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Topics - Helpful Bot

#1
Outdated / Modo's Mod Request
August 02, 2017, 12:36:45 PM
As promised; your mod version. Please let me know on Steam if you run into any issues. Of course extract the folder from the zip and place it inside your mods fodler alongside your Core folder. Enjoy!

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#2
Hi Everyone.

So as my OP title says, i'm trying to understand how the "GearHealthRange" settings work. For example one range is 0.4 to 3.5. What?? Gear health goes from 0 to 100 so I can only interpret these values to mean nothing about the gear's health condition; but rather that variable is about gear quality.

Say you have the "itemquality" set to normal and the gear health range to 0.75 - 2.0. Goes that mean the item can be poor-good?

Help me understand this please and thank you!
#3
For appraisal by flooring modders perusal. First-draft and completely from scratch. Seems to look good in-game as well. Was hoping to make subsequent versions more ornate and crystalline.

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#4
Bugs / Remove this topic
September 04, 2016, 02:30:59 AM
I know this is something that is done for CPU load concerns, but when you have fire in dark places and you can't see around it it just feels peculiar. Full disclosure as the author of the Realistic Darkness (Dark nights) mod this only effects my community. Fire thing defs also do not accept comps (thingdef class not thingwithcomps class) which precludes adding things like a glower added to them. Thanks again!
#5
General Discussion / Is Ludeon Studios ONLY Tynan?
September 04, 2016, 12:20:53 AM
Real question. Tynan seems to be the face of all progress that is made with Rimworld. I'm no business major but this game has to be putting Ludeon just a hair above poverty level. How big is the Dev team, anyone know? Is it just Tynan and, Milan (I think I recall his main moderator being named something around those lines) Love the game and am just curious of this to be able to predict the future progress on the game. Most tiny studios that hit a nerve like Rimworld has begins hiring reasonably quickly but Ludeon seems quite hush about their success.
#6
Bugs / [A15c] Pathfinding is bonkers
September 03, 2016, 03:52:27 AM
So this has been an issue for a while but I don't recall it being this aggravating before. Say you have a long rectangle with a 3-wide 0-pathing cost pathway through the center surrounded on both sides by soil. 4/10 times traveled on, your pawns will mysteriously choose to take a path across that meanders through the soil (not a straight line). Now through testing I have noted that the further your pawn is away from said path when the path is selected, the seemingly more likely he/she is to take the meandering path. I have tried this modded and unmodded and the behavior is the same. In the same vein, colonists traveling long distances take extremely sub-optimal pathways. I build them large long highways in safety, but the still insist on crawling through extremely dense( modded for density) forest, ice, and shallow water. Thank you for your time!
#7
Outdated / [TEMP POST] A14 KUDZU DEADLY FOREST
August 30, 2016, 01:49:28 PM
This is just a temporary post to attach more items to to help out a workshop user regain an A14 save.

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#8
Is there a def file associated with the -5 faction penalty you receive when a friendly faction member dies in your map? I want to increase this to -10. These friendly visitors with nice guns keep getting attacked by angry bears for some reason.... Mwahahah.
#9
This mod's motto: In vanilla, lights are for your pawns; in realistic nights, the lights are for you.

4.2 is out for the IFD series; changelog is on the steam page.
UPDATED TO A17! PLEASE NOTE THAT I HAD TO TEMPORARILY REMOVE THE DLL WHICH MEANS ECLIPSES ARE VANILLA. I'm working to re-add them after I finish all my A17 updates. Sorry about that.

One last note on my mods in general before the rest of this specific mod's description. My mods, with the exception of Miscellany, are designed less as utility mods and more as difficulty mods. It is absolutely my intention for my mods to make the game more challenging and harder to manage. Visibility will suck without light sources and exploration at night will become something avoided. Forests will form walls of trees that will trap you as you flee from the strengthened predators that lie within. Moisture pumps will become a common sight as you'll have to drain waterlogged areas before your walls can be raised. Over the three Alphas that these mods have existed I have done my best to cut back on frustration factors but I fundamentally see that some things like marshy areas, while an absolute pain, are still necessary. I personally play with my mods on by default so I hope you guys enjoy these mods as much as I have. If you have enjoyed my mods please consider upvoting them on steam so I can get my shiny gold stars that i'm weirdly happy to have. Thank you guys and cheers!

Tired of not being able to tell whether its day or night because they both look similar? Ever wanted lighting to matter? Well then this is for you.

This mod changes lighting and saturation in Rimworld to be dynamically darker. Also changes colors and saturation of weather patterns and the eclipse event along the same lines.

The lighter version is probably more appropriate for most users. The darker version is purposely targeted at people like myself who not only want the immersion/flavor of true nights but also want to make the game distinctly harder.

SEPTEMBER FIRST REVELATION:
So up until today (2015 or 2016) I've been using a CRT (Cathode ray tube) LCD monitor and just upgraded to a smart LED LCD monitor and sweet baby 5lb 6oz jehova this version is dark at night now; under certain monitor-based picture settings. I strongly suggest those of you out there with full-array LED or plasma screens that are having trouble seeing things to play around with their settings as on my monitor the visibility ranged from absolute night inside of a black hole to reasonably dark and visible.

Important Disclaimers: (+ = Critical)
+This mod does NOT alter your colonists' (or plants) feelings about or perception of darkness and light levels.
+ This mod also does NOT change accuracy calculations relating to darkness or the effective brightness value of a tile.
+ This mod DOES override your vanilla weather definitions (Could not be avoided, this was not elective). Weather effects are the same as vanilla with the exception of accuracy debuffs associated with Foggyrain and gentle snow. Foggy rain is now 0.4 (0.5 vanilla) and gentle snow is now 0.9 (0.8 Vanilla).
At night and especially during weather events, unlit areas will be very difficult to see! This is not a slightly darker mod; with this mod enabled darkness really means darkness.
+ As mentioned later, foggy rain weather makes night extremely dangerous because you WILL NOT BE ABLE TO SEE UNLIT AREAS AT ALL!
As of 14A, fires do NOT produce light. That is just how the game is currently coded and has nothing to do with this mod. You just never realized it before because night wasn't really that dark.
+ The darkness of night is pretty dependent on your monitor. Using this version of my mod; unlit areas at night should be harshly dark to the point that you can see where enemies are but you have difficulty seeing what they're doing or are equipped with. Nor should you be easily able to discern small terrain detail.

Includes:-----------------------------------------------------------------------------
Daylight remains unchanged but weather patterns have a stronger effect on aesthetic (NOT effective) light levels even during daylight hours.
Nights are considerably darker.
Night darkness changes dynamically with weather conditions:
Hard/Gentle snow are the lightest nights
Dry thunderstorms are only slightly darker than clear nights.
Foggy Rain is the darkest.
YOU WILL NOT BE ABLE TO SEE AREAS UNLIT BY TORCHES/LIGHTS DURING THIS WEATHER PATTERN AT NIGHT!
Saturation (color strength) changes more dynamically in response to weather.
Movespeed and ranged accuracy are very close to vanilla values. Hard snow and foggy rain are harshest on accuracy and movement (foggy rain movement is same as rain).
Eclipses are now as dark as clear nights.
Although it uses no content from Viceroy's Darkness Revamp mod, I would like to give him credit because this mod was created during my work to update his to A14. I made creative decisions that would have changed his mod's mechanics so I instead released this as my own.

Issues list:
(As mentioned before) As of 14A, fires do NOT produce light. That is just how the game is currently coded and has nothing to do with this mod. You just never realized it before because night was'nt really that dark.
Toxic fallout uses vanilla light levels. Until I bring toxic fallout events under the umbrella of this mod, just consider the radiation to be so powerful that it lights up the night.
COMPATIBILITY NOTES:
You SHOULD be able to load/unload this mod at will without any ill effects.
This mod overrides 1 definition file and 1 assembly event:
weathers.xml definition file.
Eclipse events in the core game assembly. (Does not touch event handlers; only the specific verse associated with this one event)
This mod has a very small footprint and should be compatible with everything that doesn't touch eclipses or the weather definitions.

DOWNLOAD:
Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=740930354
Non-Workshop - See attached file.
IF YOU ARE LOOKING FOR THE MOST CURRENT CURRENT COPIES OF ALL MY MODS USE THE "ALL HELPFUL BOTS MODS ZIP" FILE BELOW IN AN ATTACHMENT. Enjoy!

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#10
Trying mod Heatwave/Coldsnap events to be much harsher, what do I include in my mod solution? So I put in unity engine and assembly associations blah blah. If I want my mod to alter just the temperature offset do I only need to include the MapCondition_Coldsnap CS?

Full disclosure that while I've modded countless games; the closest to visual studio modding I've come is a full (and well done if I may say do) voice mod for Xcom 2. Compiling and all that nonsense I get but how do I get the game to recognize that change and inject it in place of the game's default code?
#11
TLDR: I figured out how to teleport your colony to a different climate by editing the game save using a text editor (notepad++).

So I'm a guy who on his very first attempt at a game feels the need to crank the difficultly to what I think is the max (or close to it in this circumstance because we're talking temperate forest here). I spend a reasonably dumb amount of time getting the perfect settlers to face the challenge and even more countless hours erecting an impregnable fortress in the mountains of the temperate forest. Then as it always happens, I learn that what I thought was "hardest" wasn't really and I essentially brought Sephiroth to a game of patty cake. I hit the defs file hard and I threw everything at my temperate forest biome definition to the point that grizzly bears, wargs, and cobras (oh my!) began flying out of the asses of my colonists.

It was good, but my tears didn't taste sweet enough yet so I thought, "Hey me, lets make temperate forest the hottest and coldest biome at the same time, that'll teach me for having fun". NOPE can't do it. Its hardcoded and as a long-time modder; modding a game in alpha blows even if the game is as good as this one is.

So my last hope was the save file and, I shit you not, I read through that whole damn thing. In the end I was successfully able to teleport my colony to another place on the world map and have my climate adapt accordingly. After seeing that nobody has spoken on this yet I figured I'd share it with you guys. In your save you'll need to change two things to identical values otherwise the game thinks you're looking at someone else's colony and takes its control away from you.

<map>
         <mapInfo>
            <size>(325, 1, 325)</size>
            <worldCoords>(23, 37)</worldCoords>
         </mapInfo>
AND
      <def>PlayerTribe</def>
      <name>Dracolich Mountain</name>
      <homeSquare>(23, 37)</homeSquare>

Change the coordinates on both to a new location and enjoy freezing or burning your balls off. Disclaimer, I've only tested this teleporting from temperate forest to temperate forest or boreal forest so back it up before you cast any spells.

P.S. I like trees which is why I was so hell-bent on turning the temperate forest into hell. If I really wanted more difficulty I would simply go to an ice sheet or a desert but I like my game-ending threats to come from 100 modded bears than to trying to survive on pluto.