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Messages - Pilz

#1
Wow, this is a handful!

Pretty impressive work, gonna try it tommorow, I think the redwood forest is particularly cool, though the ne textures clash a bit with the vanillar artstyle.

Is this incompatible with other mods? Will modded animals still spawn in new biomes?


Anyway, damn fine work!
#2
Found a way to disable all storage after building to prevent pawns from hauling until you've decided what you want to store there.

After
<building>

Simply add

<defaultStorageSettings>
</defaultStorageSettings>
#3
Quote from: DoctorVanGogh on November 22, 2017, 12:53:40 PM
There's an experimental A/B18 build out for about a month

Why didn't anyone tell me?!

Works fine, though it is still marked for A17 (oversight?). Thank you very much!

Quick question now that I have you, what line would I have to insert to have the stockpile settings be clear when I build a basket? I used to change change the standard priority setting to 'low' so my people wouldn't run to store anything they can find in it, but I seem to remember that there was a mod that just had everything disabled from the get go.

#4
Does this work like the Drill from industrialisation where you can pick what you mine or is it random?

Looked at the workshop picture, you can choose.

Question: How would I go about modifying the graphic of the driller? I want to use the old extractor graphic from mechanical defense 2.

The current graphic is that of the standard deep driller 

     <graphicData>
      <texPath>Things/Building/Production/DeepDrill</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(3,3)</drawSize>


Since there are no textures inside the mod I assume this is a direct reference to the standard rimworld graphics. Can I simply copy paste the new graphic into this folder and rewrite the line accordingly or will steam refresh the folder when I start rimworld? Would I have to change the draw size since the deep drill graphic is 1x1 cell and the one I want to use is 3x3 cells?

I don't know anything about modding so any help would be appreciated!

#5
Will there be an update to extended storage? Can't play without it anymore.

Anyone knowledgeable here that could tell me what needs to be fixed so it works with B18? If it's just editing a few lines I might be able to do it myself.
#6
Releases / Re: [B18] Vegetable Garden Project
November 22, 2017, 08:26:22 AM
One of the best mods for rimworld!

Question: With B18 there are a lot of new 'doodad' plants, like moss, clover and the underbrush from the rainforest biome.
Could you make those growable? I think they look quite nice and I'd like to decorate my base with them.


Quote from: whitewolf_311 on November 21, 2017, 01:18:18 PM
How am I meant to make fertiliser?

Maybe I'm blind or something, but I just can't figure it out. I want to make good soil, but I can't do that without fertiliser, or at least compost to put in the compost box to make it? In fact, maybe the right question is how I get compost....

First option: Make compost starter at the butcher table. Build compost box from 'garden tools' menu. Keep in mind that they need a proper temperature to work.

Second option: Cremate animal and human corpses into fertilizer at the electric crematorium. This one is faster. Very useful since you can simply gather all the rotten animal corpses that predators leave lying around.
#7
Did you make the textures yourself? They look pretty good!

I probably won't install the mod though, because it adds so many items, which adds a lot of clutter when it comes to trading etc.
Maybe i'll just replace the vanilla assault rifle sprite with your SCAR, looks delicious!
#8
Hey, love your mod!

Are there plans to add a 2 person slab bed? It seems unfair to give the single guys a great looking bed while the couples have to tumble between the vomit green sheets of the standard bed.
#9
Quote from: sparklingmagma on July 20, 2016, 01:59:26 PM

I need the ore extractors too! I've been using substitutes like the quarry mod. It's so hard getting gold and plasteel without the ore extractor :(. Please update this mod but no need to rush :)

As a workaround, i am using vegetable garden. It has steel and plasteel plants. Also, it is a very nice mod, didn't think i would enjoy the other additions as much as i do.
#10
Quote from: eatKenny on July 20, 2016, 12:42:49 PM
i will update this mod to A14, maybe this weekend.

That is great to hear!

Thank you for you effort, i think i speak for all of us when i say that you are doing a great job ;)
#11
Hey there, do you plan on updating for A14? If so, is there a rough ETA you could give us?

A defense without BRRRRRRT is no real defense!
#12
Quote from: sparklingmagma on July 20, 2016, 03:55:35 AM
Is this mod going to updated to A14 anytime soon?

I really hope so. I love the Droids, but i NEED the ore extractors.
I doubt that the droids will come back though, which is a shame. They made for such lovable little slaves companions.

Bigmap, won't you listen to our cries of desperation?

#13
Quote from: Balkri on September 20, 2015, 02:36:31 AM
are you sure? the raptor and the turtle have a very long "egg process", i have a couple and they manage to incubate one little raptor, in the second try... a muffalo eat the first egg (>.<)

So did you manage to get fertilized Raptor eggs with the newest version? Because after ~1 year+ each in two savegames, i still have my female raptors stuckt at 50%, waiting to be fertilized, with the bigass turtles it took only 2 days.
#14
First off, Mantis looks awesome, could you make color variants?

Secondly, the raptor is still bugged.
Their eggs don't seem able to be fertilized, i have encountered this in 2 seperate games so far.
(males were available and not to old, so i assume it's not a problem on my end).
#15
Small bug report:

After a gestation period of ~65 days (which is quite long), my raptor laid a lovely egg.
Out of which hatched a tortoise...

Other than that, great mod, awesome textures, looking forward to more animals!