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Topics - La_Moose

#1
Mods / Help with Raiders equipment
May 04, 2016, 05:47:16 PM
Hey guys, I was wondering what value is it in thingDef or factionDef that defines who will use what when they spawn?

I have several weapons mod which is great BTW but my mid tier Pirates are now attacking me with low tier weapons, Lee-Enfields (and comparable weapons like K98 and Mosin-Nagant) and 1911's (or analog's like p38, glock 17 etc) and Molotov's, and I want mid tier's to use Analogs to the M16, the better shotguns, RPG7's and Sniper rifles as my colonists who are armed with mid tier weapons and armor are chewing them up easily, and my colonists who have high tier weapons like the ones in glitter tech or rimsenal are totally wasting them.


Also I want to give my Tribal's the chance to spawn with some older firearm, like a musket.
#2
Help / Mod order help.
March 20, 2016, 12:57:08 PM
Hey guys, I very nearly got this working but im getting last minute load order issues...


Here's my load order


<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>914</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>EdBInterface</li>
    <li>EdBModOrder</li>
    <li>EdBPrepareCarefully</li>
    <li>Mending_SK</li>
    <li>TilledSoil</li>
    <li>ApparelloA11</li>
    <li>Armor Crafting 1.21</li>
    <li>BionicReplacementsCrafting 1.2</li>
    <li>Canned Food</li>
    <li>Embrasures 1.5</li>
    <li>GlitterTech</li>
    <li>Hospitality</li>
    <li>MedicineKitCrafting 1.4</li>
    <li>Mannable Turrents 1.2.6</li>
    <li>MIRV Artillery 1.2.6</li>
    <li>NeurotrainerCrafting 1.2.1</li>
    <li>NonDecayingStorage 1.0</li>
    <li>ReplacementOrganCrafting 1.2</li>
    <li>Rimfire 1.8</li>
    <li>Rimsenal_hair</li>
    <li>RimWorld-Enhanced-Defence</li>
    <li>Training Rack 1.0</li>
    <li>Weapon Crafting 1.41</li>
    <li>[A11 Hairs] AnimuHair</li>
    <li>Zombie Apocalypse_SK</li>
  </activeMods>
</ModsConfigData>



Everything works fine if I just start a normal game, but if I use a prepare carefully start the drop pods that have my starting colonist wont drop...
#3
Support / Most important spec for Rimworld?
February 19, 2016, 04:09:30 PM
So basically I am building a new gaming rig.

Now for most new games the big thing is the graphics card, but I was wondering what would be the spec for a game like Rimworld if I wanted to play at 400x400 with fifty colonists and still get at least 30 FPS?

I would think it would be CPU speed and RAM but honestly I'm not quite sure.
#4
Mods / (Info request)
January 18, 2016, 10:19:01 PM
Ok so I am playing the excellent SK hardcore mod and I am running into an annoying problem.


See, most of the time when I start a game it loads up fine, but sometimes, just sometimes when I start one I find out that it starts you with very very little high conductivity metal nodes on the map anywhere(and I do mean, not enough to play the game.  At all) ,unfortunately sometimes it takes a while for you to find out, and I am getting annoyed having to restart my game that I invested twenty minutes into just because I literally can't build doors (In SK mod you need spare parts to make doors, which need copper to make)




Why not trade for it you ask?     Because you need spare parts to make a trade beacon, which require spare parts, which requires copper or another high conductivity metal to make.

Could someone tell me how to mod in Tree's that grow copper and iron please? I know how to edit files and where they are I just don't know how to make them drop what I want or what line of text in trees I need to change.

Maybe Teak drops copper ore and pine drops Iron ore.

Thanks.