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Topics - Slowtapus

#1
Ideas / Incapable of X suggestion
August 09, 2017, 01:39:27 PM
Hello all. Quite simply put I think that the Incapable of X type of work should be replaced with moods. This could be done in multiple ways. The way I am specifically thinking of is that things that give Incapable of X would instead give a negative passion towards it. This would represent that they passionately dislike the job type.

My primary reason for stating this is that many players new to the game and even long time players really dislike that some people will just sit down and die rather than bring food home. This change would mean that people with backgrounds that suggest a person is particularly bad at, inexperienced in or just dislikes a type of work will not only get negative moods from it and be at risk of breaking but also learn it slower.

Overall this has the same effect of allowing a person's background to profoundly alter their ability to do something - without requiring that they die before doing it. It also allows you to have different levels of handicap on a pawn as they can with passions. I apologise if this has been mentioned before. I only scanned the first 2 pages to check.

While this idea would use entirely pre-existing systems I feel like since it would demand reworking a number of those systems it doesn't at all qualify for a cheap idea. I'm interested to know what everyone thinks.
#2
Help / Geothermal?
July 18, 2015, 08:30:21 PM
Hey all. So I'm having a weird issue. When making a different type of geothermal, using the whole PlaceWorker_OnSteamGeyser, etc. it will always say the space is already occupied. Thus refusing to let you place it anywhere. This includes if I simply make a duplicate of the vanilla Geothermal and rename it.

This makes me think that there's somewhere in the code that is telling everything that it's fine that it's already occupied space (because it will be despawning the geyser when it places anyway) for the vanilla Geothermal but not for modded ones. Does anyone know where this might be or what the problem actually is?
#3
Mods / [Request] Trader Expansion
March 21, 2015, 01:35:01 AM
Hey all. I have an idea and a rough idea about how to do it. The shimmy of it is a building that, when constructed, will cause the trader event to refire any time there is no active trader. It would be fairly expensive and perhaps even need silver to be used.

I'm sure there are many ways one could expand this idea. Research and extra hoops to let you choose the trader, requesting a specific item, all the way to allowing you to launch colonists off in a ship and have them become their own trader with an inventory you can roughly pick based on the number of colonists you sent up. One that will visit you more frequently or can be called to you. Perhaps even allowing you to put items in the ship to start them off and those will be the items they acquire and trade in. So plenty of concepts.
#4
Edit: Any Impassable object (such as hydroponics basins) are labeled as outside. This appears to purely be a display bug.
#5
Panic and Insomnia

Summary:

This is a mod pack that adds a variety of my favorite mods. The primary ideal behind it is to make the colony more self-reliant and to add more challenge and reward for overcoming that challenge.

Install Instructions:

  • Backup the mods in your (Rimworld Directory)\Mods
  • Delete everything in said folder EXCEPT FOR Core
  • Extract the contents of the zip in to this folder
  • If you want to add or remove any mods do that now
  • Start up the game and enable all the mods
  • Reference, http://pastebin.com/EjbHEvjQ , for mod order.
  • Close the game and restart it
  • Make a new world and start a new colony

Download:

0.81: http://www.mediafire.com/download/q03vbe67jokb5gh/Panic_and_Insomnia_0.81.zip


Support:

I will personally be handling all support for this mod pack. If you have a problem please PM me or post in this thread. I would greatly appreciate if you would let me know if you are using any extra mods and whatever information you think would be useful to me helping you and resolving the issue. I will be checking both at least once a day.

This includes inter-mod conflicts! If you find one let me know! Even if it doesn't crash your game and it's just annoying I want to fix it. After all I use this pack too.


Credits:

Apothecarius courtesy of JuliaEllie
EdB's Prepare Carefully, Interface and Load Order courtesy of EdB
Enhanced Defense (various modules) courtesy of Jaxxa
Less Incident Trolling courtesy of marvinkosh
Power Switch courtesy of Haplo
Modular Tables courtesy of Itchy Flea
Mining & Co. Mineral Sonar courtesy of Rikiki
Turret Collection courtesy of eatKenney
CyberneticsStorm courtesy of elStrages
IceSheet courtesy of iame6162013
RTG courtesy of ItchyFlea
Vas's Hydroponics - Steel courtesy of Vas
Non-Lethals courtesy of Skullywag
Central Heating courtesy of carlgraves
Ceiling Light courtesy of jaob814

Mod Links:

EdB's Interface: https://ludeon.com/forums/index.php?topic=5258.0
EdB's Prepare Carefully: https://ludeon.com/forums/index.php?topic=6261.0
EdB's Mod Order: https://ludeon.com/forums/index.php?topic=7454.0
Apothecarius: https://ludeon.com/forums/index.php?topic=5450.0
Enhanced Defence: https://ludeon.com/forums/index.php?topic=6636.0
CyberneticsStorm: https://ludeon.com/forums/index.php?topic=7970.0
IceSheet: https://ludeon.com/forums/index.php?topic=7882.0
Non-Lethals: https://ludeon.com/forums/index.php?topic=6034.0
Less Incident Trolling: https://ludeon.com/forums/index.php?topic=6892.0
M&Co Mineral Sonar: https://ludeon.com/forums/index.php?topic=8375.0
Turret Collection: https://ludeon.com/forums/index.php?topic=6895.0
Power Switch: https://ludeon.com/forums/index.php?topic=2890.0
Modular Hydroponics: https://ludeon.com/forums/index.php?topic=8349.0
RTG: https://ludeon.com/forums/index.php?topic=8338.0
Modular Tables: https://ludeon.com/forums/index.php?topic=4320.0
Ceiling Light: https://ludeon.com/forums/index.php?topic=8402.0
Central Heating: https://ludeon.com/forums/index.php?topic=8476.0

Feedback, and Updates:

I welcome any and all feedback you guys have. I love to see what other people think of what I do and I will be doing my best to make this an awesome modpack for everybody.

Testing for the launch of Alpha 8's version. Sorry for being slow.

Changelog:

0.81:
  • Update to Alpha 8.
  • Change of mods in pack. Now reflected in credits.
  • Slight change to modular hydroponics fertility.


Parting Comments:

Thanks to all the awesome mod authors whom I have credited above for letting me include your mods.
Thanks to the community and anyone who tries the pack! I've made lots of mods for random games and even packs but I never release anything. So this is for you all!
Thanks to the peoples at Ludeon for making Rimworld.

Have fun and enjoy.
#6
Help / Apply statmodification to implant
October 13, 2014, 11:42:58 AM
I already have everything else functioning. I can successfully implant the part. However it appears that implants/body mods can only have activity modifiers and not statmodifiers. When booting the game I get:

XML error: <PsychicSensitivity>-0.50</PsychicSensitivity> doesn't correspond to any field in type HealthDiffModifiers.

Given that there is no HealthDiffModifiers in the xml's it seems I would have to make a .dll for this. Is that correct? If so does anyone have any suggestions when I begin to go about it?


Edit: I've looked in to it and I will indeed have to make a .dll. I have looked in to doing so and am finding myself wishing I knew more about programing. HealthDiffModifiers does just grab activities and add them to the list. The easiest way seems like it would be to add a call for it to read the stats and add them to that list as well. Or add an extra field to implants for statmods. Which is what I am trying to look in to doing.

I did try adding psychic sensitivity to the activities but it basically seemed to just make it's own, new, thing instead of hooking on to the stat one. Which makes sense.

At the least this has made me decide I should learn some programming.
#7
Outdated / [MOD] [ALPHA 7] Slowtapus Mods
October 13, 2014, 06:37:47 AM
Power Solutions

Update! Mod now contains: A High Efficiency Battery (HEBattery), RTG (Radioisotope Thermoelectric Generator), Anti-Matter Generator and Ceiling Lamp.



All of the power is gated behind the Power Solutions tech. The ceiling lamp is unlocked along with colored lights.

*The ceiling lamp: A) Looks like a ceiling lamp B) Consumes only 50W. Same construction cost as a normal lamp. So it is sort of a direct upgrade from the normal lamp.
*The HE Battery is a slightly lower health, higher efficiency and more expensive, battery.
*The RTG is a power source that can be made anywhere and requires no special circumstances. It produces 250w and costs 10 Uranium and 40 Plasteel.
*The Anti-matter Generator costs 140 Plasteel and 60 Uranium, has a hefty construction time, and explodes when destroyed. However it, like the RTG, requires no special circumstances and can be built anywhere (where buildings can be built). It produces 1250w of power.



I am very open to feedback and suggestions. If there are any problems let me know. I'm new to this but I'll do my best to help.
I'd also greatly enjoy collaborating with someone.

Also thanks to all the modders who make mods! I enjoy many of them and they make the experience much more fun.


Security Solutions

Currently just adds a tar floor that greatly slows down anyone going over it. May do more with this, may not.

Note: Mod is in attachments

[attachment deleted by admin: too old]