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Messages - RetPaladinlol

#1
Quote from: dubwise56 on August 27, 2017, 01:22:39 PM
the sewage outlet only works on rivers for now, next patch they will work on any water and i might have the sewage and water grids setup so you can dump it on land too

Oh ok, thanks. Thought I was doing something wrong.
#2
For some reason I can't connect a sewage outlet to my plumbing? Anyone know why? Here's a pic

http://imgur.com/a/ODy2g
#3
Quote from: WereCat88 on August 25, 2017, 01:13:12 PM
I've made a mistake.

Kelly was a very good colonist, but her brain got blasted by a schyther charge rifle, leaving her to 87% Conciousness (Could have been much worse), i had 3 AI Persona Cores laying in my storage and just unlocked Brain Surgery so i installed one in place of her brain... now she enters a daze almost every 2 days, any way i could reverse this? Maybe add brain replacement surgery? As it seems that the AI Persona Core replaces the Brain.

EDIT: It just came to mind that the first head transplant is going to happen this year (Will probably fail), so  maybe in the future (Rimworld future) it would be possible to do full body transplants?

EDIT 2: Kelly went berserk but was successfully contained but 3 colonists were injured in the fight, as a further containment method her bionic arms were removed. Not even fully recovered from the last fight and she went berserk again, be advised as she has a functioning jaw and legs.

Lol that's pretty hilarious.
#4
This mod looks great, you've outdone yourself Chicken. I love me some Doom 2016, that game was such a blast to play!
#5
Outdated / Re: [A17] Jabbamonkey's Textures
August 19, 2017, 10:07:32 PM
Wow, that's a really nice looking overhaul of the command icons. Can't wait to try this, thanks for uploading.
#6
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
August 19, 2017, 09:24:31 PM
Quote from: Serpyderpy on August 19, 2017, 07:52:51 AM
Sorry for not replying or updating this thread for a bit, not been doing so good mentally. Just need to push myself to finish the art for the dinosaurs and everything should be good to go for the pre-release.

Hopefully we'll have music, turrets and tranq mechanics. Just need to get off my ass and actually remember to, you know, function. ._.

I've been following this project and everything looks great and we'd all love to play your mod but remember, nothing is as important as your own health/mental well being. Take care of yourself first. Mods come second.

We're supporting you.
#7
Releases / Re: [A17]SPQRim - an ancient age mod
August 18, 2017, 05:39:27 PM
Awesome mod, thanks for all your hard work! Now I can re-create Caesar's Legion from Fallout, sweetness
#8
Are we able to extract DNA from dead raiders/prisoners/colonists and combine it with animal DNA to create some type of abomination? If not, we totally should. Like I would patreon you if we could.
#9
Outdated / Re: [A17] Mixed Vegetables
August 18, 2017, 04:11:40 PM
Looks like another great QoL mod. Can't wait to try it, thank you :)
#10
Quote from: koni on August 17, 2017, 04:03:39 PM
Rikiki have a mod called Fish Industry: https://ludeon.com/forums/index.php?topic=13172.0. These are not really creatures you can see/hunt directly, but catched out of the water.

Ah yup, I'm a fan of that mod. I just wished that every time you catch something, the fish has a chance to escape and attack you. That'd be so neat. I would make it myself but sadly have no coding experience.
#11
Mods / Re: Modifying the storyteller
August 18, 2017, 04:04:55 PM
Quote from: jamaicancastle on August 18, 2017, 03:57:08 AM
MTB(whatever) is mean time between - it generates a random time with the average being equal to that value.

The first minDaysPassed simply prevents those events from firing during the first X days of the colony's existence; it doesn't recur. The minDaysBetween at the end is what keeps major threats from being back to back.

So you're saying the average time for a big threat would be every 1.2 days? (<mtbDaysThreatBig>1.20</mtbDaysThreatBig>)

That seems a little off since there was a time in my colony where 27 days passed between one raid and the next. Or am I misunderstanding what you said?
#12
Mods / Re: Modifying the storyteller
August 17, 2017, 12:17:05 PM
Thanks for the insight. For future reference for anyone else looking at this thread, I looked up Dangerous Rim which makes raids come more often, etc. Opened that up and compared it to the vanilla storyteller to see how they did it.
#13
Mods / Modifying the storyteller
August 16, 2017, 02:35:10 PM
I've been playing on Cassandra Intense and have gone about 14 or so days without a raid so it's getting a little too stale. I'd like to increase the frequency of raids to once at least every 7 or 8 days.

I took a peek into the Storyteller xml and found these lines;

<li Class="StorytellerCompProperties_ThreatCycle">
        <minDaysPassed>5</minDaysPassed>
        <mtbDaysThreatSmall>3.75</mtbDaysThreatSmall>
        <mtbDaysThreatBig>1.20</mtbDaysThreatBig>
        <threatOffDays>6.0</threatOffDays>
        <threatOnDays>4.6</threatOnDays>
        <minDaysBetweenThreatBigs>1.9</minDaysBetweenThreatBigs>
      </li>

I can sort of guess that <minDaysPassed>5 defines the minimum amount of days before another big threat or raid comes. I'm not sure what <mtbDaysThreatBig>1.20 defines. And for the rest like <threatOffDays> I'm not really sure.
#14
Off-Topic / Re: How to put an image in your signature?
August 16, 2017, 02:21:53 PM
Quote from: Jibbles on August 16, 2017, 01:21:32 AM
Try this for your image. Probably didn't show since it wasn't a direct link.

[img]http://i.imgur.com/W79DbGi.jpg[/img]

Thank you, that fixed it.
#15
Mods / Re: Rimworld Sprite Tutorial: [Animals]
August 12, 2017, 02:25:39 PM
Hey that's pretty cool. Nice for us who want to get into modding and are starting at the really basic level. Thanks for sharing!