Quote from: Tynan on July 04, 2015, 02:49:10 AMAlways thought that growing was a bit easy, only thing that can impact it at all in a major way is seasons (if you don't play on all year) and blight maybe we need some form of pest event to make growing a bit more of a risk
A bit thin, but it's a video game. This change was made for design/balance reasons.
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#1
General Discussion / Re: RimWorld change log
July 05, 2015, 09:01:38 AM #2
Mods / Re: Adding Races, is it Possible?
July 02, 2015, 02:20:07 AM
Have a look at Shinzy's mods 'Norbals' & 'pirates' the norbals are a custom humanoid race and the pirates are a pirate (like cutlasses and muskets) faction, they are both awesome and I don't play without them or forum search in mod help for 'races' or 'custom races' had a look myself last week and it gave a few results with some people asking for help and people giving some answers
#3
Mods / Re: [request]Corpse Eaters
July 02, 2015, 02:13:32 AM
Well I bury or cremate them before they rot, or butcher them and sell the leather and meat
But the idea is cool, always wanted animals that would try to eat colonists and try to drag them away to their lair if provoked
But the idea is cool, always wanted animals that would try to eat colonists and try to drag them away to their lair if provoked
#4
General Discussion / Re: Call for public testers!
July 02, 2015, 01:43:38 AM
This is the only game I've played for 2 months now, may as well make it count for something instead of just the silver and organ/limb stockpile
#5
Outdated / Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
July 02, 2015, 01:30:43 AMQuote from: Shinzy on July 01, 2015, 02:36:31 PMI sat here for a awhile trying to figure out a funny and awesome way to say it but all I can say is I need this hahaha
#6
Outdated / Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
June 27, 2015, 02:11:01 PM
I never used this mod (got the game at alpha 9 so saw no point) but maybe even cherry pick this? there is a few pages with good ideas
https://ludeon.com/forums/index.php?topic=9755.0
https://ludeon.com/forums/index.php?topic=9755.0
#7
Support / Re: World generation
June 27, 2015, 01:39:11 PM
I think it's mainly any mod that has a BiomeDefs folder that you need to gen worlds with, because they affect the biomes and how things spawn, like Igabod's Biodiversity mod for example it has a BiomeDef folder to add in the extra animals and spawn rates etc
#8
Stories / Re: Rimworld ANIMATED
June 27, 2015, 12:58:10 PM
I always loved the idea someone posted in the event suggestion sticky - Mad surgeon - something like - If the right conditions are met pawn wise one of your colonist might randomly go a bit nuts and incap a fellow colonist and then proceed to preform unnecessary medical operations on them, they described it with "Where did george go?? and where did all these organs come from?" if you guys are still looking for ideas for stuff that person has gold
#9
Outdated / Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
June 27, 2015, 12:49:27 PM
Hope something awesome comes up soon, or lots of free pizza
#10
Help / [texture help] Energy race mod
June 27, 2015, 12:28:40 PM
Started working on my first mod (yay) decided that I wanted a race of energy beings (a kinda cross between the Engi from FTL and Dr Manhattan without all the superpowers) and I realized I had no hope in doing so when I tried to edit some of the vanilla textures to give the bodies and faces a fire/electricity kinda look and failed miserably. I've started fiddling with some copies of core files to get base things (so they can work, rest, joy etc) hopefully going to make it so they don't need food (or nearly as often as humans), leave a fire or explode on death, and I've already written it in but have no idea if it will work but their melee's are fire
But if anyone has any spare time and wants to throw some textures (1 male and 1 female) together for me I put money one them being better than what I can do but until then I'll just keep playing with the code til it works
But if anyone has any spare time and wants to throw some textures (1 male and 1 female) together for me I put money one them being better than what I can do but until then I'll just keep playing with the code til it works
#11
Outdated / Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
June 27, 2015, 12:05:33 PMQuote from: Haplo on June 27, 2015, 11:17:01 AMTHANK YOU SO MUCH FOR RE-ADDING THAT HAPLO!!!! was worried about removing it but now I can rest easy knowing you fixed it
Hi demacrex,
Thanks for your work. I've just added the aggressive animals part for you.
I'll download the one haplo has re-uploaded and continue testing it, cheers again
#12
Outdated / Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
June 27, 2015, 10:08:04 AMQuote from: kaptain_kavern on June 27, 2015, 09:27:29 AMI've been playing with it on and off today and so has a friend who has RW (gave him Biodiversity to test) and I didn't see any problems, but as I mentioned (by saying they are more friendly in OP ) I had to remove the aggression trait from some animals as after 3 hours trying to fix it and constant errors on startup I caved and went to bed (I mentioned I'm not a modder right?) so I took that out next morning and started with no errors and after a little playtest I uploaded it and yeah no problems so far for me but I've only played one biome so far but I've seen fly's, alphalo, tarantulas, mosquitoes and furxs on my map
anybody have tried it yet?
As do I nmid and hopefully has a little time to do a little update on the mod aswell, I just got impatient and wanted to hunt these glorious animals hahaha
Edit: Just noticed this in biodiversity/defs/biomedefs/biodiversity_biomes <animalDensity>0</animalDensity> on ice sheet line 9 might wanna set that to something if you intend to play on ice sheet, desert is .7 and tundra 1.0 so I guess maybe .3-.5 might be appropriate, not sure
#13
Releases / Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
June 27, 2015, 06:28:41 AMQuote from: AllenWL on June 26, 2015, 11:00:18 AMSometimes you gotta learn the hard way >.<Quote from: Ykara on June 24, 2015, 09:11:02 AM
And a little tip: Don't use the brain stimulator on colonists with dementia. Dementia is not as bad as the effects of the stimulator. The brain stimulator is meant to make colonists with serious brain damage useful again. I wouldn't even recommend it with half the brain destroyed.
That's one mistake you won't repeat twice.
#14
Mods / Re: Animal training?
June 26, 2015, 10:53:56 PM
There isn't I was merely suggesting that it has previously been asked for alot and there is no way as it is still a suggestion, hopefully a mod does come up soon to add something in as having animals would be good, people have suggested guard wargs and I've suggested a muffalo cart trader but yeah there are some modding tutorials in the mod help section I believe, maybe see what you can come up with as I'd enjoy it
#15
General Discussion / Re: HOW?!
June 26, 2015, 10:08:04 PMQuote from: Kaballah on June 26, 2015, 01:44:37 PMAlso your cook only gets one -4 for butchering humanlike, doesn't matter how manyQuote from: TLHeart on June 26, 2015, 12:18:51 PM
That works until your cook breaks from the negative mood from butchering humans.
Cannibal, Psychopath and Bloodlust are all very powerful and useful traits even though they sound undesirable.