When you have a room with only 2 or 3 beds, you should get a smaller debuff in place of the barracks malus. These rooms would be called dormitories.
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#2
General Discussion / Combat Extended Patches
July 31, 2019, 01:39:05 PM
I've always wanted to try combat extended, but it is the most incompatible mod I've ever seen. From what I've gathered, any mod that adds new clothing, armor, weapons, or new species requires its own patch. And I've got 12 pages full of mods on the workshop.
Is this correct? How do you know if a mod needs a CE patch?
Is this correct? How do you know if a mod needs a CE patch?
#3
Mods / Creating a Fork of the Android Tiers Mod
July 26, 2019, 09:56:01 PM
I've literally have never modded anything before, but I want to try my hand by creating a fork of the Android Tiers mod to bring it more into line with how I think it should be. Basically I want to
- Remove all needs except a need for power drawn from power conduits and the need for social and recreation for tier 4/5 androids.
- Edit base stats of the tiers to make each tier fundamentally different
- Make each android tiers either built or spawned by the world have the same skills, passions, and backrounds
- Edit crafting so that only tier 4 androids need AI Cores
- Create "software packages" made at the android parts table increase the skills of androids.
- Make androids without AI cores unable to learn new skills.
I'm pretty sure all these things are possible seeing as the other Androids mod have most of these features implemented with their Droids. Of course, I wouldn't release the fork without Atlas' permission.
EDIT: I forgot to say that I have no idea how to do any of this so any guidance would be appreciated.
- Remove all needs except a need for power drawn from power conduits and the need for social and recreation for tier 4/5 androids.
- Edit base stats of the tiers to make each tier fundamentally different
- Make each android tiers either built or spawned by the world have the same skills, passions, and backrounds
- Edit crafting so that only tier 4 androids need AI Cores
- Create "software packages" made at the android parts table increase the skills of androids.
- Make androids without AI cores unable to learn new skills.
I'm pretty sure all these things are possible seeing as the other Androids mod have most of these features implemented with their Droids. Of course, I wouldn't release the fork without Atlas' permission.
EDIT: I forgot to say that I have no idea how to do any of this so any guidance would be appreciated.
#4
Mods / Quality Constructions Governed By Crafting
July 15, 2019, 10:48:16 AM
How difficult would it be to make all quality constructions, including those added by mods, governed by the crafting job instead of the constructing job?
I just feel making furniture is more in line with making a gun than it is building a wall.
I just feel making furniture is more in line with making a gun than it is building a wall.
#5
Ideas / Quality Constructions Should Be Part of Crafting Skill
July 15, 2019, 10:45:19 AM
Someone who makes furniture is more of a craftsman than a constructor. I think that any furniture item that has a quality associated with it should be made by crafters instead of constructors.
#6
Ideas / The Pathfinder Expansion Pack
January 23, 2019, 02:05:00 PM
I want an expansion pack that once and for all fixes World Map interactions to make them a worthwhile part of your playthrough and not something that you only use once in a blue moon. I want something that will really encourage the player to venture out and found new frontiers.
The core the expansion will be the addition of vehicles and modifications to faction behavior and world map interaction. I'll call it "Trail Blazers"
The world map is divided into 5% "chunks". Each "chunk" starts out with factions that have only 1-3 settlements close together. You can either buy maps from traders or send scout parties to reveal other chunks of the map which will have new factions.
Factions will not send raiding parties out of their way to attack your settlement. They will only do so if they are in the same "chunk" as your or if they hate you enough/see you as enough of a threat/opportunity as to send a major force to siege you/drop pods on you. No more lone tribals trekking to your remote ice-sheet base.
You can establish regular trade routes with factions as long as it is profitable for the faction you are sending a trade caravan to. Pawns assigned will move back and forth exporting and importing the goods you tell them to. These trade routs can be seen in the world map.
You can send out scouts to recon a "chunk" to reveal other faction's caravans or raids. More skilled scouts can spot more caravans and at high enough levels can predict where they are going. Scouts return to friendly settlements to take or buy food and can encounter dangerous situations, so having a skilled pawn able to forge effectively and defend themselves is recommended. Satellites can also be found or bought to give you near-perfect awareness of a "chunk" without the need to send out scouts.
Factions will attack and trade with other factions as well as yours. They can also establish new colonies if they have enough collective wealth, but this can be turned off. Factions will also never establish colonies outside of their "chunk" but this restriction can be disabled as well.
Caravans can be set to automatically bring enough food with them for their journey and will automatically stop at a friendly settlement to take or buy more food if they don't have enough on the road. This incentives players to build smaller 'way-station' colonies that provide resources to support longer caravan routs as well as give pawns a place to rest in a real bed.
Vehicles are a major part of the update and come in tiers. Tribals can learn to ride certain animals and use travois to increase the amount of goods an animal can haul. Medieval factions can build wagons that hold more goods and can transport multiple colonists. Industrial colonists can make trucks and cars that carry even more and run on petroleum. Spacer colonists can make flying VTOLS that make transportation anywhere an afterthought. Vehicles can be upgraded with better components and can be armed.
To support vehicles two new resources are added; rubber and oil. Rubber can be found naturally in tropical biomes or can be made synthetically and is used to make most industrial and spacer vehicle parts. Oil can be refined into petroleum to be used to make neutromine, plastic building material, synthread and synthetic rubber.
Oil and rubber are both very valuable but can be dangerous to get to. Oil can be found anywhere but is found in most abundance in dangerous biomes like deserts and ice sheets while rubber is exclusively found in disease-ridden tropical biomes.
Imagine creating a trade empire, forging close ties with your neighbors and setting up wagon houses all across the land to support your traders. Or sending a column of armored cars to raze a tribal village. Or an expedition of prospectors up to the north pole to set up drilling operations to be sent back to the mother colony. No longer is the player concerned only about their immediate vicinity, now they go out of their way explore and build all over their world, interacting with all the factions of the world in an organic way. This DLC would create the motivation and means to blaze a trail.
The core the expansion will be the addition of vehicles and modifications to faction behavior and world map interaction. I'll call it "Trail Blazers"
The world map is divided into 5% "chunks". Each "chunk" starts out with factions that have only 1-3 settlements close together. You can either buy maps from traders or send scout parties to reveal other chunks of the map which will have new factions.
Factions will not send raiding parties out of their way to attack your settlement. They will only do so if they are in the same "chunk" as your or if they hate you enough/see you as enough of a threat/opportunity as to send a major force to siege you/drop pods on you. No more lone tribals trekking to your remote ice-sheet base.
You can establish regular trade routes with factions as long as it is profitable for the faction you are sending a trade caravan to. Pawns assigned will move back and forth exporting and importing the goods you tell them to. These trade routs can be seen in the world map.
You can send out scouts to recon a "chunk" to reveal other faction's caravans or raids. More skilled scouts can spot more caravans and at high enough levels can predict where they are going. Scouts return to friendly settlements to take or buy food and can encounter dangerous situations, so having a skilled pawn able to forge effectively and defend themselves is recommended. Satellites can also be found or bought to give you near-perfect awareness of a "chunk" without the need to send out scouts.
Factions will attack and trade with other factions as well as yours. They can also establish new colonies if they have enough collective wealth, but this can be turned off. Factions will also never establish colonies outside of their "chunk" but this restriction can be disabled as well.
Caravans can be set to automatically bring enough food with them for their journey and will automatically stop at a friendly settlement to take or buy more food if they don't have enough on the road. This incentives players to build smaller 'way-station' colonies that provide resources to support longer caravan routs as well as give pawns a place to rest in a real bed.
Vehicles are a major part of the update and come in tiers. Tribals can learn to ride certain animals and use travois to increase the amount of goods an animal can haul. Medieval factions can build wagons that hold more goods and can transport multiple colonists. Industrial colonists can make trucks and cars that carry even more and run on petroleum. Spacer colonists can make flying VTOLS that make transportation anywhere an afterthought. Vehicles can be upgraded with better components and can be armed.
To support vehicles two new resources are added; rubber and oil. Rubber can be found naturally in tropical biomes or can be made synthetically and is used to make most industrial and spacer vehicle parts. Oil can be refined into petroleum to be used to make neutromine, plastic building material, synthread and synthetic rubber.
Oil and rubber are both very valuable but can be dangerous to get to. Oil can be found anywhere but is found in most abundance in dangerous biomes like deserts and ice sheets while rubber is exclusively found in disease-ridden tropical biomes.
Imagine creating a trade empire, forging close ties with your neighbors and setting up wagon houses all across the land to support your traders. Or sending a column of armored cars to raze a tribal village. Or an expedition of prospectors up to the north pole to set up drilling operations to be sent back to the mother colony. No longer is the player concerned only about their immediate vicinity, now they go out of their way explore and build all over their world, interacting with all the factions of the world in an organic way. This DLC would create the motivation and means to blaze a trail.
#7
Ideas / More Sensible Ages
January 23, 2019, 01:27:29 PM
All vanilla factions in Rimworld are pre-industrial in essence, with the only exception being Mechanoids and high-level pirates. I've crunched some numbers and determined that the average age of someone living in pre-industrial times is about 28.4 years of age. If that is the case, why is everyone a geriatric fuck?
Ages for colonists should generally fall within an average of 28 years, with a higher chance to find older colonists among Spacers. More experienced fighters, especially pirates, should be generally older but not too old.
In addition, Outlanders should not have a "cryosleep age" as they are just as native to the planet as Tribals are and shouldn't have that tech.
The cryosleep age for Spacers you find in ruins should be more uniform and dramatically higher (I found you after a mountain grew on top of your house!).
Ages for colonists should generally fall within an average of 28 years, with a higher chance to find older colonists among Spacers. More experienced fighters, especially pirates, should be generally older but not too old.
In addition, Outlanders should not have a "cryosleep age" as they are just as native to the planet as Tribals are and shouldn't have that tech.
The cryosleep age for Spacers you find in ruins should be more uniform and dramatically higher (I found you after a mountain grew on top of your house!).
#8
Mods / Believable Backstories
January 23, 2019, 11:41:58 AM
Is there a mod that splits up the character backrounds based on factions so that they make more sense? Tribals get there own set aside list of backrounds, so why don't pirates, Outlanders, and Spacers? I hate how many Glitterworld Surgeons end up besieging my base or how many crimelords I see escorting caravans.
#9
Mods / Automatically Close and Open Auto Doors
January 13, 2019, 10:56:19 PM
Is there a mod out there that lets you automatically close and open auto doors without having a colonist have to walk through them?
#10
Mods / Solid Mountains Mod
January 10, 2019, 08:34:10 PM
Is there a mod out there that makes terrain generation work in such a way that mountains are completely solid and do not have any "hidden areas" within them? These constantly mess up my plans for my mountain bases and are annoying to fix.
#11
Mods / What Mod are Splinter Colonies a Part Of?
January 07, 2019, 01:44:12 AM
I have so many mods that I can't even tell which feature belongs to which mod. In the faction control menu for modded factions I see I have the option to control the amount of "Splinter Colonies" on the map. I don't know what those are. Does anyone?
#12
Ideas / High-Tech Drug Lab
November 24, 2018, 04:17:41 AM
Tynan should add a powered drug lab variant that works faster than the regular drug lab. Thats it. I hate how primitive it looks in my high-tech hospital.
I would say that it should also give you access to medicine and drug making but all the medicine and drugs in the game are already industrial level tech meaning he would have to also add tribal/medieval level medicine and drugs to actually make the unpowered drug lab useful.
I would say that it should also give you access to medicine and drug making but all the medicine and drugs in the game are already industrial level tech meaning he would have to also add tribal/medieval level medicine and drugs to actually make the unpowered drug lab useful.
#13
Ideas / Ceiling Mountings
November 20, 2018, 03:11:51 AM
I thought it would be cool if certain items could be installed on the ceiling of your base rather than on the floor. Practically, this would allow pawns to walk through the item and for other items to be placed on the ground where the item is.
This would be great to use for turrets and lighting.
This would be great to use for turrets and lighting.
#14
Ideas / Pawns Are too Old
November 10, 2018, 06:55:00 AM
In my opinion, the average age of the pawns you find on Rimworld is too high for the pre-Industrial setting it takes place in. Most of the pawns I encounter either through raids or events are in their 40s or 50s. I'm guessing this is to offset the high-stats a lot of them have, but I would rather the opposite be true; most pawns are young (mid 20s) and have pretty poor stats except in what their backround is.
#15
Mods / Editing Colonist Traits and Skills Easily
November 05, 2018, 02:50:22 PM
I'm trying to edit the traits of a colonist to be more in line of their backround. However, I can't remove traits in dev mode for some reason God only knows. So I'm trying to edit them in the save-game file.
Of course, not even that is straightforward. For some reason, traits have different names in the savegame files than in the game, meaning I need a list of trait names as they should appear in savegames. Does anyone have such a list? It would be even better if you had a list of traits for the Consolidated Trait Mod as well.
What would be best, however, would to simply direct me to a mod that allows you to easily edit colonists skills and traits in-game. I thought that Prepare Carefully would allow you to do it through the cabinet that edits colonists appearance but alas, such hope was for nought.
Of course, not even that is straightforward. For some reason, traits have different names in the savegame files than in the game, meaning I need a list of trait names as they should appear in savegames. Does anyone have such a list? It would be even better if you had a list of traits for the Consolidated Trait Mod as well.
What would be best, however, would to simply direct me to a mod that allows you to easily edit colonists skills and traits in-game. I thought that Prepare Carefully would allow you to do it through the cabinet that edits colonists appearance but alas, such hope was for nought.
#16
General Discussion / Enough With the Flashstorms!
November 05, 2018, 03:41:09 AM
I've had flashstorm after flashstorm after flashstorm! No other events, just flashstorms! My jungle looks like the surface of the moon with how often forest fires keep happening!
That wouldn't be so bad if it wasn't for these firestorms constantly damaging my wiring to my thermal generators, making the power go out in my base constantly cuz apparently colonists just leave them out in the open without burying them in the ground (there is a mod idea, btw. Buried conduits that take more work but are immune to damage).
Whats worse is that even the generators themselves catch fire. I hate how weak material is in this game in general (how is it that tribals are able to dig through my concrete walls with wooden spears?) but the flammability of metal is the most enraging thing to me. I can understand temperatures getting high enough that metal starts to warp, but in Rimworld metal buildings actually catch fire and spread as if it were made of wood. I hope Sensible Stone and Steel gets updated soon...
Anyways, why is Randy throwing so many flashstorms at me and nearly no raids or tornadoes or such? Is it a wealth issue?
That wouldn't be so bad if it wasn't for these firestorms constantly damaging my wiring to my thermal generators, making the power go out in my base constantly cuz apparently colonists just leave them out in the open without burying them in the ground (there is a mod idea, btw. Buried conduits that take more work but are immune to damage).
Whats worse is that even the generators themselves catch fire. I hate how weak material is in this game in general (how is it that tribals are able to dig through my concrete walls with wooden spears?) but the flammability of metal is the most enraging thing to me. I can understand temperatures getting high enough that metal starts to warp, but in Rimworld metal buildings actually catch fire and spread as if it were made of wood. I hope Sensible Stone and Steel gets updated soon...
Anyways, why is Randy throwing so many flashstorms at me and nearly no raids or tornadoes or such? Is it a wealth issue?
#17
General Discussion / Your DLC Wishes
October 18, 2018, 01:03:40 AM
Now that the game is complete, what kind of DLC do you wish for most?
I want a DLC that once and for all fixes World Map interactions to make them a worthwhile part of your playthrough and not something that you only use once in a blue moon. I want something that will really encourage the player to venture out and found new frontiers.
The core the DLC will be the addition of vehicles and modifications to faction behavior and world map interaction. I'll call it "Trail Blazers"
The world map is divided into 5% "chunks". Each "chunk" starts out with factions that have only 1-3 settlements close together. You can either buy maps from traders or send scout parties to reveal other chunks of the map which will have new factions.
Factions will not send raiding parties out of their way to attack your settlement. They will only do so if they are in the same "chunk" as your or if they hate you enough/see you as enough of a threat/opportunity as to send a major force to siege you/drop pods on you. No more lone tribals trekking to your remote ice-sheet base.
You can establish regular trade routes with factions as long as it is profitable for the faction you are sending a trade caravan to. Pawns assigned will move back and forth exporting and importing the goods you tell them to. These trade routs can be seen in the world map.
You can send out scouts to recon a "chunk" to reveal other faction's caravans or raids. More skilled scouts can spot more caravans and at high enough levels can predict where they are going. Scouts return to friendly settlements to take or buy food and can encounter dangerous situations, so having a skilled pawn able to forge effectively and defend themselves is recommended. Satellites can also be found or bought to give you near-perfect awareness of a "chunk" without the need to send out scouts.
Factions will attack and trade with other factions as well as yours. They can also establish new colonies if they have enough collective wealth, but this can be turned off. Factions will also never establish colonies outside of their "chunk" but this restriction can be disabled as well.
Caravans can be set to automatically bring enough food with them for their journey and will automatically stop at a friendly settlement to take or buy more food if they don't have enough on the road. This incentives players to build smaller 'way-station' colonies that provide resources to support longer caravan routs as well as give pawns a place to rest in a real bed.
Vehicles are a major part of the update and come in tiers. Tribals can learn to ride certain animals and use travois to increase the amount of goods an animal can haul. Medieval factions can build wagons that hold more goods and can transport multiple colonists. Industrial colonists can make trucks and cars that carry even more and run on petroleum. Spacer colonists can make flying VTOLS that make transportation anywhere an afterthought. Vehicles can be upgraded with better components and can be armed.
To support vehicles two new resources are added; rubber and oil. Rubber can be found naturally in tropical biomes or can be made synthetically and is used to make most industrial and spacer vehicle parts. Oil can be refined into petroleum to be used to make neutromine, plastic building material, synthread and synthetic rubber.
Oil and rubber are both very valuable but can be dangerous to get to. Oil can be found anywhere but is found in most abundance in dangerous biomes like deserts and ice sheets while rubber is exclusively found in disease-ridden tropical biomes.
Imagine creating a trade empire, forging close ties with your neighbors and setting up wagon houses all across the land to support your traders. Or sending a column of armored cars to raze a tribal village. Or an expedition of prospectors up to the north pole to set up drilling operations to be sent back to the mother colony. No longer is the player concerned only about their immediate vicinity, now they go out of their way explore and build all over their world, interacting with all the factions of the world in an organic way. This DLC would create the motivation and means to blaze a trail.
I want a DLC that once and for all fixes World Map interactions to make them a worthwhile part of your playthrough and not something that you only use once in a blue moon. I want something that will really encourage the player to venture out and found new frontiers.
The core the DLC will be the addition of vehicles and modifications to faction behavior and world map interaction. I'll call it "Trail Blazers"
The world map is divided into 5% "chunks". Each "chunk" starts out with factions that have only 1-3 settlements close together. You can either buy maps from traders or send scout parties to reveal other chunks of the map which will have new factions.
Factions will not send raiding parties out of their way to attack your settlement. They will only do so if they are in the same "chunk" as your or if they hate you enough/see you as enough of a threat/opportunity as to send a major force to siege you/drop pods on you. No more lone tribals trekking to your remote ice-sheet base.
You can establish regular trade routes with factions as long as it is profitable for the faction you are sending a trade caravan to. Pawns assigned will move back and forth exporting and importing the goods you tell them to. These trade routs can be seen in the world map.
You can send out scouts to recon a "chunk" to reveal other faction's caravans or raids. More skilled scouts can spot more caravans and at high enough levels can predict where they are going. Scouts return to friendly settlements to take or buy food and can encounter dangerous situations, so having a skilled pawn able to forge effectively and defend themselves is recommended. Satellites can also be found or bought to give you near-perfect awareness of a "chunk" without the need to send out scouts.
Factions will attack and trade with other factions as well as yours. They can also establish new colonies if they have enough collective wealth, but this can be turned off. Factions will also never establish colonies outside of their "chunk" but this restriction can be disabled as well.
Caravans can be set to automatically bring enough food with them for their journey and will automatically stop at a friendly settlement to take or buy more food if they don't have enough on the road. This incentives players to build smaller 'way-station' colonies that provide resources to support longer caravan routs as well as give pawns a place to rest in a real bed.
Vehicles are a major part of the update and come in tiers. Tribals can learn to ride certain animals and use travois to increase the amount of goods an animal can haul. Medieval factions can build wagons that hold more goods and can transport multiple colonists. Industrial colonists can make trucks and cars that carry even more and run on petroleum. Spacer colonists can make flying VTOLS that make transportation anywhere an afterthought. Vehicles can be upgraded with better components and can be armed.
To support vehicles two new resources are added; rubber and oil. Rubber can be found naturally in tropical biomes or can be made synthetically and is used to make most industrial and spacer vehicle parts. Oil can be refined into petroleum to be used to make neutromine, plastic building material, synthread and synthetic rubber.
Oil and rubber are both very valuable but can be dangerous to get to. Oil can be found anywhere but is found in most abundance in dangerous biomes like deserts and ice sheets while rubber is exclusively found in disease-ridden tropical biomes.
Imagine creating a trade empire, forging close ties with your neighbors and setting up wagon houses all across the land to support your traders. Or sending a column of armored cars to raze a tribal village. Or an expedition of prospectors up to the north pole to set up drilling operations to be sent back to the mother colony. No longer is the player concerned only about their immediate vicinity, now they go out of their way explore and build all over their world, interacting with all the factions of the world in an organic way. This DLC would create the motivation and means to blaze a trail.
#18
Ideas / Auto-Equip
October 14, 2018, 12:54:29 AM
I play on icesheets most of the time and its very frustrating how my guys never take off their parka and tuque when indoors. Its rude to eat with your hat on and I'd rather they wear their work clothing (cook outfit, scientist outfit, etc) when inside.
I'd would be great if pawns would carry their clothing around with them and automatically change to whatever outfit is most appropriate given the temperature. Even better would be if you could assign them a locker they store all their clothing in and they changed depending on the temperature they'll encounter. But that would probably be a nightmare to get working...
I'd would be great if pawns would carry their clothing around with them and automatically change to whatever outfit is most appropriate given the temperature. Even better would be if you could assign them a locker they store all their clothing in and they changed depending on the temperature they'll encounter. But that would probably be a nightmare to get working...
#19
Ideas / Required Tools
October 14, 2018, 12:32:10 AM
What do you think of requiring pawns to process certain tools in order to do certain things?
Stuff like mining and cutting down trees would need a pickax and ax of some type and building with anything other than wood would require building tools. Pawns assigned to a task that needs a certain set of tools will automatically get them from a stockpile and will set them back when unassigned.
Tools would have an upgrade path, with tribals starting out with stone tools made at a crafting spot, then metal tools made at a smithy, then electric tools made from a machining table. Multi-tools can be made but are not as effective as dedicated ones.
Stuff like mining and cutting down trees would need a pickax and ax of some type and building with anything other than wood would require building tools. Pawns assigned to a task that needs a certain set of tools will automatically get them from a stockpile and will set them back when unassigned.
Tools would have an upgrade path, with tribals starting out with stone tools made at a crafting spot, then metal tools made at a smithy, then electric tools made from a machining table. Multi-tools can be made but are not as effective as dedicated ones.
#20
Ideas / More Item Slots for Pawns
October 14, 2018, 12:09:47 AM
How difficult would it be to add more items slots for pawns to wear? Things like gloves, shoes, necklaces and accessories/tools.
It would be a worthwhile addition in my view as it would allow for the addition of more items both from the dev and from modders that effect pawns in a variety of ways. You could add snowboots for better movement in snow and jewelry to increase the efficiency of social interactions. Shieldbelts could be moved from being belts to justs plain ol' shields in the accessory slot and the belt slot could be used for an actual belt.
Adding more items slots will open the way to many modding and development possibilities.
It would be a worthwhile addition in my view as it would allow for the addition of more items both from the dev and from modders that effect pawns in a variety of ways. You could add snowboots for better movement in snow and jewelry to increase the efficiency of social interactions. Shieldbelts could be moved from being belts to justs plain ol' shields in the accessory slot and the belt slot could be used for an actual belt.
Adding more items slots will open the way to many modding and development possibilities.