How do you fulfill their recreational needs when they start to crawl? There is no option to force a pawn to take it to its crib and play with it.
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#2
Mods / Dorm Debuff
August 15, 2019, 06:07:57 AM
When you have a room with only 2 or 3 beds, you should get a smaller debuff in place of the barracks malus. These rooms would be called dormitories.
#3
Mods / Re: [Req] Steel Slag EATING ANIMALS
August 08, 2019, 08:38:26 AM
You could just use a smelter to make that slag into useful steel.
You can never have enough steel.
You can never have enough steel.
#5
General Discussion / Combat Extended Patches
July 31, 2019, 01:39:05 PM
I've always wanted to try combat extended, but it is the most incompatible mod I've ever seen. From what I've gathered, any mod that adds new clothing, armor, weapons, or new species requires its own patch. And I've got 12 pages full of mods on the workshop.
Is this correct? How do you know if a mod needs a CE patch?
Is this correct? How do you know if a mod needs a CE patch?
#6
General Discussion / Re: Sky-high expectations
July 28, 2019, 09:02:56 AM
How do pawns set their expectations? I assume its from colony wealth, right?
I never liked how wealth was calculated as the silver value of all items in your colony. A military base would have a high value, but you wouldn't expect to be comfortable there, would you?
I never liked how wealth was calculated as the silver value of all items in your colony. A military base would have a high value, but you wouldn't expect to be comfortable there, would you?
#7
Mods / Re: Creating a Fork of the Android Tiers Mod
July 27, 2019, 10:12:11 PMQuote from: Krazyfan1 on July 27, 2019, 08:40:12 PM
Nice plans!
any chance the androids could still use food for fuel?
for times where the power is out?
No. You need to ensure you always have a supply of power for your androids.
#8
Mods / Creating a Fork of the Android Tiers Mod
July 26, 2019, 09:56:01 PM
I've literally have never modded anything before, but I want to try my hand by creating a fork of the Android Tiers mod to bring it more into line with how I think it should be. Basically I want to
- Remove all needs except a need for power drawn from power conduits and the need for social and recreation for tier 4/5 androids.
- Edit base stats of the tiers to make each tier fundamentally different
- Make each android tiers either built or spawned by the world have the same skills, passions, and backrounds
- Edit crafting so that only tier 4 androids need AI Cores
- Create "software packages" made at the android parts table increase the skills of androids.
- Make androids without AI cores unable to learn new skills.
I'm pretty sure all these things are possible seeing as the other Androids mod have most of these features implemented with their Droids. Of course, I wouldn't release the fork without Atlas' permission.
EDIT: I forgot to say that I have no idea how to do any of this so any guidance would be appreciated.
- Remove all needs except a need for power drawn from power conduits and the need for social and recreation for tier 4/5 androids.
- Edit base stats of the tiers to make each tier fundamentally different
- Make each android tiers either built or spawned by the world have the same skills, passions, and backrounds
- Edit crafting so that only tier 4 androids need AI Cores
- Create "software packages" made at the android parts table increase the skills of androids.
- Make androids without AI cores unable to learn new skills.
I'm pretty sure all these things are possible seeing as the other Androids mod have most of these features implemented with their Droids. Of course, I wouldn't release the fork without Atlas' permission.
EDIT: I forgot to say that I have no idea how to do any of this so any guidance would be appreciated.
#9
Mods / Quality Constructions Governed By Crafting
July 15, 2019, 10:48:16 AM
How difficult would it be to make all quality constructions, including those added by mods, governed by the crafting job instead of the constructing job?
I just feel making furniture is more in line with making a gun than it is building a wall.
I just feel making furniture is more in line with making a gun than it is building a wall.
#10
Ideas / Quality Constructions Should Be Part of Crafting Skill
July 15, 2019, 10:45:19 AM
Someone who makes furniture is more of a craftsman than a constructor. I think that any furniture item that has a quality associated with it should be made by crafters instead of constructors.
#11
Ideas / Re: Shelf increasing maximum of stack
July 09, 2019, 06:29:03 AM
This is a good idea. I like keeping my stuff on shelves rather than the floor for aesthetic purposes and was annoyed that there was no actual benefit to it.
Does it work with items that can't normally be stacked as well, like guns and clothes?
Does it work with items that can't normally be stacked as well, like guns and clothes?
#12
General Discussion / Re: Crafter no longer rated "Two Thumbs Up"
June 25, 2019, 04:52:37 AM
Just give him a robo-arm.
Yes, you have to amputate the whole arm in order to get back the efficiency lost by one finger. The world or Rimworld isn't the most practical.
Yes, you have to amputate the whole arm in order to get back the efficiency lost by one finger. The world or Rimworld isn't the most practical.
#13
General Discussion / Re: A Chinese game just like Rimworld with some mods
January 28, 2019, 07:40:04 AMQuote from: AileTheAlien on January 25, 2019, 01:02:04 PMQuote from: BasileusMaximos on January 23, 2019, 01:00:24 PMdespite all the people bitching about how its a ripoff of RimworldI'd better call Merriam-Webster; A single person is now ALL THE PEOPLE. :O
Look at the Steam page and see how its being given bad reviews because people thinks its a ripoff.
#14
Ideas / Re: More Sensible Ages
January 23, 2019, 02:29:42 PM
Yes, so there shouldn't be so many people over the age of 30 roaming around. The average age of pawns should be in the late 20s.
#15
Ideas / The Pathfinder Expansion Pack
January 23, 2019, 02:05:00 PM
I want an expansion pack that once and for all fixes World Map interactions to make them a worthwhile part of your playthrough and not something that you only use once in a blue moon. I want something that will really encourage the player to venture out and found new frontiers.
The core the expansion will be the addition of vehicles and modifications to faction behavior and world map interaction. I'll call it "Trail Blazers"
The world map is divided into 5% "chunks". Each "chunk" starts out with factions that have only 1-3 settlements close together. You can either buy maps from traders or send scout parties to reveal other chunks of the map which will have new factions.
Factions will not send raiding parties out of their way to attack your settlement. They will only do so if they are in the same "chunk" as your or if they hate you enough/see you as enough of a threat/opportunity as to send a major force to siege you/drop pods on you. No more lone tribals trekking to your remote ice-sheet base.
You can establish regular trade routes with factions as long as it is profitable for the faction you are sending a trade caravan to. Pawns assigned will move back and forth exporting and importing the goods you tell them to. These trade routs can be seen in the world map.
You can send out scouts to recon a "chunk" to reveal other faction's caravans or raids. More skilled scouts can spot more caravans and at high enough levels can predict where they are going. Scouts return to friendly settlements to take or buy food and can encounter dangerous situations, so having a skilled pawn able to forge effectively and defend themselves is recommended. Satellites can also be found or bought to give you near-perfect awareness of a "chunk" without the need to send out scouts.
Factions will attack and trade with other factions as well as yours. They can also establish new colonies if they have enough collective wealth, but this can be turned off. Factions will also never establish colonies outside of their "chunk" but this restriction can be disabled as well.
Caravans can be set to automatically bring enough food with them for their journey and will automatically stop at a friendly settlement to take or buy more food if they don't have enough on the road. This incentives players to build smaller 'way-station' colonies that provide resources to support longer caravan routs as well as give pawns a place to rest in a real bed.
Vehicles are a major part of the update and come in tiers. Tribals can learn to ride certain animals and use travois to increase the amount of goods an animal can haul. Medieval factions can build wagons that hold more goods and can transport multiple colonists. Industrial colonists can make trucks and cars that carry even more and run on petroleum. Spacer colonists can make flying VTOLS that make transportation anywhere an afterthought. Vehicles can be upgraded with better components and can be armed.
To support vehicles two new resources are added; rubber and oil. Rubber can be found naturally in tropical biomes or can be made synthetically and is used to make most industrial and spacer vehicle parts. Oil can be refined into petroleum to be used to make neutromine, plastic building material, synthread and synthetic rubber.
Oil and rubber are both very valuable but can be dangerous to get to. Oil can be found anywhere but is found in most abundance in dangerous biomes like deserts and ice sheets while rubber is exclusively found in disease-ridden tropical biomes.
Imagine creating a trade empire, forging close ties with your neighbors and setting up wagon houses all across the land to support your traders. Or sending a column of armored cars to raze a tribal village. Or an expedition of prospectors up to the north pole to set up drilling operations to be sent back to the mother colony. No longer is the player concerned only about their immediate vicinity, now they go out of their way explore and build all over their world, interacting with all the factions of the world in an organic way. This DLC would create the motivation and means to blaze a trail.
The core the expansion will be the addition of vehicles and modifications to faction behavior and world map interaction. I'll call it "Trail Blazers"
The world map is divided into 5% "chunks". Each "chunk" starts out with factions that have only 1-3 settlements close together. You can either buy maps from traders or send scout parties to reveal other chunks of the map which will have new factions.
Factions will not send raiding parties out of their way to attack your settlement. They will only do so if they are in the same "chunk" as your or if they hate you enough/see you as enough of a threat/opportunity as to send a major force to siege you/drop pods on you. No more lone tribals trekking to your remote ice-sheet base.
You can establish regular trade routes with factions as long as it is profitable for the faction you are sending a trade caravan to. Pawns assigned will move back and forth exporting and importing the goods you tell them to. These trade routs can be seen in the world map.
You can send out scouts to recon a "chunk" to reveal other faction's caravans or raids. More skilled scouts can spot more caravans and at high enough levels can predict where they are going. Scouts return to friendly settlements to take or buy food and can encounter dangerous situations, so having a skilled pawn able to forge effectively and defend themselves is recommended. Satellites can also be found or bought to give you near-perfect awareness of a "chunk" without the need to send out scouts.
Factions will attack and trade with other factions as well as yours. They can also establish new colonies if they have enough collective wealth, but this can be turned off. Factions will also never establish colonies outside of their "chunk" but this restriction can be disabled as well.
Caravans can be set to automatically bring enough food with them for their journey and will automatically stop at a friendly settlement to take or buy more food if they don't have enough on the road. This incentives players to build smaller 'way-station' colonies that provide resources to support longer caravan routs as well as give pawns a place to rest in a real bed.
Vehicles are a major part of the update and come in tiers. Tribals can learn to ride certain animals and use travois to increase the amount of goods an animal can haul. Medieval factions can build wagons that hold more goods and can transport multiple colonists. Industrial colonists can make trucks and cars that carry even more and run on petroleum. Spacer colonists can make flying VTOLS that make transportation anywhere an afterthought. Vehicles can be upgraded with better components and can be armed.
To support vehicles two new resources are added; rubber and oil. Rubber can be found naturally in tropical biomes or can be made synthetically and is used to make most industrial and spacer vehicle parts. Oil can be refined into petroleum to be used to make neutromine, plastic building material, synthread and synthetic rubber.
Oil and rubber are both very valuable but can be dangerous to get to. Oil can be found anywhere but is found in most abundance in dangerous biomes like deserts and ice sheets while rubber is exclusively found in disease-ridden tropical biomes.
Imagine creating a trade empire, forging close ties with your neighbors and setting up wagon houses all across the land to support your traders. Or sending a column of armored cars to raze a tribal village. Or an expedition of prospectors up to the north pole to set up drilling operations to be sent back to the mother colony. No longer is the player concerned only about their immediate vicinity, now they go out of their way explore and build all over their world, interacting with all the factions of the world in an organic way. This DLC would create the motivation and means to blaze a trail.