except for dat item' ?

or perhaps you'll include exception in next update

**Edit** This Setting actually make an exception for items
This Mod help me a lot as a legal businessman .. huehuehuehue
#10
Ahhhh yes,, i forgot about the pathfinding or lost their AI, because sometimes the raiders just stand still even being attacked by mortal or something
#11
Mods / Re: [Request] Weapons Dissasemble
August 09, 2014, 02:00:14 PM
Thank you so much ;D
i'll play with it and report in your mod post if i found a bug or error  ;)
#12
Mods / Re: [Request] Weapons Dissasemble
August 09, 2014, 09:36:36 AM
Link Please  :)
and Thank You  ;D
#13
Mods / [Request] Weapons Dissasemble
August 09, 2014, 01:55:54 AM
Could someone make a mod or simply tell me how to make the recipe in machining bench, so the weapons can be dissasembled eg: bow to woods, machinegun to metals

Because sometimes the weapons become useless and the combat trader not always come to trade while i've no idea to place them all
#14
I doubt that only me who likes to do a raider massacre with large number no matter race they are
but the problem is, the larger number they come the more lag occured
and. I believe it's due to they got stacked in one block and the name or body got glitched, because when they spread away, the lag's gone
i've tested with about 100 muffalo in one place but no lag nor error report in console

nb: i set story tellers, <desiredPopulationCritical> to 1000++