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

Messages - WanWhiteWolf

#1
Mods / Re: Raid points mod
June 21, 2020, 07:05:16 AM
Raid strength depends on a lot of factors. Formula you can find here:
https://rimworldwiki.com/wiki/Raider

You can alter some parameters via some mods. Example: 
https://steamcommunity.com/sharedfiles/filedetails/?id=1722803450

If you want wealth to be disabled - and time being mostly the difficulty factor:
https://steamcommunity.com/sharedfiles/filedetails/?id=1624131230


#2
General Discussion / Best Animal for livestock
June 19, 2020, 12:31:23 AM
I am in midgame (year 5) with a fairly large colonist count (28). I am running low on meat. Due to Scaria introduction, I am having some difficulties keeping the meat amount high.
Since the livestock got a buff (+50%), I was looking into animals that would fit the role.

Cow seems to be a good choice since you can slaughter the male. Females give you milk on top of the slaughtering bonus.
Other not so obvious choices would be....bears. (LOL). They have the same hunger rate as a chicken and they are self-sustaining from my experience. By the time they get scars they go to the slaughterhouse. Something seems wrong killing bears for meat though.

I was also looking into smaller animals but the hunger rate + maturity + meat amount don't add up that well.

Any suggestions?
#3
Mods / [Mod Request] Zone/Area category
June 06, 2020, 09:10:59 AM
Hi!

I have issues in my games that the available zones (even with mods that expand the total limit) do not suffice. Let's take the zones I use for animals:
- Area for Chicken Farm
- Area for Rooster
- Area for Culling
- Area for Husky haul (I don't want big animals in my base to spread filth)
- Area for Attack Animals to farm / graze
- Area for Attack Animals to attack/charge on a raid
- Area for Safety when raid starts
- Area for Caravan animals to go when they return from caravan

And this is not even including specific area "special animals" like boomalope.

If I use all the above areas, the UI doesn't leave me much space for colonist or quests areas.

Proposed solution:
- Have one common area type for everyone (in game already) for everyone.
- Have a separate area type for colonist, animals, guests, others (.e.g robots or whatever else is there)

This way you can customize the colonist / animals / guest areas separately.

If such thing exists already, please point me to the right mod.

Thank you!





#4
Mods / [Mod Request] Stockpile design
June 04, 2020, 11:46:34 AM
Hi!

I was wandering if anyone would be willing to make a mod that allows you to change the stockpile design / looks. For example a small fence around the designated area. For simplicity one could use the existing wall design in miniature as format.