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Messages - Lord Fappington

#1
What rimworld desperately needs more than any
More content is efficient ui and overall reduction in micromanagement.

The micromanagement growth in the last two alphas has grown so exponentially I've really been turned off and haven't played nor continued my modding work.

Ironically enough, my mod, the romance mod introduced the ability to reproduce and relationship oriented traits.  My next step was to make dynamic relationships and children spawn.

Please address the ever growing micro crush, it's killing my game experience.  Take starting a colony, or producing obtaining new items?  How many filters do I need to fiddle with or else you got a guy with no ac and worn socks going berserk!
#2
Quote from: Sarasvatia on August 26, 2015, 12:15:04 PM
Oh ok thanks I didn't see that down there.

That's what she said...?  :'(
#3
Quote from: Sarasvatia on August 26, 2015, 01:13:16 AM
What am I suppose to download? There's no V0.8 in the dropbox or is it not updated to be compatible with A12 yet?

It's an attachment on the post (when your logged in its at the bottom of the post) will update Dropbox tonight.
#4
Quote from: harpo99999 on August 16, 2015, 01:04:17 AM
probable cause is that the mod is for a9 (two alpha's ago) and therefore incompatable with a11d that you were attempting to run it in.
and yes I also would like mr flappington to update the mod, but it looks like (s)he  has flapped off somewhere

After a big hiatus, I am fappy to say I'm back.  I will update the mod to be compatible with the next update.  Looks like with the new code for animal babies, I can fuse my romance mod with the new tynan-coded capabilities to make some real life consequences with "romance" heh heh heh...

stay tuned!
#5
Quote from: perci2112 on February 19, 2015, 06:43:58 AM
Well Lord F, A9 is out. Time to get the coding hat on lol.

Updated!  Enjoy!
#6
Help / Re: Targetpack & pawn.psychology
February 19, 2015, 08:12:54 PM
Quote from: Wastelander on February 19, 2015, 04:35:26 AM
I think psychology was moved to the pawn.needs.moods object?

At least, if you're trying to add a thought to a pawn, this is how you do it now:

actor.needs.mood.thoughts.TryGainThought(toGain);
Thank you both!!
#7
Help / Targetpack & pawn.psychology
February 18, 2015, 11:14:20 PM
what did these two respective terms get changed to in A9?
#8
Quote from: Dragoon on February 16, 2015, 08:50:21 AM
Why does having them uh..do stuff not effect them both? Like I told um I don't know Alice to much to south on frank (?) it only gave her the bonus.

Because the man is so prodigious in size, she gets all the satisfaction.  On a serious note tho:

Ya I want that in too; attempted to code it in but it proved a little bug ridden; its in the works tho :)
#9
Stories / Re: for those of you waiting for chapter 3...
February 13, 2015, 03:50:30 PM
Quote from: litenthadark on February 11, 2015, 05:52:43 PM
I am working on Chapter 3, just have been verrrryyy busy lately with work and school. I'll have it up either tonight or tomorrow morning.

~Litenthadark

Love your stories plz include my mod :)

https://ludeon.com/forums/index.php?topic=7112.0
#10
Quote from: szypkiyakwonsz on February 12, 2015, 06:26:33 PM
Same for me, I would love to somehow assign them and just let them "do the job". Manual picking is fun at the beginning, but after some time I'd prefer letting them do the fun automatically. I am fully aware of possibility of awkward situations that could take place, but manual "binding" one colonist to another would be much better than asking Big Joe to hump his one-eyed legless girlfriend each time.

Although I love the idea of setting lovemaking as a work and possibility to priorytize it, my underground harem lost the point and became a fapcave.
That's good feedback, I'll work on that moving forward
#11
Quote from: 200Down on February 08, 2015, 05:45:22 PM
Kinda makes you wonder why there are deseases at all with all that insanely advanced tech available.

I don't think I'll be expending effort to make diseases.  My next step is to add in the relationships, which will add a lot to the story.  Hopefully it will also limit who can love make with who, except for people that have certain traits (e.g., gruff lover). 

I want to expand it too beyond "romance" to encompass thing a like rescuing another, making there meals, healing them back to health.  All of this leading to platonic relationships as well.

While the topic is rich for jokes ( and I fully embrace them) I see a lot of great, more serious content in this mods future.  In fact, once it gets relationships past romance I may rename the mod.
#12
Quote from: 200Down on February 08, 2015, 12:13:00 AM

the fact that when a pawn faps it gives them a negative thought it makes me unsure whether I want to have the lovemaking job on
Chronic Fapper
[/quote]
^
^
My stomach hurts from laughing soo hard at that one... damn you!  Man a dare you to add "chronic fapper" as an actual skill. I double.. no triple dog dare ya!

I think you need to go for all out laughs ;D  RW could use some funny and you guys may be the the ones to do it.
God....., they all look like they would fit in a South Park episode anyways. Could  just imagine the lil dude fappin away...... starts his room on fire... then out of commission for the next fight... sooooo much funny to be had.
[/quote]

Ask and ye shall receive!  New update with chronic fapping trait and commensurate thought added
#13
I'm actively working on relationships/romance, I have a released mod that's halfwau thru implementing it

The Romance Mod

I'm going to expand relationships to go beyond romantic ones to general friendships, rivalries and combat bonds
#14
Quote from: Tynan on February 05, 2015, 04:36:23 PM
Quote from: Shinzy on February 05, 2015, 10:48:34 AM
I'm sure the only difference is just matter of life and death =P
"There is now a chance that surgeries will fail, either in a minor way or catastrophically, and controlled by medical skill."

Pretty much that. The medicine effectiveness is actually in the stats for you to peruse.
It's also be nice if there was higher chance of infection or injury of poor medicine, no medicine or poor medicine skill.  Just like combat, it shouldn't be a given that nothing bad should come from surgery/medical care.
#15
Quote from: Dragoon on February 03, 2015, 09:20:00 PM
Quote from: Sion on February 03, 2015, 06:14:44 PM
This is a thought that hit me as I was reading the description, I don't know if it is helpful in anyway, but I'll just leave it here.

Each colonist chooses a random number lets say between 0 & 20, it may be static or changeable over time (I don't know).
A colonist would like another more when the difference between their random numbers are small.
It doesn't matter where on the scale (0 to 20) the numbers are, just the difference between the numbers.
The scale could for example represent how good they are at romance (0 = no skill, 20 = legendary).


hmm I thought social would affect those stats.  I kinda prefer that over random chance.

I agree dragoon.  Anyone making a lets play with the mod?