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Messages - Chaos_Therum

#1
Outdated / Re: [A12d][ModPack] The ModVarietyPack
July 26, 2016, 11:26:27 PM
Quote from: Shad on July 18, 2016, 01:13:30 PM
I really hope this modpack gets updated to A14. I miss the nice balance in features it has.

The github master version is a mostly complete version for a13
#2
Yeah that would be great then it makes the visitor happier based on quality material and whatnot.
#3
Hey so is it possible to add different types of visitor beds that add more hospitality points. I was wonder for the modpack I'm helping with I wanted to add a couple tiers to ties it in with clutter mod.
#4
So update there was no issue with the mod we were using old xml files in the modpack.
#5
So has anyone else had trouble placing the exhaust ports it seems like it won't recognize the industrial cooler.
#6
Outdated / Re: [A12d][ModPack] The ModVarietyPack
July 11, 2016, 01:53:34 PM
The entire modpack is based around combat realism. I would suggest trying mod mega pack I think you can disable combat realism in that one.
#7
Quote from: Morgloz on July 04, 2016, 09:29:38 AM
Yes, I'm going to keep updating the mod, but since I'm still learning how to mod it's going to take me a while.
Cool well good luck on it it's always nice to see a new developer in the modding community.
#8
Good call on reposting it.
I also wanted to ask if Morgloz is going to be updating this anymore to cover a couple of the small bugs. I rad about some of the fixes just being new maps and whatnot maybe I misread but there seem to be a couple outstanding. Would hate to see this mod die though the fact that it is open source does bode well.

Specifically it would seem some of the localization is not working. Though this may be because of using the A13 MVP pack.
#9
Outdated / Re: [A12d][ModPack] The ModVarietyPack
July 03, 2016, 03:00:02 PM
Yeah the github version is pretty solid I've got a 10 or 20 hour old colony on it and it seems pretty solid.

Edit: So just checking in there are some slight problems with redistheat the exaust port doesn't work but other than that so far so good.
#10
It was posted about three pages back. Try reading the conversation before you ask. Not trying to be mean just inform.
#11
The Comprehensive Kerbal Archive Network is really great the source is available and seems like it would be relatively easy to port over to rimworld. The only problem I see is the fat that it has no website which seems like what your going for I believe it is written in C#. If I knew how to program in C# I would do it bu alas. here is the source if interested.
https://github.com/KSP-CKAN/CKAN/
#12
Mods / [Mod Request] Expanded organ harvesting
October 12, 2015, 11:08:17 PM
This is my first post hey guys.

So basically the idea is that I want to be able to get every last part off someone as well as it not effecting the colonists as much right now I basically try to remove all the non essential parts legs, arms, 1 kidney, etc. But my idea is basically to add a couple machines. I was thinking along the lines of a dialysis machine, blood oxygenation, nutrient rich IV drips, antibiotic iv drips. This could also be a great near endgame mechanic so that doctors have to work less. So each of the thinks would basically counteract the the effects of losing each respective organ. I was thinking connecting it with something similar to an electrical line.

Also I have two ideas for lessening the the effects on the settlers. The first is that over time they would just be bothered less and less. The other idea is you could maybe get a special trait that made it so that a doctor wouldn't talk about work and prevent the other settlers from finding out. As long as they never see the husk of a person left it can never bother them.