I know this feature was working at release time and for some time after, but as of right now this specific bonus isn't working. No mods enabled, starting a fresh colony with a Waster pawn, rolled a new world, embarked on a polluted map tile, walk pawn over some polluted soil and while the other buffs seem to apply correctly, the movement buff does not.
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#1
Bugs / [1.4.3528 Biotech] Waster Pollution Stimulus 120% movement buff stopped working
October 25, 2022, 11:07:44 PM #2
Bugs / [1.4.3528] Biotech - Killing prisoners via Gene Extraction
October 25, 2022, 02:25:24 AM
It turns out there is a problem with this, when you harvest genes from a prisoner it does not incur a faction adjustment the way performing hostile surgery does. You can put a wooden hand or similar operation on a prisoner and their faction is made more hostile (core/vanilla rules) but harvesting a prisoner's genes even to their death does not provoke a faction hit.
#3
Help / RESOLVED Trying to add the Parka recipe to the Crafting Spot
October 21, 2022, 05:08:24 PM
I think this is almost right but the game does not agree!
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationInsert">
<xpath>Defs/ThingDef[defName="ApparelMakeableBase"]/Apparel_Parka</xpath>
<recipeMaker>
<recipeUsers>
<li>ElectricTailoringBench</li>
<li>HandTailoringBench</li>
<li>CraftingSpot</li>
</recipeUsers>
</recipeMaker>
</Operation>
</Patch>
e: Got help elsewhere, correct format was:
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationInsert">
<xpath>Defs/ThingDef[defName = "Apparel_Parka"]/recipeMaker/displayPriority</xpath>
<value>
<recipeUsers>
<li>ElectricTailoringBench</li>
<li>HandTailoringBench</li>
<li>CraftingSpot</li>
</recipeUsers>
</value>
</Operation>
</Patch>
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationInsert">
<xpath>Defs/ThingDef[defName="ApparelMakeableBase"]/Apparel_Parka</xpath>
<recipeMaker>
<recipeUsers>
<li>ElectricTailoringBench</li>
<li>HandTailoringBench</li>
<li>CraftingSpot</li>
</recipeUsers>
</recipeMaker>
</Operation>
</Patch>
e: Got help elsewhere, correct format was:
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationInsert">
<xpath>Defs/ThingDef[defName = "Apparel_Parka"]/recipeMaker/displayPriority</xpath>
<value>
<recipeUsers>
<li>ElectricTailoringBench</li>
<li>HandTailoringBench</li>
<li>CraftingSpot</li>
</recipeUsers>
</value>
</Operation>
</Patch>
#4
Ideas / Ideology - Biosculpter should render occupants undressed
August 20, 2021, 01:57:30 AM
It looks very silly to see people floating in the biosculpter tank wearing full body armor, it'd be nice if they were rendered undressed while in the tank. Thanks!
#5
Bugs / [1.0] Cocoa trees are permitted to be sown in every biome
October 25, 2018, 11:42:40 AM
I notice that tree sowing has been changed quite a bit and now each biome has a specific list of permitted trees that can be cultivated, but Cocoa trees are available in every biome, I'm sure this was an oversight. FYI thanks
#6
Support / Colony Inventory not showing up in treeview
May 09, 2016, 12:44:24 PM
I reinstalled and cleared my Config folder and now for some reason my colony inventory is showing up in a flat list, like this:
I looked around in options for a setting to enable treeview and there doesn't seem to be one, any suggestions? Thanks!
I looked around in options for a setting to enable treeview and there doesn't seem to be one, any suggestions? Thanks!
#7
Outdated / [A13] Extreme Desert Oasis
May 01, 2016, 02:35:29 AM
This mod adds a small chance of a very small patch of marsh/water tiles in the Extreme Desert biome. On a standard size map in flat terrain, you'll find a water patch like this in about 1 out of 4 maps. This has no practical effect unless you're also running some other mod that makes use of water tiles (e.g. Skullywag's Natural Floors or Rikiki's Fish Industry). I also decided to disable the Muscle Parasites and Gutworms diseases for the Extreme Desert biome, since they logically would not occur in an area with no animals at all. This mod will conflict with other mods that affect the Extreme Desert biome (nb: MarvinKosh's Hot and Cold Biomes mod does NOT modify extreme desert, so no conflict there).
Download A13 Extreme Desert Oasis 1.0
Download A13 Extreme Desert Oasis 1.0
#8
Outdated / [A12d] Fenris
January 28, 2016, 09:25:49 PMA Rimworld Alpha 12 mod that adds a monstrous version of the warg, the Fenris; tweaks the Ice Sheet biome to allow them to spawn there; and adds a variant Manhunter Pack incident to spawn them in other biomes. They are huge, dangerous, and very hungry for colonist flesh. The special Manhunter incident has a cooldown of 100 days (1 Rimworld year).
Note: this mod will conflict with any mod that alters the Ice Sheet biome.
DOWNLOAD FENRIS A12
License: You may redistribute or bundle this mod as part of a mod pack, provided that no money changes hands (no selling, no donations related to your modpack, etc). No special restrictions on personal use. Have fun!
Update: reduced the rate of hunger (they're supposed to be hungry but not THAT hungry)
Note: If you want some fenris to appear on the map more regularly, edit Mods\Fenris\Defs\BiomeDefs\IceSheet_Fenris.xml and increase animalDensity from 0.1 to some larger number. The way it works by default, some few fenris may (or may not) be present on embark, they will get hungry and leave the map - to hibernate a while and get even hungrier and come back as a manhunter pack
#9
Help / Can you have a recipe require a research topic be completed first?
July 30, 2015, 09:23:39 PM
I want to override the vanilla Machining Table to add some recipes to it, but I want the added recipes to require a research topic to be completed before they can be run / before they are added to the list of recipes the worktable can do. Is this possible? I can just add one or more worktables but I'd rather not do that. Thanks.
#10
Ideas / Integrate the Pawn State Icons mod into the core game
July 04, 2015, 03:38:45 PM
Colonists have such a huge variety of thoughts (e.g. "I'm wearing tattered clothing, this sucks") and states (e.g. "I'm freezing" "I'm hungry") but the core game does not do a very good job of showing this information to the player - manually browsing through each colonist's Thoughts pane is really awkward and just not very fun. Please consider integrating this wonderfully well done UI mod, which I'm sure you're already familiar with:
Pawn State Icons
Thanks!
Pawn State Icons
Thanks!
#11
Ideas / Collapsible Treeview for trade interface
July 03, 2015, 08:44:40 PM
It would be great to not have to drag over every single T-shirt and tribal wear when selling them, and instead just collapse the entire branch "t-shirts" and sell them all with one drag instead. Since the game UI controls already includes treeviews (e.g. on the various workbench ingredient views) maybe this wouldn't be a big deal to add. Thanks!
#12
Ideas / Nerf Mechanoid Centipede melee damage/accuracy
July 02, 2015, 03:05:54 PM
Centipedes are wayyyyyyyyy too strong in melee. I understand they're supposed to be an intelligent heavy tank, but they have high area damage, immense health, AND they can mash a colonist in 1-2 hits. Trying to field melee colonists is already an extra challenge above and beyond just sticking guns on guys -- which is not unreasonable, but when a single centipede kills half your melee-optimized population just by sitting on them that is a glaring balance problem. Please reduce centipedes' damage and accuracy (why exactly is a giant slow crawly thing so accurate in melee anyway?) I'll be doing this locally myself but I encourage you to change this anyway.
Scythers are OK as they are. Thanks!
Scythers are OK as they are. Thanks!
#13
Outdated / [A13] Drier Boreal Forests biome
July 01, 2015, 08:02:41 PM
UPDATED FOR ALPHA 13
After loading tons of Boreal Forest maps and discarding because they had a gigantic mud flat right where I wanted to build, it occurred to me that there shouldn't really be great big fields of brown mud in what is supposed to be a high altitude (often mountainous), very cold region. Here's a very simple mod that reduces the proportion of marsh in terrain patches. You can still get quite large patches of land that can't be built on but they won't be a giant bog, they'll be mostly water tiles.
Download A13 Drier Boreal Forests
Sample patches:
* This mod has been updated to A13, enjoy
Update: I had accidentally included more biome defs than just Boreal Forest (Tundra, Ice Sheet) which can cause problems with other mods that alter those biomes e.g. MarvinKosh's Hot and Cold Biomes mod. Please re-download at the link above, thanks.
After loading tons of Boreal Forest maps and discarding because they had a gigantic mud flat right where I wanted to build, it occurred to me that there shouldn't really be great big fields of brown mud in what is supposed to be a high altitude (often mountainous), very cold region. Here's a very simple mod that reduces the proportion of marsh in terrain patches. You can still get quite large patches of land that can't be built on but they won't be a giant bog, they'll be mostly water tiles.
Download A13 Drier Boreal Forests
Sample patches:
* This mod has been updated to A13, enjoy
Update: I had accidentally included more biome defs than just Boreal Forest (Tundra, Ice Sheet) which can cause problems with other mods that alter those biomes e.g. MarvinKosh's Hot and Cold Biomes mod. Please re-download at the link above, thanks.
#15
Bugs / W 11.834 Raiders can drop into 'Overhead Mountain' tiles
June 25, 2015, 01:12:50 AM
Raiders can drop inside fully enclosed 'Overhead Mountain' tiles, thanks.
#16
Ideas / Take the training wheels off of Cold Snap
June 25, 2015, 12:16:49 AM
The Cold Snap incident appears to have a floor that prevents it from occurring if it's already too cold. Even if you force it from dev mode, it seems to not actually push temperature lower than whatever the floor is. I can sort of understand preventing it from occurring naturally (not really) but it would be great if you could still at least force it to occur and make it extremely cold - and possibly make it permanently cold if you're allowed to tweak the incident xml file. Also possibly add a flag variable in the incident xml file to allow the incident to occur naturally, so users can play with this if they like without somebody having to make binary mods for this. Thanks!
#17
Bugs / W 11.834 Corpses that died in Home Region are not forbidden on death
June 24, 2015, 12:51:52 AM
I don't know whether this was intended behavior or not, but if it's a bug here you go.
#18
Bugs / W 11.834 Downed/slain pawns drop meals, which are un-forbidden
June 22, 2015, 09:21:58 PM
When pawns are downed they drop whatever item is in their inventory, typically a meal, which is un-forbidden, meaning your colonists rush out to collect it. Apparently foreigners bring amazing Happy Meals or whatever and they smell irresistibly good? Dropped items should really be marked as forbidden, thanks.
#19
Ideas / Stop having doctors rush out to give food to downed pawns
June 22, 2015, 09:18:13 PM
This is super, super annoying and I really hate it tremendously. There doesn't seem to be any way to stop this other than to define an area and restrict your doctors to it. I don't understand the point of this behavior at all.
#20
Ideas / Trade interface improvements
May 02, 2015, 07:57:14 AM
Some things I'd like to see added to the trade interface to make it less unpleasant to use:
- Shift+drag left to buy all, Shift+drag right to sell all, for stacked items; Alt+click a field to zero it
- Ctrl+drag to buy/sell in large increments (e.g. 250 or 500)
- A slide bar filter for item damage, like on this alpha's workbench bill configuration pane
- A slide bar filter for item quality, like on this alpha's workbench bill configuration pane
- Items in the trade window are grouped in a treeview, similar to how they're already shown in the top left of the HUD
Stretch goals:
- A textbox entry field for number of units for stacked items, to allow you to just type in the amount you wish to trade (this is somewhat outside the current trade window's concepts because how do you determine which direction you're trading? I propose -5000 e.g.)
- A text item name search filter
- Shift+drag left to buy all, Shift+drag right to sell all, for stacked items; Alt+click a field to zero it
- Ctrl+drag to buy/sell in large increments (e.g. 250 or 500)
- A slide bar filter for item damage, like on this alpha's workbench bill configuration pane
- A slide bar filter for item quality, like on this alpha's workbench bill configuration pane
- Items in the trade window are grouped in a treeview, similar to how they're already shown in the top left of the HUD
Stretch goals:
- A textbox entry field for number of units for stacked items, to allow you to just type in the amount you wish to trade (this is somewhat outside the current trade window's concepts because how do you determine which direction you're trading? I propose -5000 e.g.)
- A text item name search filter
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