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Topics - skellitor301

#1
Mods / [Mod Request] Bus and Bus Scheduling
April 07, 2019, 07:37:07 AM
So, one idea I've thought of for a mod is to introduce a bussing system. Say you have a well-developed colony and you want to expand your production to other areas outside the colony into other maps you may have set up camps in, let's say a mining camp at a mountain range a few tiles away. Problem is with how the current game is set up, you'd have to form a caravan to build housing and the essentials, basically making a second colony just for miners. This idea proposes a way to set your miners to automatically enter a bus that will make the trip each day to and from the camp. The bus will be scheduled to be loaded and leave and bring people back, making the whole caravan process much easier and make the mining camp just a mining camp and not a second living colony. This doesn't have to be limited to mining or to a bus, that's just the example to simplify cross-map jobs. I'd also be a good idea to include compatibility with other map and vehicles mods such as the road building mods, asphalt, etc. mods to avoid overloading building menus with the same items.

I know I didn't do that good of a job explaining the idea so feel free to ask questions, but the base idea is to give working camps in other map tiles a better foundation, to keep them as work camps and not a fully functional colony just to dig up the map's resources or to use the land for mass food and organic production.
#2
Help / So this happened, help?
July 18, 2018, 09:38:19 PM
So I've had a recent issue with my mod setup messing up the map of the game.
Source

I've tried several times to debug and find what has been causing this issue and after 6-7 hours I've come up dry. I'm not sure what causes this bug to happen, none of the mods I have enabled I think would cause this issue, and the logs don't really help very much. So now I turn to here for help, below I'll have linked my mod list, a link to a workshop collection of the mods for ease of access, and a gist of the output log of the game when loaded into the map. Keep in mind for steam: Palisade and The Harvest currently is hidden on the workshop, Palisade I've found on the forums but The Harvest sadly I cannot find a linked copy for, so the link instead directs to the mods window in game with it's description, hopefully that can be of some help in this situation. Also the mods in the modlist that show up as incompatible are 1.0 mods, and have been reported to work with b18

Gist.github.com
Modlist image too long for post.
#3
Mods / Recording Mod
June 21, 2018, 04:46:50 AM
Hello all, in light of the recent 1.0 announcement I'm excited to get into Rimworld again and possibly do a lets play of. I had an idea for the style of lets play I wanted to do in the form of a more storyteller based series rather than just playing the game An ideal mod for this would be some kind of full map recorder so you can zoom into the map where you need to and not miss anything. this would also make it ideal for timelapse videos. Would this be possible to have mod for the game?
#4
Help / outdated mods list
August 13, 2016, 09:45:37 PM
So, one sad fact about modding is some of the great mods that people enjoy tend to become dead and outdated due to the mod author not updating it anymore or disappearing altogether. Could there be a mod list where people can request for some of these mods to be updated and anyone who mods can pick up the project on their own time? I know there are modders out there who make patches for some of these mods, but they can get lost in the threads from people posting. So instead of that, a list or some system could be set in place to allow dated/dead mods to be updated and easily found. I for one would be very happy to see some of the good old mods back in the current versions of the game, and I'm sure many other players would enjoy that as well.
#5
Mods / [Mod Idea] Pre-Fallout Mod
September 26, 2015, 02:25:40 PM
What do I mean by "pre-fallout"? Well, one aspect of this game is base building and part of that which alot of people do is they build their bases within the safety of a mountain or hill. What other game has this idea? None other than Fallout and their Vaults. We all know how a vault works, but it's never really explained the process in making one of these vaults. So The idea for the mod is you're a lead manager for Vault-Tech and it's your job to design and build a vault that is completely self sufficient when the door is shut and cut off from the rest of the world. Here's a bit of a break down of the different aspects of the idea I've had for this mod:

Income and Resource Expenditure - Vault-Tech wont expect you to dig up your own resources for your vaults, instead you'll have to balance labor and construction costs based on a fixed income budget. This is low at first, but the better you do in certain tasks the better a raise you can get to buy more resources and manpower. So the better you perform at building and keeping your vault safe, the better your salary will end up being.

Complete Solidarity - The vault must be built to keep the inhabitants completely sealed away from the outside world. This includes making sure it can withstand a nuclear blast from nearby, and damage from within it's walls. After all, we need to think about if the vault inhabitants do have some form of problem, that it remains isolated from the rest of the world.

Social Experements - One of the parts a vault played in was using them for social experiments. This is an optional game mode which will change the way a vault could be made. If you successfully build your vault to meet the basic vault requirements /and/ compete the social experiment, then your paycheck will increase big time. But of course this can increase the chances of right wing activists to show up at the vaults doorstep to attack, which brings me to the next part.

Activism/Enemies - as with every large organization, there's going to be public groups that are against your cause, so vault security is needed to defend your construction sites. They're a pest at all of the vault construction sites, and they'll be growing in numbers the bigger the vault is. This as stated before will be a bigger threat if your vault takes on a social experiment.

Vault Infrastructure - As with all vaults, there will be jobs in the vault that will need to be filled by it's inhabitants. There'll be volunteers that applied to take on a job within the vault, and it's the players job to put in and assign jobs to certain inhabitants. Some jobs in a vault will be required such as an overseer, power generator technicians, food processor, waste, etc. There will also be optional jobs within the vault that can be added, such as a printing facility to let the inhabitants create reading material for the years to come. Or clothing shops to let inhabitants repair bad jumpsuits and make new ones out of old ones. Also Pipboy technician stations so your vault can repair and upgrade their pipboys. The end result is up to the player.

Any more ideas to add to this mod is welcome, but this is the base idea for the mod
#6
Mods / [Mod Idea] TechTree GUI
April 20, 2015, 03:01:08 PM
So I've been playing for a while and one thing I've been annoyed with is the difficulty of having techtree goals when you dont know which branch a certain tech is under (mostly from mods). So my idea is to have a panable GUI for the research screen, much like the achievement list in Minecraft. Another idea I had that went with this is if you select a research that's further down the tech tree, and you have several prerequisite tech that needs to be researched first, the GUI mod will automatically map out the line and set the current research to follow that line automatically. This'll make it so your researcher can continue to research what you want up to that goal without you needing to go in for each level of research