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Messages - ZarZuf

#1
Releases / Re: [1.0] Milkable Colonists
May 26, 2019, 12:35:52 PM
Quote from: TheCritzHimself on May 25, 2019, 09:29:39 PM
whoa this shit's crazy this is  mod's here considering, well, you know, similar mods for other games are on the site that shall not be named. say is this theoretically compatible with a forbidden mod that does not exist? :P

It is compatible indeed.
Different sizes of certain female phisical attributes do influence the quantity of milk produced and the cooldown time.
#2
Quote from: Mehni on May 10, 2019, 06:03:52 AM
You play Battle Royale. No joke.

https://imgur.com/9c622iQ

Leave it running for a night for best results. I'm serious.

Thank you.
I had no idea this even existed.
It will be of immense help in trying to balance my pawns :)
#3
Ok, so let's say that I create a new raider type called "centaur berserker".
It's race is centaur, so with enhanced movement speed and a lot of other custom stats.
It can equip tribal clothing and tribal melee weapons.

How do I know how many point of <combatPower> should it be worth?
#5
Hi,
I'm trying to create a new alien race using the Humanoid Alien Races Framework.
All is good except one thing: I have no idea how to calculate the combat power rating of my new raider pawns.
Is there a formula?
How should I factor movement speed, healt, armor, weapons, etc...?
#7
Mods / Re: Loading times
April 21, 2019, 09:19:53 AM
Thank you all for your help. :)
And a special thanks to Owlchemist for the explanation and the guide
Now I understand better what is actually happening during loading time.
I'll move a few mods around to see if it gets better.

#8
Mods / Loading times
April 08, 2019, 08:39:32 PM
Hi, I need a bit of help with rimworld loading times when mods are concerned.

At the moment I have a loading time of 25 minutes.
Startup Impact tells me that more than half of this time is taken by "resolve references" but I have no idea what it actually means.

Can someone explain to me what the game actually does while "resolving references" so i can track down the sources of it and (hopefully) load the game a little faster?
#9
This seems very promising.
I'll definitely need to try this next time I have time.

+10 for the idea :)
#10
Outdated / Re: [B18] Harrowed Light - 1.4
January 14, 2019, 07:24:49 AM
I have updated the mod to v1.0.
It is an unofficial update, since I'm not the mod author, and all the credit for creating the mod goes to Hessra.
https://www.dropbox.com/s/ahyzlh5ggfmc436/Harrowed%20Light%20v1.0.rar?dl=0
#11
Unfinished / Re: Yautja (Predator) Race WIP
November 03, 2018, 01:14:44 PM
The sprite is quite impressive!
Good work :)
#12
Quote from: AtomicRavioli on March 16, 2017, 07:02:00 PM


- Added Crystal Synthesizer, a device only Crystalloids can build that generates crystal resource over time
- Added Construct Hub, a security building that deploys friendly mini prisms that attack enemies that get close. They make excellent decoys to draw enemy fire. This was made possible by ChJees, huge thanks.

- Both buildings have their own research to unlock
- Mentioned buildings and their research are race restricted, hopefully.

Does this mean that you have to start as a Crystalloid faction to be able to research and build them, or that you just need to have some crystalloid worker in your colony?