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Topics - Sion

#1
Ideas / [Request] Medical Lamp
June 23, 2021, 12:52:33 PM
I have discovered that a Sun Lamp gives better medical-success-chance because it emits 100% light instead of 50% as Standing Lamps & Torches do.
However, the Sun Lamp turns off at night and there is no way whatsoever to turn it on again at night.

This "Medical Lamp" would work a bit like a Vitals Monitor, that it stands close to a medical bed(s), and when someone is in that/those bed(s) it is turned on automatically (and turns off when not needed, because the bed is empty).
And of course, it emits 100% light.

It would be a nice medical addition to the base Rimworld game.
#2
Ideas / Build improvements (Hotbar, rmb = remove,...)
October 28, 2020, 04:18:12 PM
(I would like to see this in the real game, but some good mod-maker could probably do this already *hint hint*.)

I think building in Rimworld in way too finicky, flipping through different menus & searching for wherever menu that thing I want to build is, and so on...

Instead I would like a "hotbar" (like Minecraft or Factorio), where I set up like a "custom menu" so I have instant access to whatever I need, between 1 to 9 (or 1 to zero?).

So for example, I want to build a kitchen setup:
[1=(granite)Walls] [2=(wood)Door] [3=Chair] [4=Stove] [5=ButcherTable] [6=(Food)Stockpile] [...] [...] [...]

You could even set up more than 1 hotbar (up to 9 or 10?) (like Factorio)
Then use like Shift+Number to switch to the corresponding hotbar, for a total of 81 or 90 different hotbar slots.
-----
I would also want the RMB(Right Mouse Button) to be bound to Cancel and Shift+RMB to be Deconstruct, or something like that (basically the Right mouse is bound to cancel whatever is bound to the left mouse button, being  it a: building, stockpile, planning tool, allowed area, roof area, ...)
-----
I hope I can see these features soon.
#3
Help / The Vent's in/out-field. Where is it defined?
March 21, 2020, 10:43:26 AM
I'm trying to make a simple mod that changes the Vent to move the heat in an "L-shape" instead of as currently in an "I-shape".

But I can't find any data about where the "in/out-put" of the vent is located in the files.

I have searched in this file:
...\myRimworldCopyFolder\Data\Core\Defs\ThingDefs_Buildings\Buildings_Temperature.xml
I have also searched the whole file-structure for words that seamed promising, but so far I found nothing.

I assume that those areas are not defined in this .xml-file, but probably in some .cs-file (hopefully) or some .dll-file (hopefully not)?



I = In, V = Vent, O = Out

Currently:
(I)(V)(O)

My vent:
(I) <---- Problem: Can't find this field thingy in the code.
(V)(O)
#4
I see almost all mods have a <packageId> tag in their About.xml file, but I can't find any documentation about how to get/choose the ID.

Is it just chosen "randomly" like "I think I will call my ID this ...", or is it supposed to have some structure & logic behind it?

Thanks!
#5
I couldn't find any good explanation about the About.xml, so I created a Wiki about it & put in what I know, the article is in a desperate need for further refining & development, so any help & information you can provide is very helpful.

https://rimworldwiki.com/wiki/About.xml
Thank you!
#6
I couldn't find any good explanation about the About.xml, so I created a Wiki about it & put in what I know, the article is in a desperate need for further refining & development, so any help & information you can provide is very helpfull.

https://rimworldwiki.com/wiki/About.xml
Thank you!
#7
Is it possible to remove the version requirement for a mod?
I have a super simple mod that probably will NEVER break ever, because it ONLY changes ONE number to another number.

So it feels enormously pointless to have the mod "break" because the version is wrong & I have to "update" the mod by just changing the version number every time Rimworld updates, is there some way to mark the mod as "always compatible" or like "compatible from version 0.1 to 9999.9" or something like that?
#8
If I register Rimworld on Steam, do i still get those e-mails with a download link when a new Rimworld version is released?

I bought the game a long time ago, before it existed on Steam & I really like the options of getting the files, but I would like some of the automatons that Steam provides (auto updates & mod workshop), but I really don't want to loose the e-mail downloads, that's why I still haven't registers on Steam.

I haven't found a clear answer to this in the FAQ or in the forum.
#9
Are you annoyed by stupid/suicidal colonists that casually stroll into the firing line of your "death squad" of 10+ colonists with mini-guns?

With this (theoretical) mod (idea) this will be a thing of the past.



The theory of this mod is this:
When a colonist is firing, the mod could automatically lay down a "danger zone" that is forbidden to walk in by all other colonists, so they stay out of harms way.

The shape of the zone (an inverted Allowed Area) would ideally be cone shaped (possibly with a round end (like an ice cream cone)) (alternatively, it can just be a square), the angle of the cone is determined by the inaccuracy of the weapon & colonists skill, the length of the cone would be determined by the distance to the target.

I assume this needs some manual setup too: (depending on how much can be done programmatically)
* A zone, possibly requiring a specific name, so it can be found & used by the mod.
* The colonists need to be setup to actually use the area.
* I assume it's possible to get the colonists held weapon & weapon skill, from that it should be possible to calculate the inaccuracy.

What's your thought about this?
Is this possible to do?

Ps. This mod request was inspired by this moment: https://youtu.be/oTarIK2KEIk?t=1331
#10
Releases / [1.0] Remove: "Ate Without Table" Debuff
February 05, 2019, 05:09:04 PM
Remove: "Ate Without Table" Debuff
Description:
This mod simply removes (or reduces) the debuff when a colonist eats without a table, that's it.

NOTE
There are 2 versions (remove & reduce), you should ONLY use one of them at any given time.

  • The remove version will not show the mood description when eating without a table (because Rimworld hides zero values)
  • The reduce version sets the mood to -1 for 1 hour
I updated my old mod to work with Rimworld 1.0 too.
I wanted to let the user select (in-game or in mod menu or something) how much the debuff should be, but this was the only way I could think of at the moment.

Author/Mod Team
Sion

>>Download the mod here<<
(Link updated: 2022-07-23 if it breaks again in the future, please email me, address in profile).

How to install:

  • Unzip the contents and place them in your RimWorld/Mods folder.
  • Activate the mod in the mod menu in the game.
  • Make sure you are ONLY using ONE of these 2 mods at any given time.

Feedback

  • All feedback is much appreciated. Thanks!
  • I'm still looking for a better name for this mod, all suggestions are welcome.

Licence

  • Feel free to include this mod in your modpacks, but credit the author
  • Feel free to change this mod in any way you like, but credit the author
#11
Outdated / [A17] Remove eat without table debuff
July 05, 2017, 07:50:05 PM
This is my first mod!  :D
Like the title says, this mod removes the "Eat without table" debuff.

>>Download the mod here<< (top right corner)

Just extract it in your /mods folder, just like all the other mods.

Read the original thread that started the mod here:
[Mod Request (RELEASED)] Remove: "Ate without table"
#12
Mods / [SOLVED] Looking for a 1x1 table mod to A17?
July 01, 2017, 01:54:46 PM
I found an old A15 mod called: Tiny Table (1x1 table), but I can't find a similar mod for A17, and I don't know if such an old mod is still compatible with A17, I think not.

A "tillable table" mod can also work, where you add several 1x1 tables beside each others so they become a large table in a custom shape.

Help? Thanks!
#13
I had one colonist (O, Offender) slight another colonist (V, Victim) and when V slighted back at O it drew him O into a rage and O destroyed V's nose with a Marble Club.

For that I want to punish O, but there are no good mechanic to use for this, O wouldn't "understand" that he was imprisoned because of this offense, and I can't shoot/hit/hurt him in any meaningfull way, even if I let V do the punishment, it would just hurt the colony in the long run.

A reasonable punishment would be Latrine Duty for a week/month(?), or something like that, but that doesn't exist.
Half food rations for a week, but again, the colonist doesn't even "understand" that the starvation is a punishment.

I think RimWorld needs a justice system.

What's your thought on this?
#14
Mods / Looking for a minimal mod with cleaning zone
June 28, 2017, 05:11:43 PM
Hi, I'm looking for a "cleaning zone" mod.

I want to separate the: cleaning, fire fighting, repairing & home, from the home zone into their own different zones with dedicated behavior.

Because I want to fire fight inside & outside, but I don't want so clean the outside, and I might want to fire fight some area away from  the base, but I don't want my colonists to run over and clean it, and so on.

I'm not looking for the Achtung! mod because it modifies so much else, I want minimal differences to original RimWorld.

Does anyone know of (or can make?) a mod like this?
Thank you!
#15
I'm so freaking tired of the colonists taking a meal from the tile exactly adjacent to the table where they are supposed to eat at, and then run across the map (or even to the other side of the village is enough!), eat it and get the "Ate without a table" debuff.

* Please make a mod that turns off that debuff.
* (not a requirement) If you want to be a bit more fancy (and if it's possible to detect?), you can remove the debuff for only food that the colonists have carried on their person, so if I actually didn't have a table I would still get the debuff.

Feel free to point me at an already existing mod if such exists but I don't want this mod to change many other things (it should still feel like vanilla RimWorld after the installation).

Thank you very much!
#16
Tynan, can we PLEASE!!! get improved control over the growing areas?

In this picture, I don't want Nerhesi to run away to harvest some unimportant strawberries, nor anything in the hydroponic tables too, I want her to plant the much more important Devilstrand and only Devilstrand nothing else.
I just want her to do 3 simple things: Eat, sleep and plant Devilstrand, that's it, until the field is done.

Another problem I have is with the storage areas, I need to control how many items is to be stored in them, but I can not, because I don't want the colonist to run away and store my entire colony's food supply in a warm room where it is going to spoil in 3 days, (see to the left where Maker stands), I want to store 1 and only one item of food in the stockpile, but now it stores 10 instead.
#17
Mods / [Mod suggestion] Just for fun: Achievements
February 08, 2015, 07:34:01 PM
How about making a mod that adds achievements to the game?

You get them for things like:
* Survive the first night.
* Build your first room.
* Kill a raider by a critical head shot.


But they need some kind of funny text, like:

* Squirrels... Squirrels everywhere!!!   (survive a wave of psychotic squirrels)
* BOOM!! goes the dynamite boom rat!   (Kill your first boom rat)
#18
Does someone knows about a mod that lets you set the amount of stuff that is either stored per tile or total amount in a stockpile?
If not, can someone make this into a mod?

I want to make this:
http://puu.sh/fEyMr/d648db5452.jpg
But I don't want the colonists to haul my entire food stockpile out to that outpost, I want to keep just 1 single meal of each type there.
#19
How hard and what would the obstacles be to make a mod that lets you record a series of actions (like making a bedroom) and later play back the actions again with the same result?
(I'm thinking of something like the macros in Dwarf Fortress, they are great)
#20
Off-Topic / RimWorld vs. IS
February 06, 2015, 12:34:01 PM
I play a game called RimWorld, where some colonists tries to survive and at regular intervals does horrible things:

The colonists capture wounded raiders, and those that refuses to join the cause gets their organ harvested and are then sold to slavers.

The dead raiders are butchered and their skin is made into hats that is later sold, the meat from the raiders is not even eaten, it is hauled out into the woods to rot, or be eaten by wild animals.

And these colonists ARE STILL MORE CIVILIZED than the IS terrorists!