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Messages - Tommygunner70

#1
Mods / [mod request] Centralized Bill Management
March 10, 2020, 11:20:36 AM
if any modder is capable, I'd like a mod that will allow me to manage every single thing I can make in my colony from a single terminal. Sort of like how "Rimefeller by Dubwise" does with the resource console. currently having to hunt what workbench can makes what is starting to become a pain (even though "Dubs Mint Menus by Dubwise" does make it somewhat easier).

If something like this already exists then please do let me know.


Note: I already looked at "Colony Manager by Fluffy" Fluffy took out the production management from that mod a long time ago with no sign of it ever returning. Hence this mod request.
#2
Outdated / Re: [MOD] (Alpha 2) Project Dig
September 24, 2014, 03:27:13 AM
I'm too busy to really spend any time on this. so if anyone wants to continue expanding my mods then you got my permission. just give credit where credit is due.
#3
Outdated / Re: [MOD] (Alpha 2) Trade Federation
September 24, 2014, 03:26:07 AM
Quote from: jamieg on April 19, 2014, 11:15:42 AM
welcome back alot has changed... we thought you were gone so recreated this mod, check out galactic trader

Right, well I'm too busy to really spend any time on it. so if anyone wants to continue expanding my mods then you got my permission. just give credit where credit is due.
#4
Outdated / Re: [MOD] (Alpha 2) Trade Federation
April 19, 2014, 10:30:38 AM
No I'm not offline for good, just focused on other things and for some reason i never got notifications on my mail account about replies being posted.

just got back into the game and have to see whats what.
#5
Outdated / Re: [MOD] (Alpha 2) Project Dig
March 09, 2014, 09:44:40 AM
Ah right. well the idea is like minecraft, sure you can dig straight down with a shovel in sand until you hit sandstone or normal stone. all the while picking up material as you go. it would be like that. dig out sand, hit bedrock/sandstone. and its that sand that you use for creating a patch of farmland.

but its still a long way off before I have time for all this. currently busy with more important things.
#6
Outdated / Re: [MOD] (Alpha 2) Trade Federation
March 09, 2014, 09:40:43 AM
Quote from: Vas on March 06, 2014, 06:41:20 PM
I would mod it and show you, if I could figure out how to do it.  :P  All of the meat products in the mod don't have any price set which makes me wonder, where do they get their price from?  I thought I might just copy/paste prices from other items and make it work like that.  I dunno if that'd work though, adding prices manually to the meat tables.

-------
It seems all meat products are zero, free.  At least on the industrial trader so far.

RimWorld363Win\Mods\Core\Defs\ThingDefs\Resources.xml
<basePrice>4.0</basePrice>
Potato's, Berries and Agave are defined in there, meat isn't defined anywhere yet.
#7
Outdated / Re: [MOD] (Alpha 2) Project Dig
March 06, 2014, 05:27:42 PM
well I can understand how that doesn't appeal to you. But quite honestly, if you think about it, currently your able to substitute Sand with soil like its magic, and while this mod is itself a bit alpha, it is a bit cheaty. You cant make fertile soil out of desert sand or the other way around no matter how much you till the land. You actually need to bring in the new soil and either scoop out what is already there, or just dump it over it.

At present I'm a little busy with other things to do modding but I'll get around to it eventually.
#8
Outdated / Re: [MOD] (Alpha 2) Trade Federation
March 06, 2014, 05:22:51 PM
Quote from: Psyckosama on March 04, 2014, 06:02:08 PM
What would you think about a version that adds Synthmeat(fixed link) to the trade list?
Quote from: Psyckosama on March 04, 2014, 07:36:29 PM
Made a version with Synthmeat Compatibility.

I would have liked it better if you first talked to me before just releasing a file in my mod thread.
I'll make an official release that includes Synthmeat when I have a little time.
Sadly the real problem is that if I include Synthmeat as standard pack, the everyone will have to install Synthmeat to run TF. and sadly, Rimworld doesn't 'merge' mods if they effect the same thing. the last mod to be loaded will over write everything in memory.

Quote from: Vas on March 05, 2014, 01:33:55 AM
I'd like a version that adds wood and planks to the things you can buy too.  It's possible I could add that myself tomorrow.  I'm using the Wood Economy mod, so that's why I'd like to see wood in the trade availability.  If you don't constantly cut down trees, they take over the world on you.  xD

I haven't looked into Wood Economy, been way too busy but I'll look at it soon.


Note; I don't mind people making modifications/additions to my mods. I just like to see the modifications made before people start uploading to my mod threads.
#9
Mods / Re: RimWorld Nexus
March 06, 2014, 06:54:08 AM
Rimworld on Nexus? Me gusta!
#10
Outdated / Re: [MOD] (Alpha 2) Project Dig
March 03, 2014, 03:22:34 PM
Quote from: Vas on March 02, 2014, 03:13:21 PM
Quote from: Lucius on March 02, 2014, 03:03:49 PM
Would be a little more realistic if you had to use some kind of degradable substance to make the soil, like nutrient paste as "manure".  After all; with the cooking skill now applied that nasty paste is almost a relic.

I agree with this, though it is hard to get nutrient paste out of the dispenser because people only go there to eat the stuff.  You can't right click it to get it to dispense regularly.
I agree with that

I was thanking of making sand and soil a resource you can gather, but I haven't gotten around to looking into it.

Like use 'mine' on a patch of soil, and the colonist would dig it out to create bags of soil while replacing the previous soil into a hard stone ground you would find under mountains or something akin to bedrock. you can then use these bags of soil to lay down the soil while at the same time digging up the sand, giving you bags of sand.

And with the bags of sand... well who knows; glass flooring anyone? I haven't thought that far ahead obviously.

Quote from: Lucius on March 02, 2014, 06:02:53 PM

rimworld changelog...
Quote
February 28
Fixed external code loading.
Created the Fertilizer Pump external code test mod. Adds the fertilizer pump building which uses electricity and slowly creates a growable soil field around itself.
Finished automated hunting. Colonists will hunt with guns or melee attacks.
Pawns now try to eat nice meals when they have the choice over nutrient meals.
Various bugfixes.
So nice to see a dev ontop of natural expansion.

Indeed it is. was actually thinking about making a 'Fertilized Soil' that had double the fertility of regular soil.
#11
Outdated / Re: [MOD] (Alpha 2) Trade Federation
March 03, 2014, 03:16:01 PM
Quote from: Vas on March 02, 2014, 11:32:44 AM
Quote from: Architect on March 01, 2014, 04:13:57 PM
Might I suggest human meat could be made acceptable by slave traders? In my mind at least, the slave traders are a truly nasty bunch.

Slave traders wouldn't likely do this at all.  But maybe if alien races every so often came by to trade with you?  They'd have all sorts of goodies in stock and love human meat.  :P

Well that's why there is two versions of this mod. In Dirty Deals, the slave traders do buy Human meat.
In the normal Version they don't. download the one that goes alongside your opinion ;)

Quote from: Psyckosama on March 02, 2014, 02:54:21 PM
Quote from: Tommygunner70 on March 01, 2014, 07:40:56 PM
Quote from: Psyckosama on March 01, 2014, 06:28:35 PM
I'd suggest adding meat to the Farm Trader. So far I've been finding it a bit of a bother to keep my meat stores stocked up and being able to trade for it would be a good idea.

Right, I'll consider doing that. right now I just noticed that the meat doesn't have a value assigned, as it its traded for 0 silver
will figure out how to fix that.

I'd make meat cost 50% more than potatoes.

I've looked into the meat not having prices assigned to them. Sadly the data part that allows me to set the price isn't in any of the XML files. meaning they aren't XML based just yet. I could try to write the XML myself but without knowing the programming for it, its like a shotgun blast in the dark. no doubt I'll hit something but the chance of hitting the right target is nigh impossible. and the potential for it messing up with how meat currently acts and is used in the game is too high. Until I see that the data on meat is moved to XML, this is as far as I'll go with this mode for now.


Note: I suspect that I could find the data if I opened the hard code of the game, but I haven't a clue on how to do that.
#12
Outdated / Re: [MOD] (Alpha 2) Trade Federation
March 01, 2014, 07:40:56 PM
Quote from: Psyckosama on March 01, 2014, 06:28:35 PM
I'd suggest adding meat to the Farm Trader. So far I've been finding it a bit of a bother to keep my meat stores stocked up and being able to trade for it would be a good idea.

Right, I'll consider doing that. right now I just noticed that the meat doesn't have a value assigned, as it its traded for 0 silver
will figure out how to fix that.
#13
Confirmed, Also have this issue. I have 17 entries in my mods folder, can only see 16. Resolution 1650*1050.
#14
Outdated / Re: [MOD] (Alpha 2) Trade Federation
March 01, 2014, 04:57:57 PM
Quote from: Architect on March 01, 2014, 04:13:57 PM
Might I suggest human meat could be made acceptable by slave traders? In my mind at least, the slave traders are a truly nasty bunch.

While slave trade is one thing, Cannibalism is another. Even the Dutch Slave traders of old thought of Cannibalism as taboo.

when I wrote this mod, I didn't include human meat for trade because really, its way too easy to kill raiders and then sell them as meat. But in the interest "power to the user" I'll add another mod package that includes it soon.
#15
Outdated / Re: [MOD] (Alpha 2) Project Dig
March 01, 2014, 04:53:59 PM
Quote from: Thoughtless on March 01, 2014, 04:34:33 PM
Mmmm, I just asked for this the other day.

didn't even know. :)