Menu

Show posts

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.

Show posts Menu

Topics - Tanelorn

#1
Ideas / PLEASE bring back open air covered storage!
October 20, 2018, 01:41:20 AM
In Rimworld 1.0, all this would deteriorate and decay in a year...





But we know that doesn't happen. Open air covered storage is commonplace at farms, industrial areas, lumberyards, etc. It's the sun and the rain that does most of the damage. As a person who harvests firewood every year and places it in open air covered storage to season the wood, I can testify that it is essential and not harmful to the wood.

We really need the old method back. It's not an exploit.
#2
As a player who can pause the game at will, we have some element of control over FF. The AI, currently as of 1 July 2017, does not. Trader caravans that encounter hostile wildlife kill half their band just fending off a rabid rat.

Is it too much to ask that ALL pawns, friendly or enemy, refuse to shoot if a member of their team is in front of them and likely to be shot?!!?!?
#3
https://www.reddit.com/r/RimWorld/comments/62jqn8/desert_biome_im_here_every_day/?st=J0XW7CR2&sh=f90f751d

Like many of you, I love rim world and think about what a rim world scenario would be like in places I go. I live in the Sonoran desert, and I got a wild idea to go to as many in game biomes that  I can, and  make a video talking about rim world focused considerations in each.

I can easily get to the desert, arid shrubland, temperate forest, and boreal forest.  Tropical forest is not a far stretch, and neither is ocean.

Is there any community interest in doing something like this? If so, let me know. Also please share ideas for the subjects to be covered. Things like edible plants, construction materials, Etc.

#4
This is a terrible issue I'm having with the final release of Combat Realism. The thread has been closed so I can't ask there. I have tested this issue on a game with only CR and hugslib running.

The issue: if you equip grenades and then equip a weapon, it makes that weapon disappear from the game. Also Molotovs do not detonate.

There was one other post reporting this in the CR thread. Have you had this problem? Have you found a solution? It seems that I must simply never use grenades if I want to keep using this excellent mod.
#5
One of the big limitations on arid maps and I imagine the icy maps is the lack of wood. Sure you can build with other materials but much of your low tech producers for heat and cooking need wood to operate. This is critical for tribal starts. In parts of the world where wood is scarce such as Mongolia and the steppes, and for some reason India, fuel comes in the form of dried dung.

Perhaps this could be done as an extra product such as milk? Although I find it extra gross to think that animal status would include "dung progress" and that taking dung from an animal requires an action @_@. Anyway, this would be a HUGE benefit to those on maps with low wood supply.


#6
Support / Hamachi can cause long load times
February 01, 2017, 07:02:09 PM
This was a horrible issue for me for months. I had load times up to a half hour. Same for Kerbal SP. Only today did I finally discover that Hamachi's virtual network connection causes horrible interference with both Rimworld and KSP load times. I don't see it listed here as a sticky so please add it as a known issue.
#7
Hi all. Vegetable garden gives you the ability to make bandage kits at the tailor bench and the drug table. The problem is, you can only use cloth and not the new fabrics of hemp and linen. I went into the mod and searched for the recipe, but amazingly it doesn't exist!!! There is a definition for the bandage kit which lists its cost and where it can be made, but it's not a recipe so I don't think I can use the code for optional ingredients. I would greatly appreciate some advice here. Can I safely make a recipe for it as there doesn't seem to be one?

  <ThingDef ParentName="VG_ResourceBase">
    <defName>Bandagekit</defName>
    <label>Bandage Kit</label>
    <description>A pack of bandages made from cloth. Less potent than medical kits.</description>
    <thingClass>Medicine</thingClass>
    <graphicData>
      <texPath>Things/Item/Bandagekit</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>Standard_Drop</soundInteract>
    <soundDrop>Standard_Drop</soundDrop>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <MarketValue>5</MarketValue>
      <Flammability>1.0</Flammability>
      <MedicalPotency>0.30</MedicalPotency>
      <DeteriorationRate>2</DeteriorationRate>
      <WorkToMake>350</WorkToMake>
      <Mass>0.2</Mass>
    </statBases>
    <thingCategories>
      <li>Medicine</li>
    </thingCategories>
    <tickerType>Rare</tickerType>
    <costList>
      <Cloth>10</Cloth>
    </costList>
    <recipeMaker>
      <workSpeedStat>DrugProductionSpeed</workSpeedStat>
      <workSkill>Medicine</workSkill>
      <recipeUsers>
        <li>DrugLab</li>
        <li>HandTailoringBench</li>
        <li>ElectricTailoringBench</li>
      </recipeUsers>
      <skillRequirements>
        <li>
          <skill>Medicine</skill>
          <minLevel>2</minLevel>
        </li>
        <li>
          <skill>Crafting</skill>
          <minLevel>2</minLevel>
        </li>
      </skillRequirements>
    </recipeMaker>
#8
Mods / [Mod request] Pain medications for A16
January 31, 2017, 07:33:12 PM
I saw there were a couple mods that added new medicines to Rimworld but there seem to be none for A16. My game (and I imagine most people's games) desperately needs ways to counter colonists with scars and permanent injuries who suffer one or more debuffs from pain. I have searched for some time and I can't find anything for this other than a super high tech scar healing machine. I'd prefer to not break immersion especially in a tribal game.

If there is a mod that provides such medicines for A16 PLEASE share with me so I can use it! Thanks!
#9
I have registered quite a while ago and made several posts. Does everyone always have to answer the quiz when they post or does it eventually go away?