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Messages - Vane

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1
Mods / [Mod Request] Custom ranks and squads
« on: October 11, 2019, 05:28:34 AM »
Hey skilled modders! I have a request I am sure a lot of people would be keen on - may even be keen to bankroll some of it.

Ranks
My idea is a ranking system for your pawns where you can create your own ranks and customize how much xp is required to rank up per rank or if certain ranks can only be achieved through manual promotion - possibly incorporate the awesome pawn badges mod or something similar.

Squads
Something I have always wanted is to be able to build squads of pawns, that all display in their own group and can be selected with hotkeys (I know there are some mods slightly similar to this) however it would also be nice to give that squad a uniform and certain zones

Just thoughts, I'm open to suggestions and unsure as to how possible all this is but I thought it would be a cool idea to have so your pawns could have a more military feel...


2
Support / Re: Can't shoot past Sandbags or Embrasures
« on: September 07, 2018, 12:33:51 PM »
Hi,
let me guess, you use Doors expanded mod maybe ?
Then you should update it.

No sandbag and embrasure from mod's works fine, you can test it out when you just start a test game with that mod's only.
Some other mod conflict.

Yeah I'm using doors expanded, is it a known issue?

3
Support / Can't shoot past Sandbags or Embrasures
« on: September 07, 2018, 09:02:47 AM »
Hey all, recently updated to B19, having an issue with drafted colonists being unable to shoot over or past sandbags - Almost as if they are just a wall?

Is this some kind of new feature or is one of my mods playing up? If so how would I determine which one was causing the issue

Oh it's also worth mentioning, I've removed the embrasure mod and tried again and it still won't let me shoot past/over sandbags

Thanks in advance!

4
Releases / Re: [B19] Misc. Robots++
« on: September 06, 2018, 05:41:24 AM »
Thanks for updating this to B19, Now we just gotta wait for Misc Core to be updated

Misc core has been updated well before this mod was.

I can only seem to find B18 on the forums?

5
Releases / Re: [B19] Misc. Robots++
« on: September 05, 2018, 11:52:24 AM »
Thanks for updating this to B19, Now we just gotta wait for Misc Core to be updated

6
Releases / Re: [A18] SimpleSidearms (1.2.5)
« on: September 05, 2018, 11:06:22 AM »
Can't wait for this for B19! One of my all time favourite mods and one of the only ones I can't live without!

7
don't has an version for 1.8?  :'( :'( :'(
Nope, and never will be.


Do you mean B18? And if so, how come?

8
Releases / Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
« on: July 26, 2018, 04:50:05 AM »
Where did the option to make Tactical Vests in the Machining table go?

I can make Tactical Helmets but not vests for some reason?

9
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
« on: May 09, 2018, 11:26:04 AM »
This has probably already been asked, but does anyone know how to make saved neolithic ammo (Arrows) not automatically forbidden?

Like, when you shoot with an arrow and miss and the arrow lands, it's automatically forbidden and my map is just filling up with forbidden arrows

10
Help / Re: <equippedStatOffsets> list
« on: March 26, 2018, 11:14:03 AM »
Yes, but it's slightly more complicated.

To have a trait modify a thought or memory, you actually want to go the other way around, into the ThoughtDef - you can set <nullifyingTraits> that prevent the thought from showing up, or <requiredTraits> that are required for it to appear.

If all you want is an inflected version of a vanilla thought (e.g. "this pawn prefers living in a barracks to a private room", instead of the vanilla behavior which is the opposite) that's all you need. If you want to create your own unique thoughts, you'll need to use C# to either invoke the thought in another piece of code (appropriate for thoughts tied to some other action, like the mood buff from Green Thumb) or write your own thoughtworker (appropriate for conditional thoughts like being in darkness for too long).

Thanks so much for your comment! I'll be sure to do some experimenting

11
Help / Re: <equippedStatOffsets> list
« on: March 25, 2018, 10:10:38 AM »
Sorry to bump an old topic but I was wondering, is there a way to add other things to traits, for example if I wanted to add the bonus from bloodlust, like not getting any bad mood effects about dead bodies and such

12
Outdated / Re: [A17]StuffFilter - aka the Super Filter!
« on: March 24, 2018, 02:25:24 PM »
Is there an update for this for B18?

13
Releases / Re: [B18] Combat Extended Compatibility Patches
« on: March 23, 2018, 05:11:28 PM »
In so glad to see someone working on this, if you're looking for suggestions I would love nothing more than to see Rimworld medieval patched to be compatible with CE, there used to be a patch on the forums but it's severely outdated :(

14
Unfinished / Re: [B18] Children and Pregnancy - v0.4e (2018/Jan/29)
« on: March 20, 2018, 02:17:19 AM »
The idea for this mod is fantastic however I'm guessing it conflicts with another one I'm using as when I load the game with this mod enabled it only displays one person in my "Work" tab at a time, and only have the boxes are shown
I was having this exact issue when adding Children School and Learning before the creator updated that mod to be compatible with this one. It's almost definitely a conflict with another mod, specifically one that adds a new "work type" rather than a problem with this mod on it's own. Also the conflict only effected existing saves and did not cause a problem in new ones, so you can try that if you're not attached to your current colony.

I know this probably isn't very helpful information but it's better to know than not know. *shrug*

I've started a new game and disabled my Simple Slavery mod, everything appears to be working perfectly now, unsure which one was the issue though

15
Looking forward for the update to B18!

Is there any progress on this? Would love to combine these 2 mods!

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