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Topics - mew_the_pinkmin

#1
Mods / 4x speed mod (solved)
February 04, 2019, 09:18:36 AM
I know a mod that unlocks 4x speed without devmode enabled already exists, but I can't find it. So if someone would be so kind as to point me to it, or create another it would be greatly appreciated.
#2
Mods / [Mod Request] Multi Monitor Support
January 07, 2018, 12:26:15 PM
For those of us with multiple monitors it would be nice to be able to use a second one for stuff. Using the second monitor as just a second viewpoint would be great, but so would having a more detailed and larger read out of the colony's resources, and the ability to have multiple menus open at once.
#3
Mods / [Mod request] different percent world generation
December 10, 2017, 09:49:59 PM
Requesting a mod that allows different amounts of a world to be generated, right now we can only choose from 30%, 50%, 100%, and 5% of land mass to be generated, preferably I would be able to type in how much is wanted, but just more options in general is fine, like 1%, 5%, 10%, 15%, 20%, ect...
#4
Outdated / [A17] Canada Day And USA Day!
July 01, 2017, 09:13:45 PM
A Gun and Sword for Canadians and another for Americans! (maybe slightly overpowered)
Link-CANADA- https://www.dropbox.com/s/kleb19jd2mgjc2f/Canada%20Day.zip?dl=0
Link-MURICA- https://www.dropbox.com/s/r1g7qykih9mx738/USA%20DAY.zip?dl=0
#5
Mods / [Mod Request] Old style faction relations
June 16, 2017, 12:58:41 PM
So in recent alphas the factions have this relationship with themselves - everyone hates pirates, pirates and maybe a tribe hates player. I want it back where not every one gets along (except pirates) and an outlander may attack another outlander or tribe when they meet on a map. This could also have new events like "Town-with-the-money requests your aid in attacking Mill-on-the-hill, they offer 5,000 silver if you help" (or maybe 200 silver for each enemy downed/killed or something) then you would attack the determined base and some amount of people from Town-with-the-money would spawn in with you.
Also perhaps have factions be able to move into destroyed bases in order to keep their numbers up.  Also perhaps a dignitary option to praise or slander a faction to another with the coms console, in order to alter that factions relations with the other in case you do or don't want them at war.
#6
General Discussion / Mouse skin thing
January 06, 2017, 09:08:42 AM
Is there any Rimworld themed mouse cursor schemes. so i can have awesome Rim cursor on desktop and stuff. (windows 10)
#7
General Discussion / Guy on a buffalo
December 19, 2016, 04:27:34 PM
https://www.youtube.com/watch?v=iJ4T9CQA0UM

Can someone make this into a guy on a muffalo with Rimworld stuff
#8
Devilstrand takes far to long to grow to be very profitable. plz say how to grow the devilstrand. Also it should give a mood+ for wearing 'expensive/luxurious' items.
#9
Help / cyborgs! except they no have bionics....
July 30, 2016, 08:54:08 AM
So I make a new faction (cyborgs) and new pawnkind and race, but they still only spawn with one (and sometimes none) bionic parts.

    <techHediffsMoney>
      <min>1000</min>
      <max>10000</max>
    </techHediffsMoney>
    <techHediffsTags>
      <li>Advanced</li>
    </techHediffsTags>
    <techHediffsChance>100</techHediffsChance>
I tried copying the 'advanced' tag into it many times but that did nothing.
anyone can tell me how to get them to spawn with more than one bionic parts?
#10
An added part to the scenario system that lets you specify win conditions such as "own 100 megatherium" "own 23 bionic arms" "live 5 years" "go 2 years without a colonist death" "Kill 24 thrumbos" "have 1 colonist reach 1000 human kills" "have 50 colonists". so you can have a custom scenario with a custom win condition.
#11
Mods / [request] ranged melee weapons
July 17, 2016, 06:48:29 PM
Such as to be able to throw a spear(ranged) then when the target gets into melee range use the spear as a melee weapon instead of using fists.

remember the old throwing knives mod.
#12
Mods / steamworkshop files mods upload help
July 15, 2016, 08:38:44 PM
I have never used the steam workshop before so i don't know whats up.
how do i upload my mods / scenarios?
where do i access the mod folder and mods / scenarios?

Where onscreen(and whatscreen) is the button!
file location for mods plz.
#13
HI
Here is a list of all my mods, the downloads are next to them
1.0 Big Batteries - https://www.dropbox.com/s/0ndm53okabi6cma/V1-BigBatteries.zip?dl=0
1.0 NoBadOrganThoughts - https://www.dropbox.com/s/zkns7avqre8xzy4/V1-Organ%20thoughts.zip?dl=0
https://www.dropbox.com/s/jq1yyuoqhazexrg/B18-Organ%20thoughts%20psyc.zip?dl=0
1.0 Plant Saver - https://www.dropbox.com/s/h2qvy9pofmfr9ax/V1-PlantSaver.zip?dl=0
1.0 Plant Saver Vegetable Garden - https://www.dropbox.com/s/ipskqmro377t2wu/V1-PSVG.zip?dl=0

My mods are on Steam now.
None require a new colony.
All feedback is appreciated.

Big Batteries
Say no more to huge battery stacks! now you you can store your power in many more and compact ways! With the big (2x2), small (1x1 floor batteries), efficient, GIGA (about the size of a geothermal generator), and military batteries we have some for everyone.
NoBadOrganThoughts
Made for those who love surgery mods, this one nullifies the "organ harvested, sold prisoner, prisoner died during surgery, etc..." thoughts so you can keep on at it.
Plant Saver
Plant saver reverts plants to the just planted state after they are harvested saving lots of your grower's time. However they may not gain XP as fast (because they plant less crops). Plants may still die of old age, regardless of how much you have or have not harvested them, however they will still last multiple harvest cycles.  now includes instructions on how to edit what plants do this and by how much!
Vegetable Garden compatible version! load it after veg garden. don't load without. The download may contain all of the subsets of Veg Garden, you only need to keep the ones you want to use. Also you can combine the "Defs" folders if you want them more compact (Don't overwrite them).
Includes instructions to edit the plants via Xml.

Licence
You are free to do pretty much whatever you want as long as you don't pretend they are yours. If you want to put them in a public modpack you may (Although I would like to know plz).
#14
Mods / Modpack Scenario mix
July 12, 2016, 02:32:02 PM
someone delete this
#15
Mods / A14-Forum only mod release thread
July 11, 2016, 08:08:09 PM
This is meant to be the place where forum only Mods (Not released on Steam) get posted similar to the previous new mod thread. the point is to make it easier to find those not on steam.
#16
Outdated / [A13] PlantSaver
July 05, 2016, 01:06:58 PM
Plant Saver!

Plant Saver makes plants not die once harvested (except trees), saving a lot of your growers time. the plants, once harvested revert to being as if they had just been sown.

Do not have to make a new colony

NOT compatible with Vegetable Garden!

If You put it in a mod pack plz tell me!

[attachment deleted by admin - too old]
#17
Outdated / [A13] More Batteries (V 1.2)
June 10, 2016, 09:06:49 PM
Big Batteries! Name says it all. Adds 7 new battery types 5 of which will not brake down!

Big Battery- 2 by 2 space taken (not 2 by 3)
small battery- 1 by 1 space taken, 300 power held, extremely CHEAP
Efficient batteries- same as above batteries except hold (about) 3x more power, will not breakdown, and fill 2x as fast.
Military Battery- fireproof, waterproof, won't breakdown, and lots of HP. holds 1,020 power
GIGA battery- giant battery holds 100,000 power and fills 4x as fast. will not brakedown!

Better textures needed!
All suggestions welcome!

Changelog:
v1.2-improved battery costs(less OP), giga battery has less HP
v1-initial release

[attachment deleted by admin - too old]
#18
Outdated / [A13] No Bad Organ Thoughts
May 24, 2016, 06:05:35 PM
Hello! This mod 'removes' bad thoughts relating to harvesting organs, executing prisoners, and selling them to traders.
Great with EPOE!



update log:fixed the colonists relations being affected(still working on faction relations).

Licence: Do any thing you want, put it in a modpack, whatever.

[attachment deleted by admin - too old]
#19
Bugs / siege canceling
October 29, 2015, 09:37:59 AM
During a siege if you designate a floor to be built then cancel the floor using the cancel tool any sandbags and mortars above the floor will be canceled as well

Bug reproduction: using dev-tools press raid then {Pirate group name here} then any # then siege[NO] then wait for siegers to land and put the blueprints up then go to FLOORS in the architect menu then select any floor type (metal tile, wood, slate, ect...) then designate it to be built under the siegers blueprints the press "C" or cancel tool then cancel all of the floors