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Messages - account13123

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General Discussion / Re: So how are you guys using the new turrets?
« on: July 05, 2019, 11:35:56 AM »
You: I can't figure out how to use the new traps
This isn't good, raiders would mostly come from 1 place and funnel through just 1 or 2 of those. Better to have a solid wall and make them walk along it- then they hit all the traps.

General Discussion / Re: Nonsensical NPC caravan behavior
« on: July 05, 2019, 11:32:25 AM »
It is strange, but it makes a little sense at least. Caravanning is heavily limited by carry capacity, so losing an animal in a full caravan means you're leaving something behind whether you want to or not. Also, trying to move with a downed pawn is pointless because of the movement penalty. And if you're at a friendly base anyway, why not leave them behind to get patched up, and owe your friend(the player) a favor for it?

It's a fantastic opportunity to patch them up and top off relations when they're well enough to leave.

General Discussion / Challenge ideas for a triple-solo run
« on: July 05, 2019, 11:07:49 AM »
I got a bit bored of Rimworld and after taking a break I'm working on trimming down my mod list to make the game harder and also putting together a challenge run to try.

My general idea is a modified crashlanded start, where 2 of the starting pawns immediately pack up and found two nearby settlements. They can trade with each other, but each has to do all its own labor, recruiting etc. Only 1 colony can do a given quest/mission, and any particular rewards(weapons, artifacts etc) belong only to that colony. The starting gear will be modified so it can be split 3 ways, e.g. each colony gets 1 animal and 1 bolt-action, but resources like steel and wood are simply split. I'll also be using a mod to reduce map size, probably 100x100, which should reduce the benefits of sheer acreage- though tbh I play like that anyways so I can zoom all the way out without too much lag.

I like these rules as a start but I'm looking for input as to what I can add, and also advice how I should handle a couple things. For one, my tendency is to say that any of the three getting wiped is a game over; alternately if one of the others is far enough in to have a second pawn the lost colony might be reclaimed? I'm not sure I want to allow that. I'm also not sure if, once my colonies start getting access to pods, I want to allow them to aid in each others' defense during raids. A question I'm not sure how to handle is the end- if I get to ship-building, I think only one colony should build it. But, should the other colonies not come until the reactor is spun up, or should they all make the last stand together?

Please let me know what you think, if there are similar challenges others have done, or any ideas you have. Thanks!

Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
« on: June 09, 2019, 01:03:17 AM »
Now that I've gotten a handle on the custom outfits menu, I like it more than the vanilla outfits. The teleporting is still hugely cheesy lol

Is the M134 supposed to be available with only gunsmithing, or is something going wrong? It's supposed to be locked behind multi-barrel weapons, no?

This mod isn't going to be updated anymore?
I really want a better way than caravans...

The links on the first post haven't been updated, BUT if you check the github there's commit messages mentioning fixes for 1.0. I'm gonna try it out and see if it works, but I think it's good to go.

So, the mod has been updated to 1.0?

I tested it earlier and can confirm yes! I haven't tried all the features, but I was able to spawn a ship, load some people in it, fly to a friendly base, disembark, load back up, fly back home, and it all seemed to work.

I bashed together a ship using the included .xcfs, and a few free assets from

It's only activated as part of the XML ThinkTree.

One early solution I tried was changing the threshold on that, figuring that would preclude it from triggering. But whether I set the threshhold to 0, 1, or even more than 1, they still picked up food. Commenting it out breaks the game unfortunately, so there's no quick and dirty solution I could find.

If I were to try and make a mod myself, I think my ideal goal would be to put that job in the work menu. Is that even remotely possible?

Help / Re: Why do so many mods keep <targetVersion> in About.xml?
« on: June 07, 2019, 01:57:42 PM »
Just open a mod that don't give out an error. Any HTML browser do the job.

I recommend notepad++ or a compatible IDE for viewing and editing files rather than using a browser.

If you got some knowledge into scripting you maybe can write a tool that scan all mods at the Mods folder and modify it ! :-)
I allways was to lazy to do it myself.

My last post had pseudocode for exactly that. I spent a very limited time trying to learn but python is built for trivializing exactly this kind of task without programming expertise.

have a guide with pictures
Oh crap npp is such a swiss army knife I never noticed "find in files" until forced to go and look just now. That's a great option, thanks

Releases / Re: [1.0] Toggles
« on: June 07, 2019, 01:40:14 PM »
Toggles is the only mod I'm able to consistently trigger the bug with, simply by enabling it, restarting the game, and trying to open the SS settings- including trying both possible mod orders. As soon as I disable Toggles and restart the game the issue is gone.

However, I have a lot of other mods, so to test if it could actually be an interaction with *three* mods, I will need to repeat the binary search process I used to single out your mod. I'll try to get that done later today.

Releases / Re: [1.0] Toggles
« on: June 07, 2019, 04:58:52 AM »
Yeah, everything was fine in-game, no apparent issues or obvious errors.

But then I tried to open Simple Sidearms' settings menu

Help / Re: Why do so many mods keep <targetVersion> in About.xml?
« on: June 07, 2019, 04:55:23 AM »
So what I'm hearing is that it's much easier for the end user to change it locally, as they're the ones in a position to know what they need that line to read whereas a modder can only guess.

Can you tell me more? The most current version needs supportedVersions reading major.minor, builds before 2150 need targetVersion reading, are there any other cases? How about alpha and beta, were those different? If I knew the different cases, I think I could make a python script to automate this. It'd be like, run from game root folder, import xml parser, look in version.txt, choose a case based on what it says, look for about.xml in the mods subdirectory and see if it matches the case already, if not, comment out the original line and add the line from the case, release the file, repeat for each about.xml found

Now that you've given me the name of the job, I've got a few ideas to try with my own hands if I can't find something, which is 100% more than I had to go on yesterday. Thank you very much.

I admitted myself the tone I had to set was ridiculous, but if I'd done the same thing as all those other posters I would have gotten the same lectures about tables they got instead of an answer. Now maybe soon they can get their answer, too.

Help / Re: Damage Def Help
« on: June 07, 2019, 01:12:05 AM »
I was wrestling with this to try and make a non-overpowered nonlethal melee weapon option since almost everything in the workshop is like, sniper rifles that instantly down people in power armor from across the map which is just way too crazy. So I tried making a sap/blackjack.

For a ranged weapon like a taser or beanbag, it's trivial; define your incapacitating hediff, define a damage type that applies it, and call that damage type in the gun's bullet definition.

For melee weapons it seems your weapon's melee attack("tool") needs you to define a capacity which needs you do define a maneuver which needs you to define a damage type which you then finally attach your hediff definition to. 4 different XML files on top of your thing def! And clearly I missed something, because it still didn't work. That's what I get for trying to cargo cult code without knowing what it does.

Help / Why do so many mods keep <targetVersion> in About.xml?
« on: June 07, 2019, 12:25:44 AM »
I have a lot of mods installed and until I went through and fixed them all myself, every time I loaded the game my log was flooded with over a hundred of the yellow errors this generates(2 per mod with <targetVersion>.) I figure modders probably know what they're doing, so is there something to be gained by keeping the old syntax? Backwards compatibility maybe?

This mod isn't going to be updated anymore?
I really want a better way than caravans...

The links on the first post haven't been updated, BUT if you check the github there's commit messages mentioning fixes for 1.0. I'm gonna try it out and see if it works, but I think it's good to go.

@Ohu- this is really cool! One thing I can think you've probably got in the back of your mind is adding more weapon options. Meaning you'd have to design them, balance them, make artwork for them... lots of work.

Or instead, you could borrow the work Haplo has graciously made available under Creative Commons for his Misc. TurretBase, which is simply a "blank" turret that the player can then install a ranged weapon(vanilla or mod) on, which the turret then takes on the properties of. Your ships would have hundreds of weapon options that you never have to think about yourself, including the entire arsenal of the Astra Militarum which benefits your main mod.

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