Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - moonra

#1
Well, I couldn't even make a CE patch work, most I can do is just change numbers.

BTW I tried adding hands instead of arms like you said, but it doesn't work, it also adds removed hands and fingers as Hediffs. I "solved" it in a very hacky way, by just removing the Hediffs about the removed parts, so now my pawns have bionic arms with human hands at the end. No idea what kinds of issues that might bring up, what I might try to do is make the spine give the same manipulation bonus as itself and 2 advanced bionic arms, then restore torso on everyone and add bionic spines again.
#2
But is it really impossible to do that manually? Not asking the modder to change it, just wanna know if there's a way for me to do it. I look around the files but saw no list of parts.
If I can't I guess I'll just edit the hand/foot bonus to match that of the whole arm/leg.

Thanks for the help, Canute!
#3
First let me thank you for the mod, I like the balance a lot, I should try the Hardcore edition sometime.

Anyway, is there any way to add hands to the bionic parts? I know that's how it's in vanilla, but I upgraded my pawns and now my poor cybermages can't use their rings [Rimworld of Magic].

Also, minor nitpick: kinda silly that an artificial nose takes the same amount of work to make as a whole prosthetic arm.
#4
Oh boy, squatters sounds like an annoying event. And murder time.
#5
She knew you were, like, megabored.
#6
Who made the patch for Combat Extended? The grenade launcher on the Hounds is INSANE, there's basically no way to fight it without extreme amounts of cheesing, it does an absurd amount of damage, has an absurd amount of armor penetration, very long range and its 1sec warmup/half a second of cooldown means you have to "prefire" it. First ship I got I had to lock it down with my Geomancer [and I shouldn't even be playing A Rimworld of Magic, it hasn't been patched for CE] to get rid of the other mechs, I tried it again now but I think it just shot over the wall and downed 3 of my pawns in power armor in a single shot. I guess I could try mortars but direct fire will have the same issues and using a pawn with binoculars will probably get them killed just as quickly as the 3 in that fight.
#7
Quote from: MajsterX4 on December 23, 2018, 02:12:01 PM
Other suggestions:
Syrian camel
Megacamelus merriami
Bison latifrons (aka long-horned bison)
Hippopotamus gorgops
Palaeoloxodon namadicus
Equus giganteus
Archaeoindris
Arsinoitherium giganteum
Sarkastodon
Megistotherium
Mongolonyx robustus
Kelenken
Brontornis
Rhamposuchus
Gryposuchus
Nuralagus

And most important - Merry Christmas!

Many of those suggestions are very similar to animals already in the mod, we already have a large, flightless bird, we already have a giant otter, we already have a giant croc, etc. The big zebra would be cool, though, specially with Giddy Up.
Also, that big rabbit is freakin' weird, it looks like a bad photoshop!
#8
Releases / Re: [1.0] Better Pawn Control (v1.9.8)
January 30, 2019, 09:46:03 PM
If possible you could add a toggleable button that links the setups with the same name.
#9
Would it be possible to make Rumor Has It not consider my A Rimworld of Magic Necromancer's undead as part of the colony? I keep getting Cliques/Divided Colony debuffs because everyone hates the poor, hard-working zombies. Hasn't really been much of an issue but it's kind annoying.
#10
I used the Predator to carry T-shirts for a caravan requests [52 for 2 archotech arms!] and set down a couple tiles away from the requesting colony. But the airship dropsite doesn't have a "reform caravan" function! Fortunately all it took was copying the
<comps>
      <li Class="WorldObjectCompProperties_FormCaravan" />
     <li Class="WorldObjectCompProperties_TimedForcedExit" />
    </comps>

from Set Up Camp, worked just fine. I really like that I can "abandon" the ship on its own and come back to it later, I couldn't do that with Set Up Camp + Cargo pod transport.
#11
Releases / Re: [1.0] Rimatomics | Rimefeller
January 23, 2019, 06:13:18 PM
Well, I'll keep them on a power switch like I was doing before, I guess.
#12
Releases / Re: [1.0] Rimatomics | Rimefeller
January 23, 2019, 05:11:23 PM
Oh, so I should only have PPCs and no vanilla/mod batteries? Good to know.
#13
Releases / Re: [1.0] No Job Authors
January 22, 2019, 06:33:18 PM
This is extremely useful and I'm surprised there wasn't a mod for this yet. Is it safe to add to existing saves? Should I delete/finish unfinished stuff first?
#14
Releases / Re: [1.0] A RimWorld of Magic
January 21, 2019, 08:28:50 PM
One of my pawns got polymorphed and now she has a sister by the same name and the game thinks I have her sister, so every time I load a save her worktab gets reset to default, her bonded animals get assigned to the sister, etc, I basically have to setup all her configurations every time I load a save. I don't see any errors related to that on the log when I load a save, though.
#15
Thank you for all the work on my favorite mod, and good luck with your game!