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Messages - Bazkur

#1
1.  Occasionally.  When I do, I usually setup a scenario where I start with plenty of animals to get started.  I usually specifically start with enough food for whatever type of animal I choose to go with.  Most of the time, I don't use them though.  It takes too much investment to keep animals around and the risk is too high to actually use them in battle except when I'm desperate.  I'd rather invest in animals that can haul and let them just do that.

2.  They're too squishy.  Maybe if I could install bionics or give them armor/gear of some sort that would help them survive a bit.  There should be some trade off on this obviously, like if they have gear on they are slower or something.  I also don't like the major mood debuff.  It's be nice if I could direct them to a kill too.  EDIT:  Was just thinking, it could be cool if you did something like some RTS games where you set a preferred target system on animals.  Something like click a stance button for like Defenses, where animal would defend its master (or possibly others), another where it attacks the closest enemy, another where it attacks the largest threat, etc...

3.  Like I said, mostly don't unless it is an emergency situation.  I always train them to release but don't use it.  When I do, I create large packs (see #1) and basically go total animal army.  Haven't used them in A18 really, I'm running a tribal scenario maybe I'll give them another go without cheating and see if I have any new opinions.
#2
Mods / Re: Mod Stream
October 18, 2016, 09:54:37 AM
Quote from: kaptain_kavern on October 17, 2016, 10:25:10 PM
Come here in the mod>help section. We have tuts, resources, XML dummy files with explanations, XML tag and value full list and such. And also there is always someone to reply and help

I assume this was directed at me :)
This will be helpful for sure and I've found some of it myself but I learn best from videos in general and have been very surprised that there isn't any series out there going over it.  Of course I could jut be missing it.
#3
Mods / Re: Mod Stream
October 17, 2016, 07:15:54 PM
While a stream would be cool, I think an organized set of videos on how to mod is much needed in the community.  The documentation pretty much sucks from my experience in trying to learn to mod and I'm a seasoned programmer.
#4
Mods / Re: Floors as a Bridge
October 15, 2016, 04:53:02 PM
Yeah this looks like it is going to be way more complicated to do than the amount of time I'd have to learn how to do it  :o

If anyone wants to run with this, please feel free to steal the idea.  I'd love to have a bridge system in the game.
#5
Mods / Re: Floors as a Bridge
October 15, 2016, 02:18:13 PM
Quote from: Dingo on October 15, 2016, 01:20:47 PM
You might be able to use the terrain allowance def to allow certain types of structures/tiles to be paved over water. That's actually a very neat idea. If you don't want to mess with it any more let me know and I'll give it a try.

Go for it.  I tried the allowance tag(s) but didn't get anywhere.  I saw on forum posts what the possible options were and one of them was "Any" but when I use that Rimworld gets an error stating that isn't a valid option. 

I'm pretty sure it is possible to do in some fashion but I have no modding experience (though I am a programmer).  I know the fishing pier mod does this to an extent because it reaches over the water and they can stand on the pier over the water.  I thought even maybe a combo of whatever happens in the fishing pier mod and how the Modular Table works for drawing furniture might be the solution but it is beyond me at the moment.
#6
Mods / Floors as a Bridge
October 15, 2016, 01:00:25 PM
Is there already a mod that will allow you to draw a floor (or possibly furniture/building) over all terrain, specifically water, as a bridge?  I've looked around and can't find anything so I attempt to try to make something myself but I can't find any way to cause a floor to draw over water.

Thoughts?  Impossible?
#7
Yeah, I'm still not sure how they are working.  I sat Gun Cooldown to 300% and it doesn't look like it made any more difference than when I set it to 1%.  I can't set it to a negative number so I don't think it is suppose to work that way.
#8
Thanks, that is what I thought too but hadn't been able to notice any difference.  I'm trying to test it out with some really high multipliers just to see if I can notice a difference.  I'll post back with results.  I'm guessing there is no help file of any kind though, I don't see it on the wiki.
#9
Is there any help file for the Scenario Editor?  Specifically, I'm trying to figure out how the Stat Multiplier is working.  For instance, if I set the Cooldown for shooting to 25% is that increasing the cooldown by 25% or reducing it by 25%?
#10
Completely agree, 0% should mean it doesn't shop up at all OR we need another Part to forbid traits
#11
Video / Rimworld Let's Play - New Series
May 05, 2016, 10:11:22 AM
I started a new Rimworld Let's Play on my channel and would love for you to stop by and give me any tips on my journey.  I do know how to play the game but with all the mechanics in the game I'm certain to be missing some tips.

https://www.youtube.com/playlist?list=PL83uhyaRCMJHprnoeKA9qjsNjrUpLsX-D
#12
Quote from: EdB on April 23, 2016, 09:41:13 PM
Quote from: Bazkur on April 23, 2016, 07:40:18 PM
On Win10 running A13 and it is not working.  I can do all the preparing without an issue but when I tell it to start the colony it completely ignores all the prepare carefully I sat up and I just get the standard 3 random colonists and standard gear.  Only other active mods are colonist bar and mod order

I'm sure you've checked this but I've got to ask.  You're using the latest versions of all of the mods?  I just put up a new version of the Mod Order mod that fixes some intermittent issues, and released two versions of Prepare Carefully today.  The latest are:

  • Mod Order: 0.13.1.2
  • Prepare Carefully: 0.13.0.4
  • Colonist Bar: 0.13.0.3

Since you're not using other mods, this doesn't apply, but everyone please keep in mind that any mod that does custom map generation will conflict with Prepare Carefully.  I don't know off the top of my head what those mods are, but there are definitely a few of them out there.

Which order are you loading the mods?

It's strange--I'm also Windows 10 Alpha 13 and it works for me every time.  I can't get it to not work.   I'm not the only one that it's working for, right?

So I got it working but I'm not sure what did it as I can't replicate it now.  I do have the latest versions of your mods for A13 except the Mod order says it is 1.7.1?  But I just downloaded it today.  Mods were ordered as Core, Mod Order, Prepare Carefully, Colonist Bar.

Here are the things I did:


  • Disabled the mods, deleted my world, and started again.  Didn't seem to help.
  • Created another new world using the default random seed it gave me whereas I was using a custom seed but still just random characters.  Didn't help
  • Closed Game again, booted up and used the same world I had just created and loaded the preset, and now it works!  No idea what if any of those things fixed it.

I'll play around with it some more and see if I can break it again but for now it looks to be working.  Thanks!
#13
On Win10 running A13 and it is not working.  I can do all the preparing without an issue but when I tell it to start the colony it completely ignores all the prepare carefully I sat up and I just get the standard 3 random colonists and standard gear.  Only other active mods are colonist bar and mod order
#14
Did the new CCL (v0.12.4) break this mod?  It's been working fine but I updated CCL and it stopped.  No other new mods installed.  Doesn't show up on saved games or new games (even on a new world).

[EDIT] Resolved itself.  I did nothing except close and restart the game several times.