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Messages - RolandDeschain

#1
Quote from: AllenWL on January 24, 2016, 07:49:29 PM
I think it'll be quite nice if there was a power-less alternative or different power for making the stone age-middle age stuff.
this. medieval equivalent power sources please!
#2
Quote from: 17shadow on October 28, 2015, 07:47:58 PM
I really enjoy your mod ish, and i've been trying to RP a small feudal kingdom using it and adding some stuff like animal rug and norbal. The only issue I have is that to be perfect i would need to deactivate the mechanoid faction and events, as well as the outlander and the pirate (basically just keeping the tribe, norbal and noble house, maybe more if i can find another custom faction that fit). Do you have an advice on that, i'm very noob at modding?

I can live with cheating on the energy, but in the way i envision this mod developing i'd figure ways to remove the need for electricity, or at least find a way to circumvent the need to remain RP. As an exemple, i try to use fires as torch as light source (i play using darkness mod, so its kinda vital), but its very limited lifespan makes that really tedious. Maybe you could drastically increase the lenght of a fire or make it auto-renew, if thats possible. Removing electricity need for the cooking stove would also be nice.

In the real long term, I think you could first make small patch to removes stuff that don't belongs in the setting (like events), and then progressively replace more hardcoded stuff with medieval equivalent.

You could make the research table an alchemist table, and i guess i as well as other could help you making an additional backstories pack to help complete the reconversion of the game. The mechanic of the game, especially with the addition of greed and stuff makes for great story and fit that setting, and i had a lot of fun by adding the relationship mod to the mix and by using careful prepare.

Sorry for long post and bad english, and you already made a wonderful job on that project, so do as you see fit and thanks for the mod.

Them feels man. I am currently attempting the exact same thing and Ish's mods are the closest ive come so far.  As for the campfires, if you go into Rimworld>Mods>Core>Defs>Buildings_Temperature and edit the campfire lifespan to make it longer. (i simply added a 0 to the LifeSpan Ticks to make it x10 longer). If you want to create a world without pirates or outlanders, then you go to Core>Defs>FactopmDefs>Factions and you can edit the spawn on map creation to 0, and change the tribals and what not to something higher if you would like a few more of them.

EDIT: Thank you Ish for the amazing mod. I've checked this mods progress nearly daily since its first release and I can't wait for more great things to be added to it!
#3
Quote from: ethanwdp on October 26, 2015, 02:40:49 PM
Doesn't work.
I have ASA loaded right after core and CCL loads, and I load ADS right after ASA. I still don't have a surgery tab.
I don't have any UI mods.

I've heard that making a new world will make it appear, but I honestly don't want to lose my colony.

it worked for me when i followed another person's suggestion and started a new game, then from that new start, i loaded the saved game and had the mod working properly.
#4
General Discussion / Re: Cheating?
October 23, 2015, 10:35:44 PM
Pretty sure you guys are still missing his point. i think that the OP would like to do things like easily make a pawn have a run speed of 20 c/s without giving him 10 jogger traits. or easily adjusting stats of colonists without spawning a buttload of neurotrainers until you get the one you want. Giving them higher manipulation, eating, etc. past that of bionics for the lols. things like 'add 100, 1000, or 10000 health' to any item, or to make something completely invincible (i could see myself doing this to coolers.)
#5
Outdated / Re: [A12c] Cats!
August 28, 2015, 07:25:35 PM
Quote from: RolandDeschain on August 28, 2015, 07:22:59 PM
The cats are not showing up at any traders, not even in the Spawn Pawn in the debug menu?
Only have a couple small mods going..

EDIT: nvm im stupid. had the RW Cats folder in mods, not the Cats! folder.  :P
#6
Outdated / Re: [A12c] Cats!
August 28, 2015, 07:22:59 PM
The cats are not showing up at any traders, not even in the Spawn Pawn in the debug menu?
Only have a couple small mods going..
#7
Outdated / Re: [A12c] Cats!
August 28, 2015, 01:13:06 PM
Quote from: l2032 on August 25, 2015, 06:05:56 PM

Coming soon
Siamese, inspired by RolandDeschain's kitten, https://instagram.com/meowcifer_kaleidoscope/
Depending on my mood; more domestic cats, cat interbreeding, wild cats or cat food.

Best moment of my cat's life. With your help she will surely become instafamous! Cant wait until i see her "in the flesh"

EDIT: Make sure they can haul! https://instagram.com/p/31JkX0oGtN/?taken-by=meowcifer_kaleidoscope
#8
+downloading
Could you make it grow faster in hydroponics similar to how other plants to? Maybe you could check to the ones to get an idea of what the decrease in time would be?
#9
Outdated / Re: [A12] Cats!
August 26, 2015, 02:01:31 PM
https://instagram.com/meowcifer_kaleidoscope/
50% ragamuffin, 50% diluted calico, 100% adorable.
Yes. My cat has an instagram. Like. Comment. Subscribe!
I would be honored if my cat was in your mod. Use any photos you like!
EDIT: All of these cats are also beautiful!