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Topics - Prophetly

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1
Bugs / [1.3.3200] SLAVERS HATE SLAVE TRADING!!!!!!!
« on: February 07, 2022, 12:51:02 PM »

I was playing on Cannibals that don't care slavery but still they hate who sells slaves pics below



The thought is -15 sold slave but they should be appreciate slave trading!


2
I was disabled the mechanoid faction but appearently still having quests related mechanoids pics below. Quest give me rewards immediately but there are no mechanoids dropping on the map. game version is 1.3.3200



3
Mod bugs / Ø A REALLY DISTURBING BUG Ø
« on: September 26, 2021, 10:56:25 PM »
MY preator were killed and it says now her title will be inherited by The pawn named 'Tiger'
Tiger were lost in a caravan two years ago and now it says title belongs to tiger.

An another funny bug I've discovered is; When the 'Tiger' named pawn was lost in ambush in his caravan, The biosculptor belonged to him was showing me his health status when I mouseover the "Prepare Medic Cycle" option.

 Appearently he should be dead but he's not and he is not anywhere i can reach.



MODS THAT I'VE USED
[/size]



SAVE FILES






4
Mod bugs / [1.3.3069] ABOUT SLAVE MENTAL BREAK - a bug has a story
« on: July 25, 2021, 01:39:25 PM »
I've had a slave under my control, he ran wild cause mental break. Here's what happened

  • I beat him while he was a wild man and then rescued him.
  • He decided to join my colony
  • I couldn't use my "Convert" ability to convert his ideo to mine, I couldnt even click it because there was no option/text when i was mousing him over, i tried other pawns it was fine but it wasn't working on him
  • So i captured him back to try convert ability or convert him, it worked but i realized that he was a prisoner of NOT my faction, tried to release him he did not join to my colony back he was returning home which is my enemies that it should not to be
  • I took him back recuit him. That was a waste of time because he was member of my colony this is not right

My run was not containing massive +600 mods. I was using around 7 mods which are essential
Harmony
Rocketman
Hugslib
PickUpHaul
No Yayo Addiction
RimFridge
EPOE
Vanilla expanded events

5
Help / how do i increase hitpoints of added hediffs
« on: August 22, 2019, 02:19:29 PM »
as you can see the image that shows hitpoints of artificial brain that how much it has. thrumbo has 80 hitpoints on its brain and the other hand humans have 10 hitpoints naturally. I was making my own mod for my own taste bionic body parts are durable than meat right? give me some solution guys



6
Support / how do i increase hitpoints of added hediffs
« on: August 21, 2019, 05:36:19 PM »
as you can see the image that shows hitpoints of artificial brain that how much it has. thrumbo has 80 hitpoints on its brain and the other hand humans have 10 hitpoints naturally. I was making my own mod for my own taste bionic body parts are durable than meat right? give me some solution guys



7
Ideas / Realistic Bleeding BugBlood in Health conditions options.
« on: March 10, 2019, 04:02:24 PM »
Hi Colonists! I have an idea, bleeding insects's bleeding effect in their health overview must look like this ;

thats cool

their bleed effect look like red, like human or others. and there are slimmy grey blood on the ground when they are bleed. so i think all of this more sensible than red blood
||
\/


8
Releases / [v1.0] More Big Bases
« on: March 03, 2019, 03:45:03 PM »
                                          PROPHETLY'S BIG BASE



Hi Rimworlders, i've made a simple mod that bases will generated much more bigger.



     Bases will be generated four times bigger

     Bases will have more goods-stash

     More security and pawns

     
I suggest you to use it while in ur in late & endgame. Because of that, there is no other possible way to get them out.
Edit; U can use either way feel free.

This is my first mod ever i've made. So if you see any unsymetrical desing in generated settlement map, dont be scared about your savegame because it's not the end of the world :)

This mod is compatible all other mods and old saved files.


Have Fun :)
LATEST VERSION
 ||||
 ||||
 \\//


[attachment deleted due to age]

9
Mods / [Mod] Prophetly's Bigger Bases
« on: March 03, 2019, 11:09:59 AM »
                                            PROPHETLY'S BIG BASE



Hi rimworlders, i've made a simple mod that provides bigger bases


     Bases will be generated four times bigger

     Bases will have more goods-stash

     More security and pawns

     
I suggest you to use it while in ur in late & endgame. Because of that, there is no other possible way to get them out.

This is my first mod ever i've made. So if you see any unsymetrical desing in generated settlement map, dont be scared about your savegame because it's not the end of the world :)

This mod is compatible all other mods and old saved files.


Have Fun :)

LATEST VERSION
 ||||
 ||||
 \\//


[attachment deleted due to age]

10
Mods / About GenStep.
« on: March 01, 2019, 06:01:28 PM »
want to clearly know how to write genstep. i was thinking it is all about world generation and it will be so cool if i make my own mod that generates more complex labirynth-like ancient danger locations, precious lumps and pirate base size & designations & security also mountainus based pirates :)
spent more than two hours to find all about genstep, and it ends here. help me guys

11
General Discussion / Tynan, i found you xD
« on: February 28, 2019, 07:27:25 AM »
after spending nearly two hours for my tribe colony, i got a slaver caravan from nearby settlement realized there was a guy called Tynan, 70 year old, Punk childhood and Game Developer.

LoL, he was pyro btw xD










what a game dude!! i love it

12
Ideas / <<<what you have sold, what they have got>>>HOT
« on: February 24, 2019, 05:29:32 AM »
i was thinking there is something and it should have changed after a16.

 The point is when you send a caravan near to another settlement for some trades, you just trade and get your stuff. For example; if you sell x12 luciferium to your nearby neighbor you can buy it back later, but you can't steal if you raid them (image below)

"selling stuff"







"and boom?? what are those trashes? i just sold x12 luciferium to you?? where are they?"




thats not all the other thing is settlements should actually have in their base what they are selling in trade screen as you saw. if you see x320 steel they have got, you must see those resources in their bases and it will be very logical and super good.

this is not includes trader caravans what you get. they are just temporary as always. and very cool.


 :P

13
Mods / [request] huge pirate base (comes with its much more treasure)
« on: January 13, 2019, 05:47:42 PM »
STORY IS;
there are many late game players out here, i had had a pirate base, destroyed it. got some meals and devilstrands with it, is that all? no i think not

it should change, i mean the pirate base size and more pawns. can anyone interest with this???? may i get help to make my own mod like this?? any help i get appreciated. my request is, pirate bases have a bigger base and comes with more pirates with it like this;


and more treasure  ;D ;D

14
Mods / [request] "fair precious minerals"
« on: January 13, 2019, 04:55:38 PM »
firstly, i greet you all of modmakers. the late game lovers are complaining to get six[6] tiles of precious uranium lumps before spending too much time to have those, with long range scanner.

 this is unfair, also they get ganked by raiders or manhunters and especially sleeping mechanoids in there.

you can say "this is ruinworld bruh" but yes you right, i am talking about late gamers and looks vanilla.
well, i need a mod if anyone can a little help to share it i appreciate. and please, dont forget this PLEASE, MAKE ALL OF PRECIOUS MINERALS HAVE A GREAT DANGER AROUND THEM.

i found this file, adjusted a little bit, result below;
\Mods\Core\Defs\Sites\Cores\PreciousLump.xml
<GenStepDef>
    <defName>PreciousLump</defName>
    <linkWithSite>PreciousLump</linkWithSite>
    <order>450</order>
    <genStep Class="GenStep_PreciousLump">
      <mineables>
        <li>MineableGold</li>
        <li>MineableSilver</li>
        <li>MineableSteel</li>
        <li>MineablePlasteel</li>
        <li>MineableComponentsIndustrial</li>
        <li>MineableUranium</li>
        <li>MineableJade</li>
      </mineables>
      <totalValueRange><min>30000</min><max>40000</max></totalValueRange>
      <nearMapCenter>true</nearMapCenter>
    </genStep>
  </GenStepDef>





















so satisfying right?

turn all of this back to the normal below;

Quote
     </mineables>
      <totalValueRange><min>3500</min><max>5000</max></totalValueRange>
      <nearMapCenter>true</nearMapCenter>
    </genStep>
  </GenStepDef>















make your discussion. i need a mod for that, dont want to change rimworld's own files. thanks im waiting for response.

15
Mods / [req] faster long range mineral scanner
« on: October 13, 2018, 12:44:33 PM »
is anybody here to suggest me a mod or show me where the def of long range mineral scanner's spawning site interval days thing? i mean i am bored to waiting 100 years for generate a precious jade useless d(l)ump.

i want my long range mineral scanner work faster thats it.


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