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Messages - BioFringe

#1
Thank you for all the replies. Much appreciated. Looks like I've got some work to do.

Sorry for the bad judgement on post location Calahan.
#2
Sorry if this has been discussed already but I was hoping that there was a way to have a17 and a18 installed via Steam at the same time. This was possible in another game where you would copy the game directory to a second location then install the game exe file as a non-Steam game. Not sure if that is possible with Rimworld or not so if someone could clarify that would be wonderful. I'd love to participate in this early-early alpha but I have a long standing a17 game that I'd like to keep playing without too much hassle as well. Any insight would be highly appreciated. Thank you kindly.


Moderator's edit (Calahan) - Moved this along with several related posts to their own thread because they have nothing to do with A18 feedback.
#3
Sorry. I could only attach 1 per post because of the size limit, which seems rather small but o'well.

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#4
This is obviously not my full colony but I thought that I'd share this. Hope that it's ok. The Barn connects with the Spider Den left to right (READ: Barn on the left).  Also, you might have to scroll sideways to get the full picture...

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#5
Ideas / Re: A suggestion for a new filter option
October 12, 2017, 09:53:02 PM
I agree.

In the meantime I've been using the AllowDeadMansApparel mod which does just that. It's made stockpile management much less annoying and all it does is add 1 additional filter right where you'd expect it to be on the stockpile filter list. It doesn't change any mechanics so I consider it extremely vanilla friendly. Probably a good contender for the Truly Must Have mods list.
#6
Mods / Re: [Mod Request] Chunk Stacker
September 24, 2017, 02:13:47 PM
Quote from: maculator on September 23, 2017, 08:11:27 PM
I guess this does what you want:
https://ludeon.com/forums/index.php?topic=28653.0

Have it. Love it. Wish it worked for chunks. Thanks for the suggestion though.

Quote from: faltonico on September 23, 2017, 08:29:50 PM
What i know it worked was the Quantum Storage mod, but unfortunately it hasn't been updated to A17.

I'll keep an eye out for any future updates. Thanks for the insight.

Quote from: Canute on September 24, 2017, 03:28:15 AM
Expanded storage, the skip can hold 12 chunks at 2x1 tile.
https://ludeon.com/forums/index.php?topic=14177.0

Thank you. I will try this and report back.

Still think there should be a separate mod just for chunks and the name should definitely be Chunk Stacker :)
#7
Mods / [Mod Request] Chunk Stacker
September 23, 2017, 08:08:30 PM
I searched but that doesn't always work out so well so...Is it possible to create a mod that allows chunks to stack and if so would anyone be interested in making such a mod? My lady asked me so I needed to ask. Thank you kindly.
#8
Obviously subjective so I'll throw in my 1-cent worth of anecdotal opinion on the matter...Yes!

These "raids" are part of the reason that I declared myself the Ultimate DM of all of my RimWorld games. I'm no longer afraid nor ashamed to pop that Dev Mode on and balance the scales...after all, I'm a Libra so that's what we do.

I find it funny that there would be 15+ fully equipped men chasing a fully naked male through the world. This has been my experience more often than not. So to the idea that this is balanced because you're getting a "free" colonist I say...Blah! Most of the time that "free" colonist is an idiot that I'd prefer to not have. To me, the balance comes from the fact that I have no idea what this person will be like before accepting them into the colony.

I ran an Accept All colony that started with 1 male colonist and ended up with 11 females joining and 8 of them were pacifists. Sounds like bliss unless you're in the Rim. How are we supposed to fend off a raid of 15+ fully equipped pawns chasing 1 person when all we have are 4 people that can fight? The game doesn't consider these circumstances to my satisfaction so I take over and a few adjustments later the colony has a fair fight on their hands.

TL;DR The game will kill you regardless of fairness and these types of raids are just one example of the lengths that the AI will go to in order to achieve that goal. Don't like it? Use Dev Mode.
#9
Releases / Re: [A17] Psychology (2017-9-12)
September 19, 2017, 12:43:52 PM
Hello, I'm in the process of reading everything that I can about this mod so please excuse me if this has already been asked.

I'm setting up a new playthrough with Psychology at the heart of the theme. It will last for about 10 in-game years and will include somewhere between 50-75 mods. I don't like to add or remove mods mid-game so I'm hoping that others might be able to steer me in the right direction so that I can have the best start possible. Essentially I'm hoping for reports of incompatibilities, redundancies and general personal opinions on a given set of mods. Here are the main Theme type mods that I'm considering...

Psychology
Therapy
Colony Leadership A17
Hospitality
Bonsaiplus
Zen Garden

H.P. Lovecraft Storyteller - Remastered
Call of Cthulhu - Factions
Call of Cthulhu - Cosmic Horrors
Rim of Madness - Arachnophobia
Call of Cthulhu - Industrial Age
Call of Cthulhu - Straitjackets
Realistic Darkness V4.3 A17 / Lighter Version V4.2 A17


Picture this...Jack Kerouak, Franz Kafka and Friedrich Nietzsche decide to create a private,  secluded sanitarium in the middle of a distant RimWorld. How messed up can their "patients" get?

I've read that these should be ok to run together but I'm also concerned with load order and overlaps (such as music from CoC Industrial Age as I believe Psy has its own form of music). Which leads me to a major concern of mine when considering other mods to include such as those that add Traits, Additional Trait Slots or Joy Activities / Objects. Are these type of mods safe to use in conjunction or should they be avoided at all costs?

Lastly, is the HelpTab mod still a no-go?

Any insight would be highly appreciated and thanks in advance to anyone that responds.
#10
Love this mod and can't see myself playing without it. I was one of the many that asked for custom position / size to be remembered so a big THANK YOU for that. Along those lines if you ever plan to update again in the future please consider the following request if it's not too much...

Could the remembered settings be altered to include (1) The Sort Order for each page (2) Which page was last visible and (2) Which Stats you've chosen to display?

These additions would make the new feature Perfect as far as I'm concerned but of course even without them this is a Must Have Mod!

Thank you again.
#11
I've read this whole thread as I have recently picked this gem up and am having a great time with it but I just can't figure out the following...

1. How do you replace the Elder Things Wings?

2. How do you stop the Elder Things from always bleeding?

I didn't see these asked and answered already but it's a long thread and I could have missed them.

BTW, AWESOME job on this "expansion" mod! :)
#12
Mods / Re: [Mod Help Request] Custom Player Faction
July 20, 2017, 10:41:15 AM
So I did a bit of reading and experimenting and here's what I came up with...

I started by adding the following to the Factions_Player.xml

<FactionDef ParentName="PlayerFactionBase">
    <defName>PlayerBusta</defName>
    <label>New Busta</label>
    <description>Busta!</description>
    <isPlayer>true</isPlayer>
    <basicMemberKind>Troglodyte</basicMemberKind>
    <pawnsPlural>troglodytes</pawnsPlural>
    <baseNameMaker>NamerFactionBasePlayerColony</baseNameMaker>
    <techLevel>Industrial</techLevel>
    <backstoryCategory>Civil</backstoryCategory>
    <expandingIconTexture>World/WorldObjects/Expanding/Town</expandingIconTexture>
    <startingResearchTags>
      <li>BustaStart</li>
    </startingResearchTags>
    <hairTags>
      <li>Urban</li>
    </hairTags>
    <apparelStuffFilter>
      <thingDefs>
        <li>Synthread</li>
      </thingDefs>
    </apparelStuffFilter>
  </FactionDef>


It was a copy/paste of the Colonist section of that file with a few edits. Essentially, I just wanted to be able to change the Label, Basic Member Kind and Pawns Plural. Outside of that I changed the Starting Research Tags and then edited the ResearchProjects_Tier1_Misc.xml to include the new tag for any research that I wanted to start with.

Could anyone verify if those edits will cause any issues long-term or if I'm missing something?
#13
Mods / [Mod Help Request] Custom Player Faction
July 17, 2017, 01:31:33 PM
I started to mess around with the scenario editor and noticed that there are two options for Player Faction...New Arrivals (ClassicStart) & New Tribe (TribalStart)

I would like to add a third or more options to this list but was hoping that someone could explain to me the easiest way to do this. It looks to me as if the following files come into play...

Factions_Player.xml
ResearchProjects_Tier1_Misc.xml (others tiers might come into play as well)
RulePacks_NameMakers_Factions.xml

It looks like I could copy/paste a faction from the first file and change it's variables accordingly then edit the second file to include any starting tech and then finally edit the third file to satisfy the cross reference from the first file.

Am I missing anything?

Also, I have a mod that adds a change to the ResearchProjects file so if I change that file will the mod still load?

Thanks in advance for any insight that anyone can offer.

#14
Thank you both for taking the time to read and contribute. Also, for not just saying that my way sucks without any actual feedback. Both of these responses are exactly what I was hoping to get out of this thread...someplace where others would post their strategies so that other players might learn a trick or two. Thanks for not seeing it as me trying to say "look at how awesome my system is" or "my system is better than yours" like was the case when I posted this on the Steam boards. I should have know better about that but I still hold out hope for those boards despite being proven wrong over and over again.

Anyways, sorry for the rant. I'm going to re-read these responses a couple of times and see how I can better incorporate some of the ideas into my own system. Thanks so much for sharing. :)
#15
Quote from: Dr. Z on June 01, 2017, 05:22:31 PM
Well I think you're overdoing the planning a bit. I usually build a main room where I put everything in and then gradually move everything in distinct buildings, so it takes me around half an hour before I hit start. Planning where to put your colony and having a clue of where to put the different rooms in the beginning is of course important to your survival, but planning everything down to the power grid is not at all necessary in my opinion wasting time you could spend playing.

lol. You caught a typing mistake on my part. I originally put Power Field then changed it to Power Field & Grid but decided to go back to just Power Field...somehow removed the wrong part and didn't notice. What I mean by power field though is just to know where I'm thinking about placing windmills, solar panels and my battery barracks.

You do bring up a good point though...don't over plan. I was trying to keep the list pretty much a simple bullet point list without much expansion of thought but this area could have used some clarification. Essentially I just put large squares, rectangles, etc in the general area that I'm thinking about putting something. I don't go into detail during the planning phase what-so-ever because I believe that half the fun is playing in real-time and seeing how things adapt over time. Therefore, my planning stage ends with a bunch of general shapes representing the spaces that I'm thinking about putting something specific like a hospital.

And yes, planning out your entire power grid would be overkill IMO :)

My own experiences though dictate that if I don't at least plot out the general areas for each building then what ends up happening is that I forget about something and then have to tear down stuff to accommodate. The planning stage is mostly about making sure that all my bases are at least thought of so as to minimize the frustration of re-construction during the game itself.

Hope that clears things up and thanks for taking the time to read and contribute. Much appreciated.

FWIW I ended up editing the original post to say Power Fields and made a quick note to reference this post for info on what I meant by planning.