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Messages - Avis

Pages: [1] 2 3 ... 8
Outdated / Re: [A16 ]More vanilla factions
« on: January 20, 2017, 08:28:29 PM »
where is the download link ?

Should be attatched to the OP

Outdated / Re: [A16 ]More vanilla factions
« on: January 08, 2017, 12:11:40 PM »
@JABBA2000 @doodeeda

I could make specfic versions for those mods, it's just a simple def tweak. I have to do it per every single faction though.
I'll look into making aditional versions that include the defs from those mods.

Outdated / [A18] More vanilla factions
« on: January 07, 2017, 12:26:27 PM »
This mod does not change the number of faction bases or directly change the frequency of raids, traders, travelers, etc.

I've always wanted more factions to be around, for additional trading and raiding options.
After failing to find a mod that does it, I made this.

-forces 4 tribe factions, rather than the default 1-2
-forces 4 outlander factions, rather than the default 1-2
-forces 2 raider factions

compatible with old save files, overwrites factions_misc ( I'm not sure how this will work with other faction mods, use them with this at your own risk.)
Please note you will need to create a new game for this mod to show its effects. ( faction discovery may be able to help, i hear? )

issues are possible.

B18 regular download:
A17 regular download:
A17 10 of each faction download:
A16 regular download:

General Discussion / Re: Steam is down and I cant play offline
« on: December 23, 2016, 12:18:51 PM »
yeah this is pretty annoying....

General Discussion / Re: Alpha 16 unstable branch feedback
« on: December 18, 2016, 11:33:25 AM »
i've run across a few issues:
While i had a caravan traveling through a large stretch of arid shrublands, everyone got downed by heatstroke and the caravan was stopped with no way i can tell to get them back and going again?
attacks on my caravan ( 3 melee tribal and 2 dromedaries ) seem to always be unbeatable,
This is probably just because i'm sending out caravans too early in the game, but yeah.
My caravan seems to like resting for the night right before they arrive at there destination, this is probably just a product of chance, but it can be a tad annoying.

General Discussion / Re: What do animals eat?
« on: May 20, 2016, 08:10:12 PM »

Hi guys, I have hydroponics going in an arctic biome, so naturally that food is very precious.  A trading caravan came to visit, and some muffalo of theirs has wandered in to the hydroponic room and is eating my rice plants!!! How do I prevent this situation short of declaring war on the trading party?  I want to lock doors or something, but there's no option to do this.  Please help!  My hungry colonists will thank you!
That'd be an excellent topic for a new thread.

Off-Topic / Re: Any gamemaker devs?
« on: March 23, 2016, 06:24:35 PM »
I've dabbled with game making for over two decades.  Not that I have much to show for it.  ;)

I've always got a fun idea or two that I'll work on sporadically for a few weeks to a few years, and they mostly get abandoned in the end.  I like the creative process, but I never quite come up with something "good enough" to release.  (I'm actually working on a project right now that had a 3 year hiatus, which is a record for me!)

Hahaha yeah, I love building the beginning of the engine and making something really cool.
But then I abandon the project for something else just as overly ambitious, surely to suffer the same fate.
I tell myself I'm looking for the right idea.
The game that I'll be passionate enough about to not give up on.

Off-Topic / Re: What language(s) do you speak?
« on: March 22, 2016, 10:58:23 PM »
I kind of can do GML ( gamemaker language )

Off-Topic / Any gamemaker devs?
« on: March 22, 2016, 10:56:22 PM »
I make games in gamemaker, just as a hobby.
I haven't finished anything, and i don't see myself taking on or finishing any big projects anytime soon.
Just wondering if I'm the only one here ?
Also, I haven't been on these forums in months and I'm waiting for the next alpha to start playing rimworld again.

I had 3 tamed muffalos that just decided they were done with the colony and left.

If that's true and they didn't accidentally die and then we're slaughtered. If not, this would be a serious game breaking bug.

I just sell off my muffalos early winter now usually.
I don't actually know where they go?
Maybe it has something to do with whether they're allowed outside/ on the edge of the map.
I'm too tired to investigate it right now.

Stories / Re: The Alpaca who didn't know its limits.
« on: November 16, 2015, 07:46:42 PM »
That gave me a good laugh xD
i had no idea animals could drink alcohol.

General Discussion / Re: Rimworld in a Nutshell quotes
« on: November 16, 2015, 06:23:41 PM »
Aaand that's the end of this colony.

Umm tamed animals dont wander off the map. Tame them. Problem solved.

I had 3 tamed muffalos that just decided they were done with the colony and left.

Off-Topic / Re: Do you know of any FREE writing programs???
« on: November 15, 2015, 08:54:47 PM »
Writing as in with your hand?
Or writing with a keyboard?
Open office and google docs are quite good if you need a word processor, with google docs being completely online.
If you're looking for a program where you can hand write things, Windows Journal seems to be for that.

Mods / Re: Barracks
« on: November 15, 2015, 08:52:23 PM »
Well, The idea behind that being a thing is, Your colonists are people, and there rooms are there houses, they are all they have to there name.
I can see why it might make sense for genetically engineered super soldiers to not care about that kind of thing.
You'd need to add a Trait to negate this effect, and I'm not sure if that's possible as i do not mod rimworld.

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