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Messages - James009

#1
General Discussion / 1.0 unstable branch - BUG
November 11, 2018, 05:25:54 AM
QuoteI encourage anyone who is willing to give the unstable branch a try with any combination of mods. If you're willing to take the time, please report compatibility problems in the forum thread below. Thanks very much.
So, I am apparently subscribed to the unstable version of the game and once it updated to the unstable version my pawns now unequip all clothing and armor once I am done with drafting them; they keep their weapons.

I've double checked the apparel load-outs and everything is in order. I suspected it was a mod update but it seems to be happening even after unloading a number of (but not all) mods. It appears to be effecting everyone from soldiers to workers to farmers. This wasn't occurring before this update.

Hope this helps!

v1.0.2083

EDIT: Disregard. I downgraded the game back to the public version and it's still doing it. Looks like it was the "change dresser" mod and incorrectly assigning loadouts which explains why it still persisted after disabling the mods.
#2
This looks fantastic :D
#3
Quote from: Snownova on July 09, 2015, 06:05:59 AM
You should add replicators! And mineable dilithium crystals which can then be used as a power source for said replicators :D
I could re-do the Nutrient Paste dispenser and make it cost a LOT more energy but it gives pretty good meals and only runs off of energy. I don't think I'll add dilithium as that is mostly used for the starship functions and wouldn't be needed on away missions, crash landings, or colony expeditions.

If we had the ability to play RimWorld ON a starship, that'd be a different story.

Quote from: antibodee on July 09, 2015, 01:59:30 PM
Brilliant mate.  Best part of this would be if you can get a Borg faction, especially if playable.  With the limb for limb mechanics, and by merging many already existing mods, I think this would be awesome.

Dont know if you made this because of my request forever ago, or your own idea, but thanks for the email.  Ill be watching this closely.
The Borg are probably possible as a combination of a new race and the zombie mod mechanics but I'm not nearly experienced enough for that yet. They'd also probably be nearly impossible to beat, haha. We'd also need a host of new graphics for that and it took me hours to do the uniforms and weapons.

Anyways, thanks for the feedback. I'm glad to see others are excited about this mod. If anyone is playing it yet let me know what happens in your stories (and bugs).

Also, if you've already downloaded the v0.3 I've updated it with a small bugfix that fixes the phaser rate of fire (which I was testing) and a combadge bug.
#4
728 + 1 = 729

Well on our way to 1000. That being said, cannot wait to see the next update with animals.
#5
I cannot wait until X-COM 2, I especially like that they are adding in mod support.
#6
Mods / Re: Adding Races, is it Possible? YES
July 08, 2015, 03:53:08 PM
Quote from: DizzyCrash on June 30, 2015, 01:33:00 AM
Quote from: DizzyCrash on June 29, 2015, 01:14:08 PM
I have a idea, a idea that will make me want to learn the system and become a modder, but I have to know first... is it possible to add alien races? To be playable along side humans, my only idea at the moment with my minimal knowlage is to change all the hairs to look like strange alien faces but than having to deal with every time you put on a hat they turn into a human...
Is the modding tools flexible enough to add something like another race to the game, iv never seen any mods that allow that and so I am skeptical but I need suggestions other than hair to make it work.
This site is like the worse for answering questions, i dont think iv ever got a response...

Let us be clear, he stated that this site was only "like" the worst for answering questions. This raises the question of which RimWorld site is:
A) the absolute worst answering questions
B) the best for answering questions

Also, for custom races, check out the Droid mod which adds completely new playable and controllable droids pretty much proving that, YES, you can make completely new races that function.

Given how, I have no idea.
#7


Star Trek: Fall of the Federation

This mod is currently developing for all the Star Trek fans and enthusiasts. It currently adds in Federation uniforms based on the Star Trek Voyager or Deep Space Nine style uniforms. The uniforms are pretty standard jumpsuits that are slightly better then default clothing and they come in a number of colors representing the various departments.

  • Red = Command
  • Gold = Operations (Engineering/Security/Tactical)
  • Blue = Medbay/Science
  • Green = No clue.

I've also begun adding in Star Trek style weapons including hand phasers and phaser rifles complete with SFX.


Screenshot taken while using Ultimate Overhaul Modpack.


Screenshot of V0.2 hand phaser weapons firing.


Screenshot of V0.2 phaser rifle weapons.


Screenshot of V0.2 combadge.


Story
Based in the late 2360 the premise of this mod is that the Federation has fallen upon hard times with the war against the Dominion and the Borg not going well. Outstretched and thinned your ship went down on an isolated and desolate planet far away from Federation influences. But you could also be on an extended away mission or establishing a Federation outpost or colony with little Federation support.

Use EdB Prepare Carefully to create your own story.

DOWNLOAD!
V0.03a

Versions

  • V0.01 - Initial release. Adds Federation uniforms.
  • V0.02 - Phasers! Adds Federation hand phaser weapons from TOS and TNG era and TNG style phaser rifles complete with graphics and SFX. Implemented TNG era combadges that act as accessories. Changed uniforms to be department specific, non-craftable, without quality levels, and not constructed out of any materials (make them consistent and uniform).
  • V0.03 - Faction! Implemented the Federation faction which can have colonies, outposts, or maybe a ship in the area to help you out. They currently have two types of personnel (officers and enlisted). This will be expanded later.

Future Plans

  • Add in a Commsbadge that helps improve social.
  • Add Federation weapons (phaser, phaser rifle, ect.)
  • Add Federation equipment (tricorder, hypospanner, hypospray)
  • I might change the uniforms to specifically be a particular department and offer bonuses. For example, I'd have a Blue Medical Uniform which would help with medicine and science. Please give feedback on this idea.
  • Change uniforms to be static textures with pre-defined colors.
  • Add in TNG and TOS style uniforms.
  • Add a Federation faction (higher tech, nice, good traders).
  • Transporters?
  • Aliens.

Trivia

  • SFX must be monotone (and .wav) in order to work.
  • I changed uniforms to non-craftable so the different crafting materials wouldn't mess up the appearance and stats.
  • Best way to experience this mod is to spawn the necessary items via godmode or use Prepare Carefully to acquire them as they shouldn't be buildable or tradeable.

If anyone would like to help develop this mod, please contact me via PM.

[attachment deleted due to age]
#8
Ideas / Re: Sun Lamps power off at night
June 23, 2015, 03:49:26 PM
Agreed, vanilla needs this. One of those nice "quality of life" improvements for the game.
#9
Ideas / Re: Medical self care
June 23, 2015, 03:48:18 PM
Yeah, for wounds that do not mentally incapacitate you I think there should be an option to have a doctor treat themselves (have a penalty to it though, if its serious).
#10
Ideas / Adventuring like Fallout Shelter
June 18, 2015, 12:06:16 AM
So, Fallout Shelter is a big hit and I think one of the greatest things it does is allow you to send out your dwellers to go adventuring into the Wasteland. As time passes they go on little adventures where they find interesting things, fight, get hurt, or make friends and it's all displayed in a cool text summary (graphic and graphic).

There is so much potential for this as you could just scout the surrounding world tiles for things like resources, you could discover new factions, you could send out your good talkers to improve relations with factions (and have funny little stories about their visits), or you could just kill bandits and pirates (which could reduce the amount of baddies hitting you).

This would also make the whole world map VERY useful as the world now has a meaning and would be interactive. Maybe you could use this to start a new-game-plus by sending out a group of hardened survivors with good supplies to make a new colony.

Colonists could:

  • Explore/Scout
  • Scavenge
  • Patrol or attack hostiles
  • Conduct diplomacy with other groups
  • Conduct trade with other groups
  • Conduct research

Again, as they do these tasks you'd get some sort of a fancy looking summary of their adventures or exploits and it's possible for their skills to increase as they're doing these.

I think it'd fit in nicely with Rimworld and offer some great player experiences. Modders could possibly also add their own adventures and quests for colonists to go on which would help expand the game's life a bit too.

It works for Fallout, it'd work well in Rimworld.
#11
Quote from: Muramas on April 23, 2015, 02:14:26 PM
I don't know if this is something that you changed but my combat trader is not selling or buying personal shields anymore...they are starting to pile up ;p
I think someone did a mod where you could summon traders or something. Maybe something like this would be a great feature to be able to summon a specific trade ship (and then have a cooldown afterwards).

Again, loving this mod. Just got your new update now.
#12
Ideas / Re: Making MELEE viable
April 23, 2015, 03:59:40 PM
Yeah, melee (and brawlers) both need some love. I'd add that brawlers have a chance to temporarily disarm an opponent if their skill is high enough (beginning at 8).

Melee itself needs some changes as well.
1) Each weapon has a chance to parry other melee attacks (success multiplied by skill). For example, a sword would be good at parrying while an axe would be much less effective, and a pistol would be almost impossible to parry anything with. A parry would result in absolutely no damage and can lead into a counter-attack.
2) Each weapon has a chance to block an oncoming melee attack which results in a large reduction of damage. Shields could also be implemented as (expensive) secondary defensive weapons (only equippable with melee or pistols) that can help with this.
3) Agreed with valor, give all weapons some CQC or melee attributes to help out. For example, a rifle would be more effective in hand to hand combat then a machinegun but one with a bayonet would be quite effective but possibly slower in attack speed. Another example, you can melee attack faster with pistols and SMGs but they'd do less damage.
#13
Quote from: bluestrike15 on April 22, 2015, 11:05:49 PM
Say what happened to the flower pot? Seems to have been removed in these updates.
Very cool mod, I used to think it was a little daunting but I'm loving it now.

And what did happen to the decorative items? Any way to re-add those? I miss the pots and we need more decorative things.

Also, can the wooden planks be altered a little? Upon first look (when I was new to this mod) they looked a lot like gold and confused the hell out of me.
#14
Mods / Re: [REQUEST] Low-Tech Land!
April 21, 2015, 03:04:15 PM
It'd also be neat to have a medieval total conversion of Rimworld focusing on swords, spears, bows, and iron armor. I think once the game gets a bit more complex (with leadership roles and military control) this would be fantastic.
#15
Mods / Re: [Mod Request] Reproductive
April 16, 2015, 01:26:56 AM
Its certainly been requested before and the community seems divided on the idea. Personally, I think it could be an interesting gameplay mechanic, especially with older colonies.

However, they'd need to really revamp the mechanics of "fun", social activities, and implement a solid relationships system. That being said, if Dwarf Fortress can do it (and it's a cool mechanic) why can't Rimworld do it better?