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Topics - rimmer21

#1
Help / Forsaken Crags + RimCities Light Patch
December 17, 2019, 12:33:59 PM
Crosspost from reddit: https://www.reddit.com/r/RimWorld/comments/ebu0rk/forsaken_crags_rimcities_light_patch/?utm_source=share&utm_medium=ios_app&utm_name=iossmf

Figured I could get some more great feedback here.

I'm playing a modpack with RimCities and Alpha Biomes and Zombieland in Forsaken Crags Biome and I realized that on MapGen that all power in the cities are produced by solar generators but Forsaken Crags is a permanent dark map making it critical to find wood, chemfuel, and building wind turbines extremely essential for survival. Would anyone know how to patch or make an infinite generator appear in mapgen for cities so the actual buildings can maintain light in the forsaken crags biome? I'm also using realistic darkness and dead's dense biomes so my record survival time is somewhere around 12 days bc food rots quick and resource is scarce, super fun but if i can't figure it out then may just have to begin my medieval mod pack play through that i have planned out, thanks in advance!!

I assume I could use dev mode to plop down some wood and chemfuel generators at random and hope some conduits spark long enough to haul things back to base before establishing my own power source??
#2
Mods / Misc. Turretbase Objects Mod Request
December 15, 2019, 11:42:14 PM
https://steamcommunity.com/sharedfiles/filedetails/?id=727710731&searchtext=duplicate

can someone make it to where this mod will show the turret's stats after mounting the gun?
#3
Mods / Mechanoid Incidents Expanded
November 06, 2019, 10:12:00 PM
These are just ideas if anyone wants to champion them:

Mechanoid Conquest: a group of Mechanoids that temporarily enters your colony map and are in search of enemies to take over a potential base. Mechanics: These mechanoids temporarily claim any area that is not already your home area and entering any zone not already yours will make them hostile. So bunker up or set sail.

Malfunctioning Mechanoid: A broken mechanoid is spotted roaming your map tile and will not go hostile, essentially behaving as a wild animal although not tameable unless using what the hack or other related mods (free components/resources)

Harvesting Mechanoids: A group of mechanoids are raiding your tile for all plants, better hope there are none inside of your base. They will harvest all plants and will not leave until dealt with

Hacked Human: A human with an Aggressor Implant has wondered onto your map and will behave as a base mechanoid. They are equipped with high tech weapons and will not go down until health reaches zero. If not harvested when killed, their chip allows them to slowly restore tissues and organs back to 100%. You can implant one of these into your colonist to make them the toughest colonist ever (gaining immortality since your enemies will not harvest the chip) unless the body rots or is eaten by wildlife.

Rumbling Mechanoids: A group of non-hostile (unless attacked) dirty bloody mechanoids are passing through your colony leaving blood/dirt/or rock rubble in their traces making your map horrendous.. deal with them quickly

Mechanoid Drain: In a search of power, a group of mechanoids will "drain" the most nearby power line of all the energy stored. They will pass through peacefully if no power lines are on map

I hope someone will be inspired by these or create this idea :)
#4
Mods / deleted topic
August 08, 2019, 11:32:43 AM
edit** please delete
#5
General Discussion / SOOO many guns.. tribal start
August 05, 2019, 01:10:39 AM
I started a 3 pawn tribal game earlier today and got a gallatross on my map from the AA mod. I got a caravan visit from The Agency from the Rim of Madness mod. I decided to attack the gallatross and then flee behind the caravan to let them finish the work... it backfired (sort of..) and now I have 15 high powered guns laying around and lots of corpses and since it's a tribal start, I'm not gonna equip my 3 pawns with 3 super guns from day 1.. so what is the quickest way to get rid of the guns?
#6
Help / Giddy Up + Android Tiers
June 21, 2019, 09:48:04 PM
https://gist.github.com/28c286e8d7700fae34ff08eb4b6becae

can anyone identify the problem? It's the GiddyUp Mod and the Android tiers mod. Haven't broken gameplay or anything but the log is really annoying.
#7
General Discussion / Rimworld Food Help
June 21, 2019, 06:00:47 PM
I don't want my animals coming inside of the colonists' structures and raiding my stockpile for food so how can i make it to where the animals have something to eat besides hay and kibble that my colonists' dont need for cooking? And also how do I feed my prisoners without giving them access to the stockpile?
#8
Mods / Non Steam link for this mod?
June 21, 2019, 04:51:40 PM
I've been looking everywhere but I cannot find it: https://steamcommunity.com/sharedfiles/filedetails/?id=1319614331 and is anyone else experiencing debug log errors with the mods Giddy Up! Core (GiddyUp Core! has created an error) or Android Tiers (cannot butcher corpse type AndroidAT) ??