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Messages - Liquidhalo231

#1
Help / Weird Information Display
April 30, 2019, 08:54:10 AM
Hello, I've pressed something and I don't know what it is, I think it's a mod I have running but I'm not sure.
How do I turn it off, the picture below shows it, it's a line that appears when I select a colonist.
#2
Mods / Mod Request: B18: Autocook
April 29, 2019, 01:26:25 PM
Hi, I'm running a colony in a icy wasteland with only two colonists on B18.
I am currently feeding them using a Nutrient Paste Dispenser as it is the most efficent way to feed them without taking one of the two people away from work for a portion of the day to cook meals.

This has the unintended side effect of making them feel a bit crappy, this isn't a bad since they have a nice place but I would like a way to get them fine meals or packaged survival meals maybe some kind of auto-chef or something and pulls from hoppers just like the Nutrient Paste Dispenser. I have checked the forums using the search options but couldn't find anything similar.

Please could anyone help me out?
Thanks!
#3
Help / Re: Fueled Heaters [Help Required]
February 12, 2018, 03:13:17 AM
Sorry for the late reply, I wanted to say thank you for all the help, I only managed to get the funtionallity working, not so much the changing graphics or adjustable temperature but I did it, thank you so much!

#4
Help / Fueled Heaters [Help Required]
February 10, 2018, 10:01:55 AM
Hi everyone! With the exciting addition of Chemfuel Generators in B18 I thought it may be nice to have a type of heater that can work during solar flares or for low power buildings that isn't just "Light an open fire in your wooden shack"

Today I introduce something I made from the generator's sprite itself, the chemfuel and woodburning heaters:





Now, I don't care if you guys want to take these sprites, the idea, whatever, go nuts.

I just want some help making this possible, can someone help me please?

Here are my wants for these heaters:


  • They work without power and during solar flares.
  • They are the same as or more efficient than the generators that they are inspired by.
  • They can be researched before Electricity and require 100-200 Research
  • The sprites toggle states when they are on/off if the game's engine allows this.
  • They glow a bit and let off a bit of light, not as much as a fire, but about as much as a heater
  • They can be toggled on and off when not needed and retain their fuel without burning it when they are off, like the generators.
  • Target temperature can be adjusted but it affects efficiency as it burns more/less fuel depending on what the temperature is in the room.

If anyone can help me with this please get in contact, I know basic modding for this game but nothing this complex, always happy to learn though.
#5
Quote from: SpaceDorf on October 02, 2017, 04:12:35 PM
With this done, not only did you NOT FUBAR the Core files of Rimworld which NOBODY COULD HELP YOU FIX IT, except for a reinstallation.

You also created your very own mod.

Hey, thanks a ton, I've never done anything modding-wise on Rimworld so this was a first.

I have a few small questions about modding, would I be okay to send you a PM to ask as not to go off-topic on this thread?
#6
FYI:
For everyone who wants the direct download of this mod, I'm here to offer an easy alternative.

  • Navigate to your Rimworld Mods folder
  • Open the "Core" folder
  • Open up \Core\Defs\ThingDefs_Buildings\Buildings_Funtature.xml in your favourite editor (I use Notpad++ but Notepad should work nicely)
  • Find this string of text (Ctrl+F and find <basePowerConsumption>)
  • Edit <basePowerConsumption>75</basePowerConsumption> to the power value you'd like it to consume.
  • Save, Restart your game if it's running and enjoy.
#7
Releases / Re: [A17] Misc. Robots++
October 01, 2017, 04:01:12 PM
Quote from: SpaceDorf on September 30, 2017, 02:42:40 PM
There is a simple solution for that. :

Create a Workstation with the power armor job on repeat and an ingredient radius of 1.
Then store the unfinished armors next to the workbench, eventually they get finished.

After a few hours of testing, I can confirm that they do in fact continue, but it's too slow, it can take them 2-3 ingame years to finish anything, omnibots are the worst for this too, they start a big project, for example: make omnibot, then do 20 work units and leave it for a few months because they found something more fun to do, like cleaning.
#8
Releases / Re: [A17] Misc. Robots++
October 01, 2017, 10:50:05 AM
Quote from: SpaceDorf on September 30, 2017, 02:42:40 PM
There is a simple solution for that. :

Create a Workstation with the power armor job on repeat and an ingredient radius of 1.
Then store the unfinished armors next to the workbench, eventually they get finished.

There's a clever solution, thank you kind sir *tips hat* now I can hopefully empty the stock rooms of junk.
#9
Releases / Re: [A17] Misc. Robots++
September 30, 2017, 01:55:49 PM
Quote from: Nameless on August 23, 2017, 10:11:32 AM
Omni bot is pretty annoying:

I have several crafter at lv 20. I want them to make smith things.
Omni bot came about and start jobs, then went off to do something else after they run out of battery and go to recharge.
Then they never go back to continue their job and left the unfinished jobs on the ground, therefore wasting materials.

This is actually true for all bots, but you can at least somewhat prevent the lower lvl bot from working on stuffs if you have high enough skill level crafters.

Is it possible to force them to continue a job somehow?
First Post, made an account due to this being an annoyance now, my crafters and Omnibots are horrible for leaving stuff unfinished and never returning to them, I actually had to build a place to store them all now.