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Topics - CruelBanana

Mods / Looking for mod recomendations
October 14, 2019, 05:53:06 AM
Hey everyone. I am looking for a few mods that will allow me to have more tools to play around with development mod. Sometimes I just want to get in Rimworld and have some fun by summoning pawns to attack bases and such.
   What I am looking for are mods that expand development mod commands, allow to spawn random pawns (humanlike and animals), mods that allow instant mass tame, mass animal training and mass recruit, and stuff like that. Baasically, anything that will make creating a mass army to attack a settlement an easy, few clicks process to satisfy my sensless need for carnage.
   Thanks in advance for all your help and have a great day!
Mods / Mods that ad superpowers?
December 10, 2018, 11:35:06 AM
I want to start a new playthrough creating some sort of superheroes team. To do that I need mods that will allow me to create people with superpowers, and even better if random enemies can spawn with them. Would be thankful for any suggestions!
So far I know of:
1 star wars mods (the jedi/sith powers ar rather interesting)
2 rimworld of magic - just plain and simple magic
3 glittertech for advanced bionics, giving pawns advantages close to superpowers
So, I tried installing a new mod and launched my permadeath colony (I know, bad idea). The colonist bat at the top is completely gone, the 4-square thing at the bottom is checked, and changing resolution didn't help. I deleted the mod entirely, but the game is still screw. I would be very grateful for help in this issue. Here is the debug mesage:
Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at RimWorld.ColonistBarDrawLocsFinder.CalculateColonistsInGroup () [0x00000] in <filename unknown>:0
  at RimWorld.ColonistBarDrawLocsFinder.CalculateDrawLocs (System.Collections.Generic.List`1 outDrawLocs, System.Single& scale) [0x00000] in <filename unknown>:0
  at RimWorld.ColonistBar.CheckRecacheEntries () [0x00000] in <filename unknown>:0
  at RimWorld.ColonistBar.get_Entries () [0x00000] in <filename unknown>:0
  at RimWorld.ColonistBar.ColonistBarOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Mods / [Mod request] Necromancy
January 03, 2018, 11:40:33 AM
This is not even much of a request, but more of a suggestion to some experienced modding team. So, the bedrock is to make a PROPER necromancy in the game (not some bullshit, when you summon a limited amount of skeletons out of nowhere).
Let's say there's a pawn. And the pawn likes to poke dead things with a stick. Suddenly, it realizes that it has a gift of some sort (like, f.e., star wars force mod) to raise those dead things and make them poke other things with knives. The ammount should be unlimited, and maybe it can include animals. For it not to become to easy early on, the pawn should have to gain experience to raise dead things in better shape (note: please don't make amount of risen limited, that would suck so much). A good idea would be to also implement some sort of "power algoritm" and make it so with higher levels of skill you can raise more powerful beings (start with rats and squirrels, go to rabbits, then foxes>deers>people>wolves>bears>thrumbos> dinasours). I say algorithm, because just putting animals in list of levels wouldn't work with mods, or would require constant patches. Also, on beginning levels your minions are in awful shape (let's say there are 20 levels of skills, then at level one every trait has only 5% of functionality (5% speed, work, etc.), but get 5% better with every level.
The other thing is for pawns to be able to only perform fighting and dumb labor. They should still use range weapons (not only melee), cause with 5% of accuracy guns are pretty useless. As for damage, as long as it has brain it fights. No downing unless both legs are cut off (because dead don't feel pain).
What would be the ideal result? We can raise hundreds of dead minions, that are almost completely useless at the beginning, but as character grows in experience it becomes a formidable army. I love the concepr of necromancy, but don't know any game that wouldn't make it suck. If someone picks it up, it would be very appreciated. I know this is A LOT to ask for, but you never know when a crazy lunatic with masochistic preferences will decide to go through coding hell just to make another mod.
Mod bugs / The map or world are not visible.
January 01, 2018, 12:16:00 PM
So, I've got that issued, when if I try to load "world" on my colony, or I go to a specific local map when I formed caravan in my first session in a new colony, everything is covered in some sort of a grey-ish for, so it is impossible to see anything. A few observations: looks like it is a problem with saved games, because everything is fine if you didn't leave the game since you've started new game. If I load on the World tab (like if I have caravan going), the problem is present on a local map. But it only occurs when game is not paused, so I can see everything on speed  0. I don't have mods that somehow alter the world map (except faction discovery and faction control), and nothing that alters textures or landscapes. More than that, the roblem is present even without mods. I would really appreciate some help here, maybe someone had this problem.
Mods / Does load order matter?
December 25, 2017, 01:43:08 AM
So, does mod load order matter in rimworld, like it does in, for example, skyrim? If it does, where can you find some sort of tutorial, or list which mod should follow which? Or maybe there is some general rule? Right now all I know is that tools go first.
Mods / [Mod Request] Weapon Degradation
June 15, 2017, 08:29:40 AM
Personally, I find it very unrealistic thet weapon, unlike clothes, don't get damage with usage. In real life guns/blades break all the time, and I would love to see this feature in the game. How fast should weapons loose durability is up to you, though I would recommend something like 1% per 10 hits/shots (meaning the actual attack, so that minigun wouldn't break after ten fights). This way it wouldn't destroy your weapons too fast (just not to make gameplay too tideous with constant weapon creation), but in the same time you would feel that you have to care about your weaponry. Thanks in advance if someone decides to do it.
I was wondering if there is a mod to make weapons degrade with use, like clothes. Unfortunately, didn't find one and decided to ask here. It just doesn't feel right that weapons don't get damaged in fight. As for me, they should get damaged and break, just as they would in real life. So, if you know some mod like that, I would be thankful if you shared it.
Mods / [Mod request] You play as a leader of colony
December 04, 2016, 01:39:30 PM
So, I am not even sure if this can be realised, but here is an idea. You choose one of colonists to be a leader, and take control of him. From now on, if he dies - game is finished. Permanently. You have full control of him (of course, you don't have to control every his move, you just can tell him what to do), and of those who you have good relationships with. If someone hates you, he may disobey, or even start a revolt (release prisoners and give them guns, gather others who hates you, simply attack, light up everything etc.) So, if you hated by everyone, they could just kill you and this would be game over. You, meanwhile, can do whatever leaders do. This is just the basic idea, and needs a lot of improvements, but such a mod would be welcomed.