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Topics - IndustryStandard

#1
On fresh saves after the release of the DLC, some saves more recent than others. The chair and table texture somethings changes to be this fatter uglier looking texture until I have a colonist reconstruct it. I can't be sure but I think over time a normal looking chair/table will turn into the monstrosity but I might have just not noticed it when I had them build it the first time.

I of course have pictures of the offending textures, I couldn't get the table one to come back though but it basically turns into a full brown rectangular box texture.

https://imgur.com/a/zt3BIKe

https://onedrive.live.com/?authkey=%21AIiz1wZn9yimkbw&cid=7F10979772797573&id=7F10979772797573%214315&parId=root&o=OneUp Link to my save file

This happens across my laptop and desktop and I've verified the game files already. I also never use mods.
#2
Ideas / Bury conduits / Cleaning prioritizing
October 11, 2018, 10:12:06 PM
Can we please be allowed to hide or bury conduits that aren't in walls? This is all 100% for aesthetics but I really dislike having to look at these ugly lines in my pathways around the base.

Another QOL change is that I would like if I could put a kitchen/hospital at highest priority to keep clean as much as possible, I hate micro managing my cooks to keep the workspot clean, and I especially hate watching my janitor worry about cleaning the paths and other unimportant buildings instead of what really needs work done asap. The game already recognizes what each room is, so I don't think it'd be to difficult to work this in.

#3
Ideas / Can we please be able to till soil?
June 19, 2018, 09:39:57 PM
Tilling soil dates back to the start of early human civilization, yet colonists are completely incapable of doing it.

This isn't even just about logic, I can't emphasize how much I hate having to building my base and growing zones around gravel and rich soil when by all logic I should be able to just designate an 8x8 square somewhere and turn it into some tilled soil. Equal growing for all 64 tiles.

This is one of those minor aspects to Rimworld I wish would get a tiny nudge with the mighty refinement bat before it's 1.0 release.

I don't care if the improvement for tilled soil is anything significant, or less than rich soil, hell, make it so tilled soil works like basic soil, but then let us gather rich soil and move it where we want.

Give it a small bonus to growing times or a slightly better yield if that helps. I just want to stop seeing that 1 patch of gravel or rich soil trigger some OCD in me. It's not fun, it's not challenging, and the whole thing is balanced out by the labor costs of having to til the soil.

#4
Help / Can someone check over my mod?
June 19, 2017, 02:43:06 AM
I apologize if this isn't the place to ask for this. It's 2:30am and I'm super exhausted.

I am trying to take a better crack at modding, and I simply added a "Luger" to the game following this wiki http://rimworldwiki.com/wiki/Modding

And referencing other weapon mods.

With my initial test I managed to get no errors in the dev console, the weapon appears with pirate raids, can be crafted and overall seems to work.

However if a better/easier way to write the mod exists, or I missed something crucial, or any other odd thing. I'd like to know.

The mod is not meant to ever see the light of day, just to tinker and mess with for personal usage until I can do something more proper. I'd like to figure out how to change sounds, adjust crafting time/resources, and maybe make it hidden behind a research wall. Like having colonist require something researched before creating it.

Again, apologies if this is wrong area or bad to ask. If anyones bored give the mod a check if you want.

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#5
Help / Can't change gun names anymore? [Solved]
May 24, 2017, 02:40:26 PM
I publish and update the mod "Realistic Firearm Names" and updating like usual my changes are no longer coming through in the game like they have. I accomplished this by editing the Weapons_Guns.xml in the ThingsDefs_Misc

All I had to do for the past few alphas was change the <label>pistol</label> for every gun. So for the mod it'd be <label>Colt M1911</label> and it'd change it ingame no problem.

This isn't happening anymore. It remains pistol ingame. Same for the other weapons. Does the game not allow this anymore?


God I am embarrassed, I think I made an accidental edit somewhere and the game saw that and wasn't accepting the file. I started from scratch and now everything is fine.
#6
Help / Construction Failed Def location
July 17, 2016, 12:28:47 AM
That annoying construction failed that occurs has been plaguing my nightmares, I can't seem to find where it's located however, does anyone know which Def it's in so I can adjust it?
#7
Mods / [Mod Request] Lazer Turret/Upgraded Turret
July 17, 2016, 12:26:38 AM
I think a logical upgrade for a prospering base would be to replace that junky improvised turret and instead replace it with a nice brand new lazer turret.

I propose a bit of a higher power draw and a high on the tree research requirement of course to help with balance.

As for the turret itself, high firerate, weaker per shot (DPS overall should be higher) I just really like this idea.

And the upgraded turret is just a more durable version of the improvised turret, 5 per shot and requires hefty research.
#8
Outdated / [A14] Firearm Names (Also on Workshop)
May 04, 2016, 09:47:14 PM


Since SlimeCrusher hasn't updated his mod for A13 and I got errors trying to reuse the file, I decided to make the same thing for myself because for some reason the generic names really bother me. I intend to always keep this updated for future releases.

Anyway, this mod is very simple, it changes the generic names like the "pistol" to Colt M1911 or the "survival rifle" back to the Lee-Enfield.


Pistol -> Colt M1911
Pump Shotgun -> Remington 870
Survival Rifle -> Lee-Enfield
Assault Rifle -> M-16 Rifle
Sniper Rifle -> M-24 Rifle
PDW -> Uzi
Heavy SMG -> TEC-9
Incendiary Launcher -> T-9 Incendiary Launcher
LMG -> L-15 LMG
Charge Rifle -> R-4 Charge Rifle

It's my first real attempt at modding, and it's fairly basic, but it has sparked interest in me making more mods with a bit more complexity.

I am also slowly on the side working on a variation of this mod with more specific descriptions for the weapons to add more flavor and fun facts.



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