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Messages - dragoduval

#31
Outdated / A13 - Removable stuff
April 22, 2016, 09:55:28 AM
This simple (and untested) mini-mod add more removable furniture (All vanilla). That include doors, crafting workshop and various item.

What i did not make removable are wall, ship parts, energy productor, temperature objects and huge objects.

Not new game required, its only core (Vanilla ?) building that have a tiny line added.

If its buggy tell me so that i can fix it, first published mini-mod here and i had barely 5 minute to test it :D.

Edit : Removed the turret part for now, will test it and the mortar tonight (Weekend time :D). Also removed the mega link for now.

[attachment deleted by admin - too old]
#32
Mods / Re: [Mod request] Moveable everything
April 21, 2016, 12:12:46 PM
Hey, i was planning doing that for my personal mod, so why not share it. Ill post it tomorrow if no one done it before :D.

The everything moveable, not my mod. I will share what you asked.
#33
General Discussion / Re: Introduce yourself!
April 21, 2016, 10:14:43 AM
Introduction ? Why did i not see that before O.o.

Hi I'm Mathieu, French Canadian Computer technician (Still in school, but that's a secret :D), and i'm a huge fan of not being bored.

I Found Rimworld on a game downloading site (Illegal but the best way to find good games), and after playing it for a few hours i fell in love whit it and buyed it not long after (Barely two month later :D).

I Love modding games (Mainly EU4 and CK2), im a huge RPG, Strategy and Simulation games fans, playing mainly Gnomoria and EU4, also evidently this wonderful game of Rimworld (You might know it).

When not playing i love writing (Say that but its been month since i done that :D), planning my conquest of earth (Emperor Mathieu Duval :D) and reading books (Right now i'm reading A Song Of Ice And Fire, better than i thought).

So yea here i am, even if I've been on this site for a while (two week ?).
#34
Mods / Re: [Mod request] Moveable everything
April 21, 2016, 09:03:18 AM
Easy to do, just add the moveable line in all other object. Not sure if it work for workshop.
#35
I might be wrong but just removing them from the Faction Def should work.
#36
Mods / Re: [MOD REQUEST]Backpack and self treatment
April 20, 2016, 02:48:40 PM
Should have an alternative, cause i hate the bullet part :D. But yea worth looking for.
#37
Ideas / Re: Your Cheapest Ideas
April 20, 2016, 01:58:37 PM
Make a hunting trainable for animals. Would be nice to have my cougar or dogs hunt small animal, and save me time.

Also make ThinkTree a bit easier to mod. Got tired of crashing after playing whit it for nothing :D.
#38
Mods / Re: [Mod Request] Thrumbo horn sword
April 20, 2016, 01:49:45 PM
...
#39
I make a 3x9 room, whit 5 2x1 hospital bed (or simple bed) and between each of them (4 in total) i add that machine that help healing.

It give me 5 bed and a small corridor-like space for lamps and moving around. Plus i also add a door to a small reserve full of medicine, to shorten healing time.

Would be better if i had ground light, but still :D
#40
I like the idea of mounts and new race, and i would welcome a medieval overhaul mod, so i second this idea :D.
#41
Mods / Re: Mod request disable Mechanoid in ruins
April 20, 2016, 08:03:14 AM
Yea i looked into it and i found scrap too, so better ask a better modder. But i'm still sure that it's about the generation of the map.

You could also simply delete them from your save file, should work.
#42
Ideas / Re: Loot Runs/Raids on other groups
April 19, 2016, 01:04:20 PM
Traveling would give the world map a use, instead of using a tab for nothing. So yea i second it.

Raiding and trading would be useful and make other faction more useful, but what i would really love it sending an hunting party to bring back foreign meat (and why not animal if a tamer went) or an explorer group to discover hidden structure, ressource, settlement (Small village or even town, or simply other faction).
#43
Ideas / Re: Threat responses for wild animals
April 19, 2016, 12:56:16 PM
+1 on both. Would make hunting more dynamic, having a hunter run after a deer, and seeing its herd leaving this wounded one behind to save themself. Would be nice if they would do the same when faced to predators.

Would also make "sneaking" more usefull.
#44
Mods / Re: Mod request disable Mechanoid in ruins
April 19, 2016, 12:39:03 PM
Two words : no refund.

Also never got lucky enough to get any. So a mod would be better.

Also turrets are quite time consuming, so i second the post maker on the need for a mod.
#45
Mods / Re: (Request) Disable Hives/Add 'tame' hives
April 19, 2016, 12:37:12 PM
+1 for the friendly Hive. Would be nice to have a free Jelly source.

No idea how to do that, but i'm sure a big modder will do it soon after reading this thread. Or just spam a modder till he /she do it :D.