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Messages - amodchecker

#1
General Discussion / Re: Infestations kill me
October 23, 2018, 06:25:43 PM
you just got very unlucky, very very unlucky, it will be different next time im sure, next time it will be something like manhunting hares that do you in (yes, there are manhunting hares, and there not the craziest thing ingame)
if you haven't done so already check out the mods section of the forum, theres lots of very fun mods in there some of which are almost essential (depending on your playstyle)
also, there is a speed up button in game if you don't want to go along at minimum speed

for some fun id get EDB prep carefully and go with my tried and true start of 3 colonists each having 2 specialties: research-growing, medicine-social, and mining-construction with all 3 having some interest in shooting, melee, mining, construction, and growing, skip the silver and instead pack extra steel and survival meals plus components, live fido behind and use a megaspider or 2 for the "pets" (they seem to have gotten weaker in b19 but there still a nasty surprise for unwelcome guests) chain shotguns are good weps, 12,500 points are about avg for randomly generated pawns and a good limit to use to have (mostly) balanced pawns


not sure what you mean by "i have all floors smooth and lights in all rooms", as far as i know that doesn't effect the chance of an infestation, just makes the place more beautiful and lets your pawns move and work at full speed, any base thats built under a mountain, even one tile will still have to worry about bugs


give rimworld another try or 4,  its a lot more fun then you might think (also a lot more insane at times)
#2
try vegetable garden, it has what your looking for (plus some other helpful things as well)

https://ludeon.com/forums/index.php?topic=12934.0
#3
General Discussion / Re: Of ice sheets and potato farms
February 09, 2017, 10:01:57 PM
there is another type of map thats just as hard, set the sliders to max temp and min rain and pick the hottest map you can find (somewhere along the equator), 230F/117C at the hight of a heat wave should be hot enough,about 170F to 180F avg temp otherwise, and good luck farming, sand doesn't grow much and its hot enough to slow cook a pot roast 24/7 (better research hydroponics A.S.A.P but watch out, they have horrible energy efficiency compared to a regular sun lamp)
#4
Help / Re: ammo hopper for a turret
February 08, 2017, 11:32:23 AM
Quote from: Fishbrains on February 08, 2017, 11:08:35 AM
I think you are going to need C# for that as there is no way for the turret to hold ammo or use it just based on Xml.

Well you might be able to fudge holding ammo by making it count as fuel and give it a burn rate of 0. You would still need C# to get it to actually use bullets when it Shoots.

there is XML to define ammo that a turret will use,  but its the hopper part i can't figure out, im pretty sure i can make a hopper that will hold the ammo, but i don't know how to tell the turret to take ammo from the hopper
#5
Ideas / Re: Your Cheapest Ideas
February 08, 2017, 11:18:48 AM
heres an idea that can be done in about 1 to 2 minutes yet will fix a major (really Major) problem: power armor is power crap, legendary armor has 420 HP but can only lose 210 before it becomes tattered and not very good, the problem is that when the armor protects your colonists it takes the damage instead of the colonist, and with how high the chance is to block shots the armor starts getting rather..  Holy.  Im not running a Crusade here so Holy Armor isen't what i need, i need armor sans holes and power armor is to expensive to just keep replacing suits after every raid (and thats with mods that make it much easier to get plasteel and other metals). i know, i know, if im rich enough to be facing this problem then i should be able to build really strong defenses, but i should also be able to equip an exceptionally well armed and armored goon squad if a killbox doesn't strike my fancy at the time, the arms part is easy, the armor however, see above.

overpowered?  not really, if you can afford to make 6 suits+helmets then your likely just playing for fun by that point, or you already have a killbox from hell so the armor just lets you decide where to hold the "welcoming party" for any unwelcome guests
#6
Help / ammo hopper for a turret
February 06, 2017, 12:40:05 PM
i can make the turret let you build a hopper next to it but i don't know if the turret will take ammo from it if i just make a new hopper that can hold the ammo,  can i tell the turet to use ammo from the hopper with just XML or am i going to need C# for it?
#7
Help / Art neded for updated Tougher Mechanoids mod
February 03, 2017, 07:57:50 AM
the art i need is an SPG with a large caliber gun and wide tracks plus an anti-tank gun and a swivel base, also if you have the skills a large base that would look good for a 10x10 artillery piece with a single barreled top to match (like someone took a 16 inch navel gun and made it into a land based artillery piece) along with ammo for the anti-tank and artillery (single shell for both plus a 3x3 "case" for long term storage of the anti-tank rounds)
lastly, art for a 2x10 furnace would help with simplifying the building process for the artillery along with a concrete 2x2 plate for a crafting place to make the shells (for the artillery)

credit will be given of course and while it sounds like a lot im not looking for fancy art, the tank can have 2 or 3 colors along with the gun and artillery, no camo for the tank, just a simple color scheme
#8
Outdated / Re: (A16) Tranq Turrets (updated 1/9/17)
February 03, 2017, 05:05:41 AM
Quote from: Euzio on February 03, 2017, 04:08:32 AM
A few questions to ask~

1) Does this mod work on saved games?
2) Does it work with existing turret mods? (I'm currently already using More Vanilla Turrets mod)
3) Lastly, is it possible to upload this mod to the Steam workshop? I'm currently playing Rimworld on Steam and would love to give this a try.

Been looking really hard for a way to incapacitate raiders without killing them. It gets real frustrating when a raider shows up with awesome stats but I always end up killing them or completely shooting something vital off....

1: its pure XML so it should work just fine on saved games
2: yes, it works with other mods (i tested it with More Vanilla Turrets)
3: i don't have Rim World on steam so i can't upload it there, but you should be able to use the mod from here, open steam and right click on the game>properties>browse local files>the folder named "mod" (or mods) then unzip the zip in there so you only have one folder level, if you end up with a folder named tranq turrets inside a folder named the same you unzipped it wrong, just copy the "deepest" folder back up to the mods folder so you have mods/Tranq Turrets/defs,textures,about


seeing as how this mod is getting a lot more notice then i ever expected il be adding in some new stuff soon that should make things a bit more interesting


Quote from: Elixiar on February 03, 2017, 04:54:58 AM
I would LOVE to see tougher mechanoids. Bring em on.
ok,  fun fact: mechanoids now are kinda like how my A12 mod beefed them up, no where near as armored but somewhat close in HP, however you can still kill mechanoids in Vanilla with sniper rifles, mine back then would have laughed at you if you tried it
i might even try to add in a new mechanoid or 2
#9
Outdated / Re: (A16) Tranq Turrets (updated 1/9/17)
February 03, 2017, 02:41:37 AM
Quote from: ROD on February 02, 2017, 03:31:06 AM
i just downloaded. i'm going to test its effects now. could you put it in the workshop ? thank you a lot. very helpful.
i don't have Rim World on steam so i can't upload it there, but someone else could as long as thay followed the license in my sig




Quote from: Thyme on February 01, 2017, 04:50:45 AM
You can hardly move into a horde of 30 tribals charging your defense to down a stunned pawn. I like the current implementation, although I have to use a mix of normal and tranq. turrets because they have less range and don't do burst shots.

edit: So, I just upped the range of the vanilla and the tranq turret a bit (tranq still has a bit less range) and gave the tranq turret a 2-shot burst. Prolly a bit unbalanced compared to the standard variant, but I really need more good colonists. Last raid 6 of 30 tribals were downed, using 6x tranq turret, 4x vanilla turret, 4 sniper rifles and a minigun in a killbox.
6 out of 30 sounds about right for that setting,  the minigun and snipers are what are keeping you from getting more prisoners, also if you have the turrets bunched up all 6 might be shooting at the same target and that can kill pawns, burst fire shouldn't be necessary because the turrets have about the same number of shots/minute as the stock ones, unless i messed up on the math or packed the wrong XML
#10
Mods / Re: [Mod request] Pain medications for A16
January 31, 2017, 10:04:58 PM
il be adding this to a medical mod im making that should be out in a few days if you don't mind waiting
#11
if you have 2 mods that add there own sets of recipes to one bench you don't always get both sets in game, the mod thats last in the mod order should override any mods that conflict with it,  to get both sets to work you need to make a patch that loads after them that has both sets in it, or combine the mods into one, merging the XMLs

thats why modders make there own workbenches in most cases,  you can find mods here and there that use the game's benches but you can't use 2 mods that change the same bench,  one of them will override the other
#12
Quote from: milon on November 29, 2016, 01:36:22 PM
I clicked on this thread fully expecting to see click bait.  There's no click bait.  Now I am disappointed.   :'(

the thread is the click-bait

#13
Help / C# new thoughts help needed
January 19, 2017, 05:22:07 PM
im trying to add in new thoughts and a new need bar to go with them but i can't find a way to do it with XML and the C# code is to "sparse" to pick out the snippets i need, anyone have any pointers/tips?
also,  how hard would it be to change the surgery system to not consume the non-medicine inputs when amputating/removing parts?
#14
Mods / Re: Request: Clothes Washing Mod
January 14, 2017, 03:40:16 AM
Quote from: mattp84 on January 13, 2017, 05:33:24 PM
This would be an interesting mod, rather then just removing the "dead man" debuff you have to wash the clothes first. How difficult would something like this be to implement?

if you don't mind the quality getting changed it should be easy to do, clothing+soap=new clothing, if you want to keep the quality however then you would need someone with C# skills
#15
this may sound odd,  but the "extreme" maps are easier then the "habitable" maps, few (if any) raids, no man hunting packs, and a heatwave/cold snap might just make your colony more habitable or won't do much (180F to 230F, not all that bad) you do have to be quick as heck to get the mountain bunker built though