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Topics - Primal Lord

Pages: [1]
Ideas / Let us name our animals
« on: January 03, 2017, 04:42:56 PM »
Pretty simple thing in my opinion, either let us name our animals rather than wait for nuzzles, or even add an empty nickname field like the one pawns have so we can change the display name of the animals without changing their actual names. I personally treasure every alpaca in my 11 alpaca farm with 2 pregnant alpacas very much and can't stand only 1 of them has a name, and that was the first newborn XD

Outdated / [A16]Vanilla Armory Plus v1.0
« on: January 01, 2017, 06:50:37 PM »
Officially releasing the complete version of my first mod, Vanilla Armory Plus!

The point of this mod is to allow the player (You) to craft all of the following at a machining table:
Frag and Emp Grenades and Molotov Cocktails
Charge Lance, Inferno Launcher, and Heavy Charge Blaster (Mechanoid Weapons)
The Triple rocket launcher and Doomsday rocket launcher
Personal shields and last but not least,
The ever elusive psychic foil helmet (of power!)

Download can be gotten here:
License: None, feel free to merge, modify, and use this mod as you like :)
Note: As seen in my other release, Vanilla Vegetation Plus, this mod may cause conflict with other mods, it's recommended only to use this mod only if you are a vanilla friendly user.

Hi there everyone, Vanilla Vegetation Plus is a simple mod to enable the ability to assign all vanilla plants (and glitterworld medicine due to all the failure rates i see going on for surgery) to grow zones for your cosmetic, food, and "I need a cactus because i kill everything i touch." needs :).

This mod does not add additional textures or items found outside of vanilla RimWorld, glitterworld medicine uses herbal medicine as a base so they look identical while growing, but glitterworld medicine takes 12 days to grow.

Download can be found here:

Note: This mod may cause compatibility errors with other mods that alter vanilla vegetation
License: There is none, feel free to merge or use this mod as you see fit.

Current Mod Incompatibility list:
Coercion || Kaptain-Kavern Animal & Plant Pack
Solution: Load VVP in the mod list before Animal & Plant Pack

Mod bugs / [A16] Slavers don't sell slaves
« on: December 30, 2016, 04:46:18 AM »
Hi there, for the past few days slavers on my saves haven't been selling slaves, i had dev mode on as i loaded one of my saves and noticed the error which pops multiple times a second, i've tried solving it myself but cant figure it out, unfortunately i don't know how to recreate this problem because i assumed A16 just lowered the possibility slavers sold slaves since it started shortly after updating. What's odder is it seems to have something to do with the game not rendering an explosion?
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Explosion.Tick () [0x00000] in <filename unknown>:0
  at Verse.ExplosionManager.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0

Full output log below.

[attachment deleted by admin due to age]

Mods / [Mod Concept] A way around having pawn babies
« on: December 29, 2016, 11:57:12 PM »
While looking through the xml's for plants and opening up all vanilla plants to be farmed, and hyperweave cuz why not lol, i had a thought. Rather than the story about the stork, country people around here say that when a women goes to a cabbage patch and takes a head of cabbage home, that head of cabbage will turn into a baby. So, why not create a crop similar to lettuce / cabbage, etc, with a high fail chance, low hit points, long growth time (9 / 12 months in real life so 3 / 4 seasons in rimworld?), etc, when harvested at 100% has a chance to trigger the event where a random colonist joins? While i'll probably consider it at some point, hence it being a concept now, anyone's free to use this idea as i suspect it would require C# to make possible and i have no C# experience at the time of this post.

Unfinished / [A16] Vanilla Armory Plus v0.5.0
« on: December 29, 2016, 07:13:48 AM »
Hi everyone, this will be my first mod release, it's nothing fancy, just simple xml changes for vanilla RimWorld to see if i'm up for more in the future :).

This mod is called Vanilla Armory Plus, and like the name sais, it's purpose is to expand vanilla RimWorlds armory, by unlocking production options at the machining table for:

Frag grenades, Molotov cocktails, and Emp grenades
The Triple rocket launcher and Doomsday rocket launcher
The Charge lance, Inferno cannon, and Heavy charge blaster (Mechanoid weapons)
Personal shields and last but not least...
The ever elusive psychic foil helmet (of power!)

The current (v0.5.0) edition lacks any resource cost at the moment, and everything but the mechanoid weapons only requires 1 unit of work, mechanoid weapons require 10,000 at the moment. (Based off minigun)

To be added:
realistic but fair resource requirements
work effort that makes every item worth the time spent making it
appropriate research requirements for each item (if needed)

Download can be gotten here:

The purpose of this mod is not a full balancing mod, nor will any weapons already available to be created be modified in any way.
The main purpose of this mod is just to get a start into modding. (if i take a liking to it)
This is not a professional work and may not be completed, while i got this mod working on my end it may not work as intended for you, at the moment it will cause yellow errors due to not having costlists, but it shouldn't cause red errors.

Please leave all thoughts, concerns,  and feedback below, and while likely someone else has done this same thing already i have no knowledge of it.

There will be no steam release unless someone else puts it on there. May cause compatibility errors with any mods that effect vanilla weapons and armor.

Help / Published file id?
« on: December 29, 2016, 06:25:01 AM »
Hi there, i've created a test mod i'd like to test and get input on, but i see in every mod there's a published file id in the about folder, is that something generated when i submit a mod here or do i pick it up somewhere else? all of the useful tutorials i see say right on them they're outdated from the start.

Mods / [MOD REQUEST] Mechanoid Construction
« on: December 29, 2016, 01:28:46 AM »
So i've seen a few requests for things concerning mechanoids such as adding new types and one similar to my request here:, however, instead of adding new types or expanding on them in general, i was curious if anyone could make a mod where we can outright build the vanilla ones with little to no changes (maybe have to give them weapons we make, it's only a few lines of code to make their original weapons available anyway from what i see) except that they are friendly (Yellow smiley stickers optional!). Even if they're uncontrollable like pets, a scyther defense force would be nothing to scoff at lol.

General Discussion / XML for item qualities?
« on: December 26, 2016, 10:21:58 PM »
Hi there, i've been looking through rimworlds files for a bit now but can't seem to find an xml that has building modifiers for apparel / weapons / various things like chairs and beds (not to be confused with the modifiers for stats on apparel / weapons depending on quality). While searching on here for information i found this chart here:, and just barely above 3% chance for legendary at level 20, which without mods or boosting the learning rate to gamebreaking proportions is pretty hard to maintain unless it's a dedicated and constantly working pawn, is nowhere near high enough in my opinion. Is this just hard coded into the game or did i just happen to scroll over it while looking through all the files?
(Between here and the mods section it seemed more appropriate to post here because while i will be modifying the game for personal use, i'm not actually making a mod out of it.)

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