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Topics - LiteEmUp

#1
Mods / [Mod help] looking for 1.2 versions of certain mods
September 09, 2020, 04:42:35 AM
either as someone who is working on it or a 1.2 alternate replacement found on either steam workshop or here..

heck if i know how to port a mod to 1.2, i would do it myself...


Antiqua
Bonsaiplus
No disturbed sleep
Shared bedroom
Titanium+
Turret collection
Increased dodge chance
Jtweranimals
Jtsavageprisoners
Jthomemadebionics
Limited blight
Megafauna
Legs! (or mods that shows legs and arms)
Starship troopers arachnid v5.0 (a lot of walkingproblem's mods needs update to 1.2.. just so many good mods not being updated anymore)
Industrial age – objects and furniture (a lot of jecrell's mods outdated; there is an unofficial updated jecrell tools, but none working on porting jecrell's mods to 1.2 unofficially)
Call of Cthulhu stuff (jec)
Rim of madness stuff (jec)
Rimwriter (jec)
Star wars lightsabers/force/factions (jec)
Doors expanded (jec)
Lord of the rims – hobbits/elves/dwarves (jec)
Lord of the rims – facial stuff
Table diner
Repower
Visible pants (by xeonovadan)
Hand me that brick lite (not sure who is mod author)
Hardworking animals
Industrial rollers (not sure if the 1.2 version of project rimfactory on steam workshop already included rollers)
Mod-E (is this a vanilla feature already??? Or there is a mod similar to this?)
Animalcollabproj (I only found v1.1, so not sure if there is a 1.2 that is not on steamworkshop)
Rimgate jaffa (xen)
Xen's taming fixer (by xen)
Pawns paint (willielambo)
Roof support (match)
Ugh you got me (still works with 1.2? as only 1.1/1.0 is available)
Combat readiness check (by marvin; alot of his really good QOL mods needs porting to 1.2)
Definitely more cannons – no armored centipedes (still works with 1.2?)
Ofuton
Detailed body textures 2 (chicken plucker mods; any good alternate?)
Rimworld search agency (by killface)
Facial stuff (killface)
Alienfaces (killface)
Rs patch for rimface
More planning (rhaks; needs 1.2)
Inventory tab (by cptkota)
Better records tab (by odie)
Editable backstories and names (by kiame?)
Better notifications (by krafs)
Soundsystem (music joy stuff by tixuanago)
Tribalinstruments (by hansenbansen)
Rimstory
Numbers (by mehni)
More faction interaction (by mehni)
Colony leadership (by nandonalt)
Dual wield (by roolo)
Outdoor lighting (by stormknight)
Dda security and more (needs 1.2)
Moody (by giant space hamster)
Vault tec – handy things for your vault (needs update to 1.2)
What's missing (by revolus)



any help will be greatly appreciated
#2
Bugs / Bug with Mirillis Action recorder..
April 24, 2019, 06:32:44 AM
So i'm not sure if its just mirillis, my rig, or the game but here is the bug:

- Game freezes and then crashes when i try to quit to os the game, when this game is also run with action open.
- sometimes action fails to record the game after i try to quit rimworld to OS.. rimworld freeze and crash first, then i cant shutdown action normally; i have to use task manager to close action, and then i noticed the recorded video from last session is corrupted.
- i know that action has likely failed to record the video properly when on the top corner of the hud "saving recorded video" icon runs indefinitely; this usually happens when i do record a session for 2 hours, which is why i limit my sessions to 1 hour and restart again.
- after done recoding a video if i try to record a video using the hotkey(f9 for me), it never records a video again. I have to quit the game entirely and run rimworld again; which is a waste of ~15mins for me loading the game and save campaign.
#3
Mods / SAL auto crafter?
April 24, 2019, 06:23:06 AM
I didnt realize i was missing this mod when i finally decided to automate most of my production...

i do still have the industrialized rollers, i'm just wondering if there is a 1.0 version replacement for sal autocrafter??
#4
Mods / help figuring out mods from a screenshot
April 13, 2019, 02:25:16 AM
So here is the screenshot https://steamuserimages-a.akamaihd.net/ugc/843710951300115277/148071EFEE77F7819E820DB2A30164648C5716B1/

what i am curious though is how did he built those ships??? especially the one on the lowest bottom ship..

i have a feeling he likely used bridgello mod in order to have the ships shape curved, since in rimworld everything is "squared" shaped and no diagonal.. what im curious though is on the bottom ship, what did he likely used to have that bow part of the ship.. also on that aircraft carrier, im also wondering what did he used to have that bow design as well...


any help would be greatly appreciated
#5
Mods / help deciding on a food selection mod
April 09, 2019, 01:21:54 PM
So i need a better way to manage food restrictions on my colony... stuff like prevent kids from drinking energy drinks or coffee, make everyone only drink 1 coffee/energy-drink/tea per day, and feed prisoners only eat pemmicans..

so these are the 3 mods i found interesting and i've read what they do... but i need everyone who have either tested it or are currently using it, and let me know their experience using it..

WM Smarter Food Selection by Wishmaster

Pawn Rules by Jaxe

Better Pawn Control by VoulT
#6
Bugs / crashed ship not showing up??
April 04, 2019, 05:50:27 AM
So i'm not sure if there is a mod out there that is preventing crash ship events from spawning up, or somewhere from b17 to 1.0 crash ship events no longer exists... my current colony is at least 1 year old now and i have not encountered a single mechanoid...
#7
So i have the names-galore mod (can't remember now the name of the mod author) from b17 version and updated it to 1.0 by editing about.xml

i think it is not working because i did not realized it has an assemblies folder with a dll file in it...

so this mod basically just add more names and nicknames ingame, so you don't see the same names over and over again..

so what i did back during b17 was added more names and nicknames into the names list in the language file; thinking it was the way to add more names and nicknames into the game..

what i did not realized now is that it has a dll file, and that too needs an update to current version

i have no experience on modding with dll files or c#, so i don't know how to add more names/nicknames into the games, and also updating mods with assemblies folder into current version


any help would be greatly appreciated... i added the mod as link so maybe i can get a step-by-step guide on how to do it

https://www.dropbox.com/s/bdvj3tv3p946kil/NamesGalore-master.zip?dl=0
#8
Mods / Looking for a marriage mod
March 22, 2019, 04:23:52 AM
So is there a mod that lets a pawn married to 2 pawns at the same time??

I know there is a polygamy bed mod out there, so why not a dual marriage??
#9
Mods / Looking for a specific lock door mod
March 21, 2019, 03:01:21 AM
So i've search workshop and here(unless i missed on both) for a mod that makes forbidden doors really not accessible for pawns that are on a mental state.. i'm sick and tired of reloading saves or babysitting pawns who venture out of forbidden doors while they are on a mental state...

#10
Bugs / Teleport bug or not??
March 20, 2019, 05:09:59 AM
So far i noticed this happened twice in 2hrs of me playing rimworld... the colony is around 15days old.. and my game is heavily modded..

the bug is: 2 colonists on mental breakdown state(on seperate occasions each, one was on a swearing mode and other on cleaning mode).. and at both instances i noticed they were outside of my "home area". they shouldnt be able to come out of home area coz i forbidden all doors from bein allowed due to alot of zombies(zombieland mod)... i checked if there were broken walls or opened doors, and none so far..

so anyone experienced similar bug to mine??
#11
Mods / [Mod Request] Sports Recreation
March 19, 2019, 04:23:16 PM
Sports mods as recreation... we already have character backgrounds that can support this, why not actual activities your pawns can do

- Basketball
- Volleyball
- Tennis
- Track and Field
- Swimming
- Soccer
- American Football
- Baseball


also how hard likely this mod to create?? needed knowledge of C# scripting or knowledge of xml editing is what you needed??
#12
Mods / Need help finding 1.0 version of these mods
March 13, 2019, 04:20:53 PM
So im back to playing rimworld again and i need help on some of these mods if there is an updated 1.0 version of it or similar mods for it, if i still needed these mods..

UAC kit - Outfits only
Butcher Job - Eluthena's job mods mostly( nurse, brewer, etc)(also do i likely need seperate job mods or Job-Splitter mod is what i just needed??)
increased dodge chance
JTWeRAnimals mod - I believe all Jamestec's mods needs a 1.0 lol; this mod lowers debuff on killing bonded animals
JTSavagePrisoners - lowers debuff on harvesting/killing prisoners
JTHomeMadeBionics - makes vanilla bionics at machining table after researching them
Limited Blight - it seems that I can't find on Steam Workshop and Ludeon Forums.. I checked Marvin's steam page and its gone now :(
EPOE Asari Patch - compatibility patch for EPOE and the Asari alien races that allows bionics for Asari by Xen. Do you still need this mod?
Bonsaiplus - adds bonsai plants to the game
EPOE Twilek Patch - another Xen mod that adds compatibility between epoe and twilek.. still needed this mod?
Apini EPOE Plugin - compatibility patch with EPOE by Xen and Miss Bones.
Apini Race - playable bees by Miss Bones
EPOE Zabrak patch - epoe comp patch by Xen. My question is, is this likely needed to be able to add bionics to zabraks??
Legs - adds visuals for legs. ONE OF THE BEST MODS IMO.. and now we can no longer have legs again..
Borg Race - adds playable borg race by Beans
Crystalloid EPOE patch - still needed to have crystalloid bionics??
Autoclose Event Notifications - mod by Dingo.. what it does says it all..
Darkest Night SK - mod by skyarkhangel. This mod adds an event that have deadly creatures comes in when there are no lights.
Jecs Tobacco and Cigarettes - adds what it says
Cleaning Area - mod by Hatti. Allows you to set certain areas to be cleaned.



any help will be greatly appreciated
#13
SO last time i played rimworld, it was during b17.... so i guess it is now b19/1.0???
I just watched b18 and b19 info from tynan's youtube channel and have an idea on whats new to the game

1) So is rimworld going to benefit from being installed in a SSD?? i would love to hear the experiences of those who installed this game in a ssd
- technically any games should benefit from being installed in a SSD, but only a few would take advantage of it(BF4, witcher 3, gta5 to name a few)

2) when is version 1 or the game's official release going to comeout???

3) what mods(especially the most popular ones) are now considered obsolete or not needed anymore due to having similar features in b18/b19???
  - i noticed that any bridge related mods are likely not needed anymore, since they are added in the game.. also history mod, if i recall, is now in b19

4) So how is the game in largest maps, especially with large colonies, now that 64bit versions are added??
- i remember while in  b17, i played on largest map.. i have around 42 colonists, and everytime a raid drops, game would freeze for nearly 20minutes.. so i assume back then the reason why i would freeze is coz game was only 32-bit
#14
Mods / character name limit
September 03, 2017, 08:13:44 AM
Google seems not helping me find the info, so gonna ask here..

whats the max limit for character first names and last names??
#15
So i want to change the names of some of my colonists, NAMES and not nicknames... not just first name, but also last name as well..

i've searched steam workshop and the forums here, and there isn't seems a mod that allows you to change full names.. i've seen the save editor here in the forums, but that seems severely outdated...

so that leaves me to no choice but use save editing... so anyone experienced on save editing rimworld savefiles and guide me into changing just 1 particular colonist to have a proper family name lol


here is the reason why i want to change name:

Sammy doesn't seem to be related to either parents, so i want to change her name entirely resembling a relative of her parents lol... sammy is also seemed to be lord vader's lover even though she is not even a year old lol.. She would like to distance herself from that other sammy, so anyone who can help her solve her issues would be greatly appreciated..




#16
Mod bugs / AUTO SAL weird bug??
August 16, 2017, 06:13:10 AM
so after building SAL mk2 a notification about callie, some kid can now walk... I recall no one on my colony is named Callie, so i tried to select the notification to find out where this kid is... and it is leading me to this auto crafter machine lol...

#17
General Discussion / questions regarding weapon stats
August 15, 2017, 04:43:54 PM
Since the wiki doesn't have a quick definition on some stats, I have to read between the lines..

So
cooldown = how long it takes to shoot again after last shot; similar to skill cooldown? so lower number is better??
warmup = how long for your pawn to aim and shoot, once the cooldown is reset? so lower number is better??
burst amount = so its kinda like the ammo count, the amount of times a pawn will shoot before weapon goes into cooldown?? RPM dependent?? so higher number is better?
burst ticks = rpm of weapon affects this? so higher number is better??

burst amount and burst ticks are kinda confusing to define...


ex: steyr aug has a 0.75 cooldown, 1.9warmup, burst amount of 5, and burst tick of 7.. how does this rifle perform on battle?? pawn takes nearly 2sec to aim, and 0.75 to be able to shoot again..
#18
Mods / needed guidance on how to create a mod patch
August 13, 2017, 02:56:36 AM
So i'm currently playing glitter tech(no surgery) mod and i like some parts of it...

my biggest pet peeve from that mod is the weaponry on it... i understand that glittter tech is supposed to be really advanced tech... but that shouldn't mean all weaponry are at OP level to the point of you go for only maybe 1 or 2 weapons...


So i needed advice on where to start creating a mod that only modifies the values of the weapons/turrets from that mod... values such as damage, accuracy, weapon attack range....



any help will be greatly appreciated.. i could have just notepad edit the files from that mod folder, but i prefer to create the changes as a mod incase the game gets updated or that glitter tech gets updated
#19
General Discussion / ingame marriage..
August 05, 2017, 07:11:18 AM
So using prepare carefully, I have one of my colonist have 2 lovers as well..

on my previous campaign, he got married to one of them and dumped the other..

on the new campaign with same colonist lovers, he got engaged to both??? but marriage is still havent occured..

I didn't realized this can happen ingame and i'm wondering if you can get married twice at the same time.. or the engagement with the other lover gets canceled as soon as you get married??

so one of the fiancees is pregnant and im thinking time to put another pup on that other fiance's belly as well lol..

#20
Mods / another mod request: regarding colonist tasks
August 04, 2017, 02:02:34 PM
is there a mod out there that would keep your colonists on completing the tasks you assigned to them, instead of switching to another task after eating or taking a bathroom break(this is with the dub's hygiene mod)?

i'm somewhat tired microing my pawns regarding tasks when you have alot of projects going on.. pawn A is supposed to be building floor, but after eating, instead of finishing building a floor pawn A went working on building a conduit.. had to micro pawn A again to go back finishing building floors...