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Topics - Lady Wolf

#1
Just curious if it's possible to reform the 2 day/24 hour time out on quest maps before it kicks you out.

When assaulting enemy bases I've found 24 hours is barely enough time to loot and get back to the dropship (using the dropship mod ofc) before the timer hits zero, more so if I have to spend time treating seriously injured colonists in the field.

Ideally I want to just remove the timeout all together or just give it 5 days or so, any ideas what file I need to modify to change the timing for quest maps?
#2
Help / Is it possible to mod pawn attraction chance?
September 01, 2016, 03:14:52 AM
I've been toying with the idea of a mod that increases attraction chance between all pawns so most of them will have a base attraction of 0.5 of higher just to enjoy the chaos it will sow among the colonists when it comes to relationships, affairs, break ups, etc...

However I figured I should ask if this particular trait is hard coded (Like meat stack size is) before I put too much work into making it happen.

(Also in the event it's not hard coded a point in the right direction of where to find the appropriate file to adjust would be much appreciated.)
#3
After discussing how common some traits were compared to others, and how it was a little odd some traits like cannibalism and psychopath were more common than homosexuality it occurred to me it would be neat if colonists could gain traits over time.

For example the first time a colonist eats human flesh they should have a chance of gaining the cannibal trait (and perhaps another chance after eating it for x # of times) or someone that's always butchering/cremating the bodies and getting into especially bloody battles would gain the psychopath trait, or someone that goes through a divorce and has multiple arguments with their ex gets the volatile or abrasive trait.

This would help make the colonists feel like they grow and change over time, and are more deeply effected by their experiences living on Rimworld.

#4
Ideas / Mineable floors?
September 04, 2015, 02:04:32 AM
Currently I've found in flat areas getting enough ore/rock to build a defensible base, (wood, even several blocks thick is often worthless against mechanoids, or any weapon that can set buildings on fire) so it's often something of a frustration due to the lack of resources, despite large swathes of the ground being rock.

The idea is an option to have ore nodes spawn on the ground as well as the sides of cliffs, and the ability to mine the ground for rock deposits as well.

Once mined, the square would turn into either a patch of dirt, or a non mineable square of rock debris. This way flat lands colonies would be more viable, and not quite so flammable.
#5
After seeing the great looking hairs in the hair mod packs, I was somewhat disappointed that they were hidden under helmets/hats the majority of the time, (and faffing about equipping/unequipping helmets all the time when raids happened quickly became a chore) so I did a little searching and found out how to easily hide helmets when worn.

For vanilla Rimworld go to the  Mods/core/defs/thingdefs/ folder and open the apparel_hats.xml

Inside this file do a search for the following line:

Quote<worngraphicPath>

Then delete the entire line to render that helmet invisible when worn.

For example, to hide the Kevlar Helmet, you would delete the following line completely from the file:

<worngraphicPath>Things/Pawn/Humanlike/Apparel/KevlarHelmet/KevlarHelmet</worngraphicPath>


You can do this with any modded game helmet as well just as easily.

Also note: Even though the helmet will be invisible when worn, when taken off there WILL still be the standard visible icon of the helmet on the ground like normal.

I was tempted to release this as a mod, however some helmets go extremely well with certain outfits/armors (like the power armor helmet and cow boy hat)  so I figured I'd just post here how to do it so people can hide the helmets they don't care about the looks of to suit their personal tastes.
#6
Help / File name/location to mod hauling capacity?
August 30, 2015, 06:51:47 PM
Like the title says, I'm looking for the file/location to mod hauling capacity for colonists, I'd like to increase it from 75 to 100 to save trips of hauling 25 units of stuff when building items that take 100 of a specific resource. (it'd also speed up hauling harvests and such.)

Thanks in advance for pointing me in the right direction.  8)
#7
I'm looking for a link to DL the older version so I can run many of the mods that were updated to it, but haven't yet been updated to A12D and thus are incompatible, which is proving somewhat frustrating.

#8
Help / Meat stack size location?
June 17, 2015, 12:12:38 PM
I'm trying to increase my food/meal stack sizes from 75 to 200, for meat and the like so my freezer doesn't need to be quite so over sized, but I'm unable to locate the file for meat stack values, ( I found the rest without a problem) can someone point me to the proper file please?
#9
I'm just curious if anyone has bothered to create a sensor/timer mod for lights so they turn off during the day?

When you have a large base with 15+ members the energy drain of all the lighting can prove a bit excessive and having them auto off during the day (or when colonists head to bed) would be handy in early game to allow batteries to recharge quicker.

Or just a mod that makes the colonists auto switch lights on/off when they enter/leave rooms would work too. (perhaps having the colonists turn other appliances like stoves, smelters and the like off when they're done using them as well would be nice.)

I'm just curious if something like this has already been made, and if not if it's a viable concept that anyone (besdies me) would have an interest in?