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Topics - Anarcraft

#1
Ideas / Circle selection UI and overlapping enemies
July 06, 2022, 04:03:47 PM
When using the circle selection UI (for telling a drafted colonist to attack, use psi cast, insanity lance, etc) on a group of pawns that are overlapping it can be hard to tell which one you are selecting.  When they overlap close enough there could be a contextual menu that appears letting you select a specific pawn.
#2
Bugs / [1.3.3076b] Public execution "No Prisoner"
July 31, 2021, 07:52:23 AM
Ideology and Royalty.
OS: Arch Linux

Faction Ideology precept: Honorable execution if guilty

I build a 2x2 prison room, put a bedroll or a bed and capture a prisoner (tried with enemy and one of my own colonists).  When I try to initiate the "Public Execution" ritual it says I don't have a prisoner even though I do have one.  This happens with all prisoners, regardless of their "Guilty" status.

Moderator Note:
I am unable to reproduce this in 1.3.3108.  Thanks for the report. IF you find you still have this issue, please post a new report, with a save attached!
#3
Outdated / [B18] Prisoner Ransom 1.0
December 10, 2017, 12:39:22 PM


This mod allows you to demand ransom, in silver, for prisoners at the comms console.
It will give you a slight relationship boost. This doesn't work if the faction is very hostile to you.
I believe the threshold is => 90%.
Leaders are worth more and will likely be more friendly to you after that.
If the faction doesn't take your demands seriously they will raid you and you will lose 10 faction goodwill.
Originally created by erdelf.

The following settings can be configured in "Mod Settings":
Ransom amount factor: Range -5 to 5. Determines the factor that the value of a prisoner is multiplied with (I've fixed the typo of it not saying -5 for the next version, but it doesn't affect performance).
Goodwill effect on success: Range -50 to 50. Determines the value the relationship get's affected with on success.
Goodwill effect on failure: Range -50 to 50. Determines the value the relationship get's affected with on failure.
Chance of failure: Range 0% to 100%. Determines the probability of a ransom failing.



FAQ:
Can I add your mod to my save game, remove it?
Yes, it can be safely added to, and removed from, saved games.

Why is there a faction goodwill increase when ransoming a prisoner?  Shouldn't it be a decrease?
The faction is grateful that you are sending back their colonist instead of eating them, harvesting their organs or selling them into slavery. If the ransom fails you willl lose 10 goodwill so it is a risk. These settings can be changed in "Mod Settings".

Can I add your mod to my modpack?
Yes, so long as the mod is included in it's entirety. You do not need to ask or notify me.

Can I make an edited copy of your mod?
Yes, so long as you include the MIT license.

Download

Steam Workshop

Change Log
#4
Stories / Two "Visitors" Stories
March 01, 2017, 06:35:56 PM
1. This was on my very first A14 colony.  Two visitors arrived, one of them was the Mother of a colonist and the person she came with was extremely stressed out (I forgot about what).  He went berserk very soon, they started meleeing each other and on exactly the same game tick they killed each other!

2. On my current A16 world now.  I have a huge, amazing recreation room.  I have the Hospitality mod installed and visitors come (5 I think?) and proceed to party it up (the guest beds are in the amazing rec. room).  I have joints and beer in the rec. room and two of the visitors party a little too hard and end up dying!  When they leave it's a score of "100" and they are "extremely impressed and will be coming back soon".  I just imagine some of the dialog:
"But two of your men died!"
"Yea, but don't worry about it, things happen.  I mean holy crap, your megascreen TV is incredible with that huge couch!!!"
"But really, two people DIED!!"
"It's cool bro, it's cool, this place is incredible!"

P.S. The chief was angered... twice.
#5
I've been bitten in the butt so many times by Steam Workshop mods auto updating (which you can't disable) and breaking things (or when a new RimWorld comes out, then you're completely screwed) that I suggest manually copying all of the mod folders into RimWorld's "Mods" folder.  Once you do this it automatically starts loading these "local" mods over the Workshop versions (VERY nice, THANK YOU Tynan!).  Then evaluate the mods that get automatically updated (I use a smart folder on my macOS computer, filename is "About.xml" and sorted by date modified) and choose if you want to update the mod in the "Mods" folder or not by copying it and set aside the previous version because you will inevitably need it.  This will also have the added benefit of letting you play offline and/or without Steam.

Happy surviving the horrors of the RimWorld!