Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - WereCat88

#1
Help / Trouble Patching
January 27, 2019, 08:01:57 AM
Im trying to patch CE and Rimsenal Enchanced Vanilla Pack but out of pure coincidence the tactical vest and the tactical armor vest from the mods have the same defName Apparel_TacVest

I tried changing the defname by doing this:
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="Apparel_TacVest"]</xpath>
        <value>
<defName>Apparel_TacArmor</defName>
</value>
</li>


But it replaces both defNames taking me back to square one, how do i replace only one of the defs?
#2
Mods / I can't find a mod.
April 16, 2017, 05:45:53 PM
I also forgot the name, the mod made it possible to advance in technological age, for example when you have a certain percentage of medieval age research done your colony advances to that age if you are neolithic. I also think it made it so if your colony is in the neolithic age and you complete all the research for that age you go to the next age.
#3
At the moment i have kind of a weird thing with Rimworld, i always check the forums and think about playing it but when i do play it im put off by the slow pace, i play for 30 minutes and exit the game and play again in a week or so, i used to play it non-stop but now i just like thinking about it rather than playing it.

The slow pace is more about the boring time when you sit and watch your colonists work.
#4
I know you can kind of stealth raid bases and ambush raiders but im asking for your opinion on a full on stealth system in Rimworld.

This system would have components like "Noise made" based on the equipment a pawn is wearing and maybe a new skill and even traits, "Ambient sound" (if its raining you can be a bit loud but still be stealthing around), specialized equipment and maybe even fog of war.
#5
General Discussion / About caravans.
February 09, 2017, 02:18:01 PM
I set up my base right near (basically touching) a friendly faction's base so i could trade easily in early game, the base was NE but to my surprise my caravan could only form on W and NW and i thought that's okay because the other tiles were impassable mountains or i could't get there because my base's map terrain (mountain map) as the whole N side is a mountain but then i saw that visitors from that base came from exactly that side that i can't form my caravan on, so what's up with that?

My thinking has it that because the faction's base is there you can't form a caravan there, if that's the issue i think its lame and needs to be made right.
#6
Ideas / Doctor Checkups
January 27, 2017, 12:51:42 PM
So my idea is that you should be able to program checkups made by a doctor on your colonists to check for diseases,(as most diseases are only visible at 60%) depending on the doctor's skill there is a chance for the doctor to identify the disease, the chance could be made better by the doctor having a blood analyzer or doodads like that.

To balance it the times you can do that would be limited to once per .... days or you would need a thing like a syringe to take blood and analyze it.
#7
Why can pawns and animals with over 75 carrying capacity (e.g. 105) only carry 75?

I think this may be for the sake of balancing but at the same time the extra carrying capacity would be nice, at least on the stuff that has a stack limit bigger than 75.
#8
General Discussion / How do Raids work?
January 13, 2017, 06:13:30 PM
So my question is how do Raids work? Is it predetermined or do they just happen randomly?
And if they are predetermined from when are they predetermined?

Also i noticed when my colony got destroyed by a Pirate Raid event i reloaded a save from a couple of minutes before the Raid happened and (roughly) at the same time when the Raid happened another event happened (like an Infestation or Mech Raid), so that makes me believe that they are kind of predetermined.