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Messages - MrWashingToad

#1
Outdated / Re: [A12d][ModPack] The ModVarietyPack
April 18, 2016, 10:55:39 AM
To niterunner
Quote from: simon-82 on April 06, 2016, 05:45:25 PM
Hi guys :)

Didn't have much time to work on the pack. That's why there was a lack of updates.
I just watched the A13 release video and the changes look awesome :)

Unfortunately that means most of the mods in the pack will either need updating or have to be changed or rebalanced. Some mods can also be removed because they are in the core game now. Like the trader caravans.

So here is how it goes. To update the pack I need to firstly have a chance to play the vanilla game and look at the modlist to see what I want to keep. Then I will look at the parts I did for the modpack and see what I can update / change myself. The research tree obviously needs to be redone and the ressource system needs to be adjusted for the new vanilla "component" ressource. This means tons of recipes need rebalancing for example. Next, I need to update the core mods I want to have. The pack was always built around CombatRealism, which received a major update recently (with another on the way).

At a first glance, this is what I want to do. Much more will surely pop up while do this. But the biggest problem right now is that I don't have the time to do all this because RL is pretty busy.
I just wanted to post this and inform you all what's going to happen and that I really really want to update as soon as possible.
But again, I just don't have the time right now to do it :(
I'll keep you updated how the progress goes though.

Been no updates on the Github that I've seen so at this point, no progress that has been discernible. <I am also wanting this>
#2
Quote from: eatKenny on April 17, 2016, 05:14:10 PM
Quote from: MrWashingToad on April 17, 2016, 04:12:12 PM
There has been some discussion on this - any way to make a 'Trojan' muffalo? It gets into base and then explodes, letting loose mad boomrats and squirrels everywhere?



I can't make claim to it - was brought up by Peter Taylor when I showed him this mod. His Twitch streams: https://www.twitch.tv/peter_taylor and YouTube: https://www.youtube.com/user/PeterTX404/videos
#3
There has been some discussion on this - any way to make a 'Trojan' muffalo? It gets into base and then explodes, letting loose mad boomrats and squirrels everywhere?
#4
Outdated / Re: [A13] MsCarsonelle's Theme
April 17, 2016, 04:01:16 PM
Please, please, please badgers.. also... I know someone did hedgehogs... but how about a boom-hog? Need small ones and huge ones (wild-boar sized).
#5
Outdated / Re: [A13] MsCarsonelle's Theme
April 17, 2016, 03:53:04 PM
Very cool! Thanks Mightyrick1, and MsCarsonelle is a great YT'er!
#6
Haplo - is there an easy way to increase the land trader 'time on station' time, or the time they stay once they plop their hut down? On the larger maps, I've seen them walk a day across the map, place hut, and 1 hour later they're packing up and leaving. Be nice if there was a way in options or config file we could edit the time they stay for.
#7
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 24, 2015, 05:09:22 PM
Simon-82, any chance of getting in the Less Incident Trolling mod for how it uses the population based raids?
#8
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 11, 2015, 12:19:00 PM
Here's YouTuber and Twitch caster Peter_Taylor's Twitch Video On Demand - approximately 4.5 hours of livestream RimWorld w/ the 1.13version of the ModVarietyPack installed - first look/first play.. http://www.twitch.tv/peter_taylor/v/23372558 . I'll try and get the YouTube link posted for when he gets it posted over on YouTube - normally the Twitch VODs last only about 2 weeks or so.
He's playing on Phoebe at Rough.

Edit: Peter_Taylor's playlist for the Birthday Livestream: RimWorld A12d w/ v1.13 ModVarietyPack https://www.youtube.com/playlist?list=PLekoqmtp9eDWGShnUfW4lB0RBaRQRX2K-
#9
Outdated / Re: [A11c] Hedgehogs!
August 22, 2015, 12:49:41 PM
I'm still waiting for the Hedgehog / Boomrat crossbreed, the 'BoomHogs'.
#10
Oh how I wish the higher skilled cooks could develop a "Chef Ramsay" trait where if the cook area is not clean - call it within 5 blocks of the stove - then the chef has a soft mental break for 20-30 seconds.

Other ideas: Chef goes berserk and wrecks stove; Chef goes berserk and throws away all the stored food from a stockpile - probably need a way to trigger on rotten food in the stockpile to trigger event?
#11
Thank you!!!!
#12
Outdated / Re: [MOD](Alpha 9) Darkness
February 27, 2015, 09:14:38 AM
So hyped to see what you guys working together can come up with on weather immersion and darkness mods. Will really open up the way for some great play.
#13
Actually heard it from YouTuber Quill18 on one of his A9 playthru's, and thought, you know, that would be REALLY useful.

Basically want a button we could press to keep the colonists from leaving the home zone, any away would move to the home zone with haste.
- would be used to keep colonists from running to their doom when we know raiders or something else is about to attack instead of going right out to line of sight of enemy to haul something.

#14
Razor rain did me in. Was hitting inside my base in sections that were under the "overhead mountain" area. I think Cassandra hated me this trip around as well. No darkness attacks, but pirates about 2 dozen times and nearly non-stop zombies and 3 razor rain events that wiped my base each time they hit.
v1.01, Cassandra @ 100%

Start 01 May 5500  https://www.dropbox.com/s/0h5hxklv9eu541o/screenshot7.png?dl=0
End 06 Sep 5500 https://www.dropbox.com/s/09z0z9du8wozm72/screenshot8.png?dl=0
#15
No EdB used, just a few rerolls till I found some that would work.. for a while..

Need to look at the terrors raids - they decided to stick around *forever* (see screenshots).
https://www.dropbox.com/s/22w58eqco9br3lj/screenshot2.png?dl=0  <-- Colony start
https://www.dropbox.com/s/tdgdm80cvwwps73/screenshot3.png?dl=0  <-- Colony dead
https://www.dropbox.com/s/k0bfsbntkzqvsqj/screenshot4.png?dl=0  <-- Day 62.89
https://www.dropbox.com/s/juaiupg1clajhuw/screenshot5.png?dl=0 <-- Just shows Day 62.89 event as "Group of Horrors" (about 50 worms and 15 Visceral).
https://www.dropbox.com/s/liehgx5yqd769bs/screenshot6.png?dl=0 <-- Day 66.89 colony ended - after 2 more attacks - zombies and pirates on top of each other.

Edit: Storyteller - Casandra Classic - Challenge difficulty (100%)