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Topics - LustrousWolf

#1
The game breaks whenever I raid a non vanilla faction no idea why heres the log: https://gist.github.com/HugsLibRecordKeeper/6189592a7aa633f3721e36abd9e61608
#2
Help / Cant fix this error?
March 26, 2017, 06:05:03 AM
https://gyazo.com/88835bf14e7c22ca7dc04b9ebf444407

Anyone know what this error is and how to fix it? is it possible to save my save :(
#3
Mods / [Mod Request] Button to hide Plans
April 20, 2016, 01:56:31 PM
I play Rimworld by planning out my entire base, but then it looks messy when playing through the game because I have planning everywhere. Is there a simple way anyone can make a button to click that just hides the planning and then when you click it again it reappears?

Thanks in advance, would really love this mod <3
#4
Support / Some keybinds not in the options?
February 06, 2016, 08:01:06 AM
I want to change shift from moving around the map fast, to alt. I struggle to use my pinkie or my thumb on shift so for all games I changed ti to alt. However now on RimWorld, I cannot change it in the options for some reason?
#5
Support / I have some errors with some mods?
February 05, 2016, 01:44:09 PM
Anyone help with these? especially the top two red ones? :c
https://gyazo.com/3ac5237ff4c9b32a976cfa44f05f6cf3
#6
General Discussion / Explosion radius of IED ?
October 20, 2015, 01:47:41 PM
Curious ;)
#7
Help / Mods make my rimworld run slower?
September 08, 2015, 01:22:48 PM
I have a lot of mods installed, and this has made rimworld go down from 60 fps to 30 fps. Is this the reason why rimworld is lagging having lots of mods? Or is there something wrong with my pc?
#8
I really struggle in Rimworld when plasteel is not visible from the start of the game, I strip mine but normally die before I end up finding a vein. My main methods of getting plasteel is smelting plasteel weapons and disassembling mechanoids but it is hardly ever enough. I need plasteel for bionics and prosthesis (think thats from a mod lol). Is there a trick to finding it that I am missing, or am I just unlucky?
#9
Help / Possible to recruit then release?
June 18, 2015, 01:25:27 PM
Is is possible to recruit someone ( a tribesmen) and then release him later on and get like points taken off the tribes group? Like how when a prisoner is released the group is thankful and they become less hostile towards you.
#10
Ideas / New slave trader return event?
June 16, 2015, 04:27:30 PM
I recently got some colonists from a cryptosleep casket, and it said they were slaves. Now, I love a bit of story, and these guys barely had any apart from the fact they were a bunch of slaves before. Maybe sometime in the near future, a slave trader ship has come back to pick up the slaves he has put into cryptosleep and finds out your colony has taken them, the company goes mad and sends down a bunch of their guys to take back the slaves or other colonists to then use as slaves and such.

Essentially, the people you get from a cryptosleep casket who were slaves before and trying to be taken back by their previous "master" and your colony has taken them and is now under attack by raiders from that slave trader ship.

Good idea? Bad idea? Any suggestions?
#11
Ideas / Colonist demands?
June 02, 2015, 03:46:51 PM
Just demands to keep things going through the game or to give a little buff in the game.
For example a person wants to pray, but the floor in his bedroom is dirt/rock flooring, he now demands there be a mat for him to pray on. Some demands that colonists have in late game may be harder than others, like they demand a sculpture in there room with a high beauty, or they feel unprotected and demand more turrets to be built, the colonist will receive a small buff once completed and will not demand anything unless its urgent for a while before they demand something else.
#12
General Discussion / Bedroom sizes?
May 29, 2015, 05:23:59 AM
I used to have small ones until realizing that they complained about it, so then I changed it to 4x7 and that worked fine,  now for some reason when I have made a 4x7 bedroom they start to complain that it is a cramped environment, what should I make the bedroom sizes now? :c
#13
I will be fine tuning this mod pack before talking to mod creators about adding in their mods to create a mod pack, (by fine tuning I mean adding in mods, I looked at a few other mod packs and they had considerably more mods than mine does) this is just a draft and I thought I might as well share it with you guys now, maybe you can help by suggesting other mods to add in? (I am mainly wanting to add in some mods that add in decor to the game but am open to other suggestions, I am currently looking into adding the mods Extended Wood Working and the two mods MAI+miscellaneous thing mod)

Hello, not quite sure how to do this, but I was wanting to create a Mod Pack because I, kinda wanted to  :-\
Before you actually read this, you might think this is the most complicated way I could of explain this, and it probably is, sorry about that. Anyway I was going to do it slightly different from other Mod Packs, there will be a few different versions, some harder, some easier.

Mod Pack Version 1: Easiest. (basically mod pack 1 is the core for the other mod packs, the other mod packs basically have a different play to them, for instance mod pack 2 is more about the mining and how hard that is, whilst mod pack 3 you have a new tough ememy to fight all the time)

CaveWorld Flora- Pretty plants to make them dark caves a little nicer for your colonists :3
Clutter- Adds decoration to your nice little colony.
EdB Mod Order- Order your mods and stuff :/
EdB Interface- Much nicer look to Rimworld and you can keep track of your colonists and resources better
Expanded Prosthesis and Organ Engineering- The medical side to Rimworld (trust me you will like it)
Hospitality- Recruit visitors who may come to your colony!
LTRedistHeat- Adds a whole new layer to Rimworld, mainly focused around temperature, lots of new things to do and tinker with (even I haven't got the hang of it yet -.-)
Norbals- A new faction to Rimworld! (make sure you make them hostile so you can get lots of there comfy shoes ^_^ (Also their stuff sells for a lot with traders ;) ))
Pawn State Icons- Now you always know whats on your colonists mind :)
Priority Haul- Colonists will now haul the stuff you want hauled the most first!
Prison Improvements- Prisons have been improved! Prisoners can now walk outside and not get cabin fever (make sure you put a wall around where you want them to go outside or they will escape, I found that out the hard way -.-)
Skill Lock- Now only certain colonists with the right amount of skill can do what you want :)
Vein Miner- Self explanatory (OK so it just mines out the whole vein basically)
~Use More designators patch so vein miner and priority haul work together, use EdB mod order and put more designators under neath vein miner and priority haul for it to work~

Mod Pack Version 2: For those who want a bit more challenge and thinking

All the mods listed in Mod Pack 1 AND
+ Expanded Mining- Adds new metals to the game (and other various things)
~I felt this was harder as quite a lot of the other mods needed steal (as the default metal for Rimworld) but expanded mining meant you could mine a little of steel and then you had to smelt steel with iron and coal, which made it considerably harder early game. Anyway this is Mod Pack 2, enjoy.~

Mod Pack Version 3: The hardest one ;)

All the mods in Mod Pack 2 (which also includes mods from mod pack version 1 remember) AND
+ Zombie Apocalypse- OK this one is really self explanatory..
I just felt this made the game harder, but it was still fun and such

If you want to use Mod Pack 3 but find it really tough to fight the zombies, use another mod called 3D Print Guns and Armor to easily get weapons and armor. (this makes the mod pack really easy though)

In short:
You have Mod Pack Version 1, Mod Pack version 1 + Combat Realism, Mod Pack version 2, Mod Pack version + Combat Realism, Mod Pack version 3, Mod Pack version 3 + Combat Realism, Mod Pack version 3 + 3D Print weapons and Armor and Mod Pack version 3 + Combat Realism + 3D Print Weapons and Armor. 

Extra details:
~You can add in a mod called Combat realism, if you want to (to any of the 3 versions), personally I have mixed feeling so it is your choice if you want it in our out (currently I have only tested the main core of Combat realism mod and not the defense pack for it as well so I do not know if that works or not, but other than that this mod pack will work if you have it or not)~

I have probably made a huge ton of mistakes and will need to ask all mod creators permissions before actually creating this mod pack, what do you guys think?

Also I have tested if these mods work together or not and so far I have not come across any bugs, I will try to help anyone that does but this is my first time at doing stuff like this sooo, yeah.. >.>
Thank you to those amazingly cool modders who have made these cool mods! :D

~LustrousWolf
#14
Support / Help (health issues / manipulation)
March 27, 2015, 09:34:24 PM
In short, what do all the health stats effect and then what effects do the health stats have on a worker, (for example the manipulation below)
Can someone explain what manipulation affects? Like my guy was growing, lost an arm, but was still growing afterwards the same speed, i thought it would be harder to grow with 1 less arm. so what does lower manipulation affect? as far as I'm aware having low manipulation means you suck as crafting (stone cutting etc) and nothing else? is that right? Basically is it worth giving the guy without an arm a bionic arm or a prosthetic arm? or should I only give the bionic arm to people who craft (like stone cut 24/7) only?