This looks like it could be very interesting. Is there a way to see a list of which events can be configured?
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#2
Support / Re: Girl develop it icon replace many objects in world
November 10, 2018, 09:25:55 AM
I saw a few thread on Reddit about this: https://www.reddit.com/r/RimWorld/comments/9vmj3e/my_modded_game_loaded_up_with_this_big_mess_lots/
Another thread: https://www.reddit.com/r/RimWorld/comments/9vnx3s/a_modder_recently_got_angry_and_updated_their/
Another thread: https://www.reddit.com/r/RimWorld/comments/9vnx3s/a_modder_recently_got_angry_and_updated_their/
#3
Ideas / Re: Colony Religion
November 08, 2018, 06:00:25 PM
I like this idea, but I agree it would make a great mod. Maybe make it a kind of optional thing that you may not even NEED to focus on, like drugs and beer in the vanilla game. You would have to build something specific or take a certain action to kind of kick off the religion mechanics.
I believe there is a Chutulu mod out there that has cults and has some features like this, but I've never used it personally. It looks to be pretty big and in-depth, but I think it shows something like your idea is certainly doable.
I believe there is a Chutulu mod out there that has cults and has some features like this, but I've never used it personally. It looks to be pretty big and in-depth, but I think it shows something like your idea is certainly doable.
#4
Releases / Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 17.10.2018)
November 08, 2018, 01:51:41 PM
Does the currently posted version of Area Cleaner work with 1.0? It's one of the last mods I really miss from my earlier play throughs! Keep up the great work! I love your mods!
#6
Releases / Re: [1.0] Psychology (2018-10-30)
November 01, 2018, 11:33:36 PMQuote from: Linq on November 01, 2018, 09:34:19 PMOMG. I've been looking at this mod for a long time but I've never pulled the trigger on using it. I downloaded it a few days ago and as soon as I'm finished with my current colony I'll be starting a new one with this. My mind is blown that you have put this in the mod. I look forward to trying it out!
Polyamory has been implemented for probably 2 years now. There is a special trait for it and you can satisfy polyamorous couples simply by giving them all beds in the same room.
#7
Unfinished / Re: [B19][WIP] RimIO (Information Overload). Stream game data to external app
October 31, 2018, 02:02:30 PM
Oh man, this sounds like it would have been really cool! I have two monitors on my PC and it would be great to have up-to-date and relevant info on my other screen. Would love to see data on my colonists without having to open menus all the time.
Unfortunately I know NOTHING about coding short of some HTML and PHP so I can't really help at all with reviving this, but I hope someone else does!
Unfortunately I know NOTHING about coding short of some HTML and PHP so I can't really help at all with reviving this, but I hope someone else does!
#8
Releases / Re: [1.0] Faction Manager
October 29, 2018, 06:03:16 PM
So, if I save a colony and then start a brand new game, how would I go about creating a new colony with the same world and same faction? Will my previous colony show up on the world map? Could I send pawns back and forth between the two to trade? Or am I missing the entire point of this??
![Tongue :P](https://ludeon.com/forums/Smileys/default/tongue.gif)
#9
Releases / Re: [B19/1.0] Huntsman's Mods
October 29, 2018, 04:34:48 PM
How do Palisades compare to vanilla wood walls? I see above that there are lower ones that can be fired over, but do the regular Palisades walls have the same HP as a vanilla wooden wall? Do they take the same number of resources to construct? I'm intrigued to use them just for a graphical purposes to put a wall around my initial colony until I can do enough research for stone walls.
Thanks!
Thanks!
#11
Ideas / Re: Reworking sexuality.
October 27, 2018, 09:32:31 PM
I wasn't sure where you were gonna go with this, but this isn't a half bad idea. I'm not sure if this is something that could be modded or not, and it may take a bit of work because it may touch a lot of different systems. It makes complete sense though. Being "Straight" isn't a trait, so "Gay" colonists kind of miss out on a trait slot.
I guess a workaround way to make a mod work would be to add a "Straight" trait and add it for everyone who does not have the "Gay" trait and then add an additional possible trait for everyone.
I guess a workaround way to make a mod work would be to add a "Straight" trait and add it for everyone who does not have the "Gay" trait and then add an additional possible trait for everyone.
#13
General Discussion / Re: Well, that escalated quickly.
October 26, 2018, 02:37:28 PMQuote from: B@R5uk on October 26, 2018, 01:41:17 PMI've often wondered about this. Is it better to have frozen corpses in my freezer, or butcher them and have raw meat instead? Does one contribute more to wealth than the other? I guess raw meat probably takes up more space if that is an issue. I usually try to have at least one cook going full time so I never stop making meals. I never know when my cook will get injured or sick, and I like to have a stockpile of meals ready to go instead of a pile of ingredients.Quote from: BoogieMan on October 26, 2018, 09:34:36 AM...I think a good deal of it may be that I got several large manhunters packs (elephants, rhinos, boars) and a LOT of food as a result...
You should have kept the meat in the form of corpses, especially the large ones like rhinos and elephants. In this form meat and leather will not increase your colony wealth as well as save A LOT OF space.
#15
Releases / Re: [1.0] Prepare Landing (v0.9.2)
October 24, 2018, 11:45:40 PMQuote from: ThiIsMe007 on October 19, 2018, 01:07:02 PMCame here to post the same thing. Not a big deal as the mod in-game works just fine, but it would be nice if these worked as expected!
Hi,
this is what I'm getting with the latest version of the game, Huglibs, ModManager, ModSync and your mod :
https://ibb.co/eXUNFf
https://ibb.co/j5Fb80
What am I doing wrong ?