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Messages - NRFBToyStore

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Basically, just the title. Since the mod I'm working on makes sure a list of trait is always added to the pawn, if a is already generated with the trait, I want to basically re-roll the trait to something else. How do I make sure that the trait selected does not conflict with any of the traits the pawn already has?

This is a basic function, just download any trait mod and look at the code. It's a very simple "if A exists, ignore B/C", just don't have code off top of my head.

Mods / Re: [Mods suggestion]Return of the remains of the deceased
« on: April 29, 2020, 11:20:22 PM »

Yeah! I found it. It's great mod. Just one problem, that my pawn keep drop and re-equiping her sidearm after every task. I don't know why.

  Because you told them to. Well, the default options did, heh. Look under the MOD Options, Simple Sidearms, last tab, I think MISC. BASICALLY, it takes TIME to put your RANGED weapon into your backpack and pull your knife, so to save time, you DROP your bow and pull your knife. THEN, you get DISTRESSED from getting hit, and drop your weapon in the fuss. ... BOTH of these options can be turned off. ... Thou, they do, after combat, will re-equip themselves automatically...sometimes in 5 seconds, sometimes 10 minutes, but EVENTUALLY, they do.

Releases / Re: [1.0] A RimWorld of Magic
« on: April 20, 2020, 03:49:09 AM »
Since the Loot Box mod has not been updated to 1.1, can we get loot box-like items in RoM? An expensive item which drops several items, mostly RoM-related, would be lots of fun; and a spell, possibly cantrip, which acts like the Pandora box, spawning several events that might help or hinder you.

Or maybe just a mad scientist mage with random abilities.

HAHA! Yes, give ChaosMage evocation! Maybe he makes a cool staff, maybe he opens a portal to a HIVE that jumps through, WHO KNOWS, let's roll the dice and watch.

Mods / Re: Mod suggestion - pay for your electricity
« on: April 19, 2020, 08:00:54 PM »
Add the Zolton race mod,  they generate energy just from existing... Raid their faction, kidnap 20 of them, bring them back to your base where their prison barracks are filled with batteries next to each bed, POWER THE WORLD! **evil laughter**

Releases / Re: [1.1] Prison Labor
« on: April 16, 2020, 07:31:56 PM »
Nice mod but it's broken for me every prisoner is just wandering with full motivation and everything in their room

Motivation is broken. If it's on, I never found them to do much. But if you disable motivation, work and recruit don't work. You have to pick one OR the other... So, turn off motivation, do NOT install Prison Labor last, put it ABOVE any work/job related mods out there, install LOCKS and make sure you UNLOCK their doors... I have my prisons feed into a rec room which connects to a workshop and stockpile, unlock all those and they get to work. If I don't want them to leave their room, i put a crafting bench IN their room and just have other haul materials to a little 2 cell stockpile.

On his Steam page he says he isn't going to update it much anymore because its too much work [has to update it with RmWorld updates] and he hasn't played RimWorld for 2 years.

Correct...but I feel 80% of the mods out there are being updated by new people, so if we keep up talk about it, maybe someone new will take it over.

Mods / Re: [Mod Suggestions] Tattered Apperal TOTAL outfit
« on: April 16, 2020, 04:02:50 AM »
Thing is, i'd rather them wearing a 49% full plate armor vs a 99% tshirt, which is what happens when you set policies like that. :)

Mods / [Mod Suggestions] Tattered Apperal TOTAL outfit
« on: April 15, 2020, 11:27:37 PM »
  I always seem to have half my colony complaining about tattered clothes even when 35% of them are tailors. My biggest 2 issues and THOUGHTS of fixing these issues is.

[TOTAL outfit score] If someone is wearing 8 pieces of gear, all above 80%, half excellent, why is a single hat <49% THAT big of an issue? 8 pieces at 80% and one at 49%, still like a 74% TOTAL "decent" gear. So, thought, remove the "single item" check for gear, apply a TOTAL check with both % and quality of craft, and let it balance out.

[Low Quality Replacement Priority] You know who is the best dressed in the colony? THE TAILOR! 2nd best? The bums that hang out talking to the tailor... All my production people get max gear, while my poor PLANT/MINING people, out in the weather non stop, can't get back home fast enough to get dressed. My thought, when new gear drops, have it do a quick search for WHO has the lowest quality of that gear type and adding to their queue to come put it on. Optionally, a BOX in the bill where we can pre-select who OWNS the equipment. I make SOCIAL gear for my main haggler, I make +shoot gear for my hunters, etc... but for some reason the damn stone cutter is wearing it all.

  Those are my thoughts.

Releases / Re: [1.1] Go Explore!
« on: April 09, 2020, 07:43:31 AM »
Just a note. I did a tribal start, rocking the storyteller that is suppose to only do medival, and when I went to Prison camp...half the place was androids and they had battery powered turrets! ... I'm like a year in, and up till now, the biggest tech I saw was a PISTOL...

As others mentioned, the rewards are NOT worth the risk 4/5 times... Possibly, a calculator like the raids...check wealth of my colony. If "faction X" is asking me to save their people, they must think I have enough ability... yet I show up with slingshots and they got AK's, HEH.

Ideas / Re: Undead Faction
« on: April 09, 2020, 12:58:28 AM »
  Yes. I'm running it now, actually, HEH. Rim of Magic gives necromancer... starts off being able to "maintain" like 4 undead pawns at once (and maybe an undead mount, REQUIRES NO FOOD on caravan)... Combine with Level This (health buff) and Immortal (only die from beheading), you can create an insane little army. Once you level up your necro, I think I maintained 8 PAWNS and 2 animals with max mana regen and skill points for maint reduction. There is a object you can craft later to increase your undead command ability even further!

  I basically would just raid caravans and prison camps, capture who I could, if they died (and had decent stats), bring them back. The zombies didn't hit hard but their natural regen, 2x could by head to head with a scyther. Was real fun kinda playthru!

Releases / Re: [1.1] Prison Labor
« on: April 06, 2020, 04:47:04 PM »
You rock!!! So far, no other issues. I did double check a few things. JOO and Fluffy were NOT the issue, as I ended up removing both from regular play as they were conflicting elsewere. STILL had Prison Labor issue when auto-sort, AND, it was Job Splitter (or Complex Jobs).  As long as those load AFTER Prison Labor, the prisoners work fine.

Only issues I'm having are... as mentioned previously in bugs, the "work and recruit" does not recruit.

Loving it!!! Between Rim of Magic playing a necromancer, I have an undead horde, just raiding factions and bringing back prisoners! :)

EDIT - I turned on motivation and now work/recruit works! Without motivation, the work/recruit only worked them. Thou, as motivation  has not moved over 3.4% in 4 days, i'm turning it back off cause I need my stone cut!

Releases / Re: [1.1] Prison Labor
« on: April 03, 2020, 03:49:02 AM »
Yea, same here. Was working wonderfully and just stopped. Now my 6 prisoners just "wander" around, sometime do recreational activities but NO work. I tried setting/unsetting options. I even removed Prison Labor from save, restarted game, went in WITHOUT mod installed, played a few ticks, saved, re-loaded, went in and still they do NOTHING.

This started right after I had visitors, 3 random guests for a few days. I remember before that everyone was working fine...

EDIT : Ok, I think mod manager rearranged some orders on me... I put JOO and Fluffy Work Tab AFTER Prison Labor, bam, everything is working fine now.

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