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Messages - raydarken

#1
Releases / [1.0] Colorful Traits
November 23, 2018, 09:53:40 PM

Colorful Traits

Description:
This is a small XML only mod which adds colors to the vanilla traits in the game based on their general quality.


Details:
Unique         PURPLE      (Ex. Cannibal, Night Owl)
Good      AQUA      (Ex. Sanguine, Fast Learner)
Good with bad      OLIVE      (Ex. Too Smart, Gourmand)
Bad      YELLOW      (Ex. Chemical Interest, Brawler)
Terrible      RED      (Ex. Pyromaniac, Depressive)

Inspiration from the 'More Practical traits' mod by steam user BOXrsxx.

Author
Steam:raydarken Discord:RimColonist

Download
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1572587699
Google Drive: https://drive.google.com/open?id=1hOXD0A5aXyjHUfm3ilebcQ9BF63CIK7w

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
#2
Great idea! I always wanted this but didn't look in to it, and thought it was already possible using prepare carefully and the 'world pawns', but now that I think about it those are probably only used for faction leaders. Anyway, I'm looking forward to trying this out and I'll let you know if I come across any bugs!
#3
Releases / Re: [1.0] Mod Announcements Thread
November 18, 2018, 11:14:40 AM
Infused: Tech Edition. https://ludeon.com/forums/index.php?topic=46965.0

This mod brings technology to the forefront of gear found and/or created on RimWorlds. Weapons and apparel can have different qualities and enhancements based on the tech level of the civilization which originally created the item. These tech-enhanced(infused) items possess abilities and qualities not commonly found on gear which was produced on a RimWorld.

CAUTION. That's not all. Recently there have been rumors of strange weapons and apparel appearing which seem mundane in design, but only at first glance. Upon carrying the equipment, individuals complain that they feel there is something inhuman about their design that makes them feel uneasy and paranoid.
#4
Releases / [1.0] Infused: Tech Edition (11.18.18)
November 18, 2018, 07:30:26 AM
Infused: Tech Edition


Description:
This mod brings technology to the forefront of gear found and/or created on RimWorlds. Weapons and apparel can have different qualities and enhancements based on the tech level of the civilization which originally created the item. You may be surprised when a raider drops a survival rifle that looks a bit unusual somehow, or you could find yourself mysteriously feeling inspired and warmer when you bravely volunteer to try on a duster that has some strange wiring sewn in. Turning the rifle over in your hands, you might see a strange gear or an odd glowing attachment. Wearing the duster for a while you perhaps realize that while wearing it you feel that you can work a bit faster and stay more comfortable when others are freezing wearing a similar item. Items with these qualities were assembled on a faraway planet, with resources more advanced than those found on the Rim. These tech-enhanced(infused) items possess abilities and qualities not commonly found on gear which was produced on a RimWorld.

CAUTION. That's not all. Recently there have been rumors of strange weapons and apparel appearing which seem mundane in design, but only at first glance. Upon carrying the equipment, individuals complain that they feel there is something inhuman about their design that makes them feel uneasy and paranoid. From what little research has been done, we suspect these modifications/infusions are being done by a Mechanoid hive for purposes unknown.

WARNING! Though very rare, there have been additional reports of even more mysterious and dangerous modifications/infusions appearing on familiar gear. These items include components and attachments which have no known origin, produced by an unknown entity. Because they possess unknown technology, the locals have taken to calling these items as being of XenoTech design. Those who attempt to wield or wear such tainted gear find themselves empowered but irritable. Other side effects are unknown, but there has been at least one case of insanity reported from prolonged exposure to such items. As such, it is recommended they be destroyed if found. And to those who choose to embrace the unknown and to walk that path, good luck...

BUT WAIT! THERE'S MORE: Exceptionally (un?)lucky players may even discover a ranged weapon which is branded by a storyteller! You haven't truly lived until you've hunted a muffalo with Cassie's Shotgun, accidently shot your ally with Phoebe's UZI, or cried during a solar flare while eating without a table and leaning on your Randy's Sniper Rifle.

Compatibility
This mod replaces the infusions mod. Do not load both this mod and the original infusions mod in the same game, or else one will override the other and cause issues. There are no other known conflicts for this mod, and it is safe to add to an existing game. As with the original infusions mod, this mod works on all modded weapons and apparel.

F.A.Q.
I want to know exactly what this does, no fluff!
This is a modification of the infused mod which contains only infusion prefixes and no suffixes.

Why no suffixes?
Personal preference and balance, I have an idea of suffixes I may want to include but that will be in the future.

Okay and what exactly does this mod add?
Currently this mod adds:
48 different melee prefixes
27 different ranged prefixes
90 different apparel prefixes

Techs? What techs?
Tynan has created a wonderful primer for the Rimworld Universe (published on google docs by Tynan here https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub), detailing a lot of specifics which are not all included in the game currently. In the primer, Tynan describes the different types of worlds and their technology levels including, but not limited to, RimWorlds, SteamWorlds, MidWorlds, UrbWorlds, GlitterWorlds, and beyond. Of course, your own crafters may be able to replicate such advanced apparel and weapons with enough skill...

And what do the modifications/infusions do?
That would be a long list! Almost all of these modifications/infusions are beneficial, and the modifications/infusions which are harmful can be recognized by looking at the details page of the item. There are no 'cursed' items or anything like that (yet!).

I care about game balance, tell me more about what this mod does.
I'm glad you brought that up! Another thing this mod does is it changes the wealth value of items which are modified/infused significantly. The reason for this is to emphasize the rarity and power of those items. The original infusions mod kept wealth low for a reason, and I understand trouble which adding more items that increase wealth can bring. If I get negative feedback about the added wealth I'll definitely look in to scaling it down, or maybe just release a second version with lower wealth values.

Author
Steam: raydarken Discord: Rim Colonist

Download
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1568087142
Google Drive: https://drive.google.com/open?id=1-EAg6jxt0RrvlsZE9MXjZoPaqeeNX7rV

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder
- Deactivate the original 'Infused' mod if you have it active.
- Activate the mod in the mod menu in the game.




Thank you for using the mod, feedback would be greatly appreciated!
#5
I've been working on my own set of infusions by editing the XML values provided with the mod, and I noticed some of the infusions listed on the github (https://github.com/notfood/RimWorld-Infused/wiki/Infusion-List) are missing. I understand that list is probably old however do you know if it is possible to re-add those for 1.0? I've been doing some research but it's been slow going figuring out how all the keys, multipliers and offsets work exactly. I'm particularly interested in carrying capacity. What would help a lot is a list of all the possible things which infusions can change. For instance, can infusions change food hunger rate, joy gain rate, etc?

I've asked for some assistance in the discord and no luck so far. Hope to get some helpful info here!
#6
Unfinished / Re: [1.0][WIP] Real Ruins
November 07, 2018, 10:30:02 AM
Hi mr_teterew, thank you for your hard work on this mod, I'm one of your patreon supporters! I love this mod that much haha.

Anyway, I was interested in making a local backup of my downloaded ruins files but I couldn't find the storage location of the ruins files. I'm using Windows 10, can you let me know where those files are located? The reason I'm interested is because it never hurts to have backups, and in case something crazy happens to the server or if things get messed up by bad uploads somehow I'd like to have the ability to restore a set of ruins which I'm confident are working well for me now.

Thanks!

#7
Releases / Re: [1.0] SimpleSidearms (1.3.1)
November 07, 2018, 10:27:30 AM
I'm having an issue where tribal raiders are generating with pistols as sidearms (which I have enabled to be usable as sidearms). I have selected the option to expand neolithic weapons, but the pistols are not set as neolithic weapons.

Can you please let me know what I might be doing wrong with the settings? Thanks.
#8
I would love to see this updated and continued for 1.0!
#9
Fantastic idea and looks brilliantly executed! Your description really covered all the bases, answered questions I had. I'm looking forward to trying this!
#10
Releases / Re: [B19] Expanded Incidents (2018-9-3)
October 30, 2018, 04:55:35 PM
Miss this mod! Looking forward to 1.0 on this!
#11
No idea this was updated, thanks for the post OP!
#12
General Discussion / Re: Mod like Rimfire!
October 30, 2018, 11:12:46 AM
The only weapons mod I use (or need!) is the Rambo Weapon's Pack (here: https://ludeon.com/forums/index.php?topic=35431.0). The reason I only use this weapon mod is because it is, imo, actually balanced and doesn't add a lot of extra junk like some weapons mods. There's also a spreadsheet with all the weapon stats on the post.
#13
Releases / Re: [B19] Rainbeau's Mods
October 14, 2018, 07:36:20 AM
Hi RF, I'm running in to an error using 'Editable Backstories' which pauses the game and repeats the error making resuming the game impossible. I don't know if it's a compataiblity issue with the mods I'm using or an error with Edit. Back. itself. From my this error is happening when a scenario event I have repeating (chased refugee) is trying to happen. I am also using the incident person stat mod which seems unrelated. Here's the message: Could not resolve any root r_root firstRulePack: Dynamic Wrapper.


Some things I've tried: Destroying every alive pawn in the colony. Reordering my mod list so Edit. Back. is before, not after, Prepare carefully. I suspect this could be happening due to another 'chased refugee' event bugging out but I haven't been able to check that for sure, could be wrong.

Notes:
I'm using Edit. Back. 'full' mode, not 'lite' mode. I'm also using the 'one big family' mod to turn off relations as I prefer to play without them, possibly related? I see a lot of messages in the log regarding 'Could not resolve reference to object with loadID Thing_Human' and 'This means that we forgot to serialize pawns somewhere' which seems related to pawn relations.

Troubleshooting:
Next I am going to test if using 'lite' mode resolves the error or not, even though it is recommended not to change that setting in the game. I'm also going to try to remove the 'Incident Person stat' mod to see if that helps, but that is likely unrelated due to the error text below.

Changing the mod settings for Edit. Back. to 'full' intead of 'lite' mode allows the 'chased refugee' window to pop up, with the 'exception error' I mentioned before. Here's a screenshot of what it looks like: https://prnt.sc/l5wpud and here's the message again: Could not resolve any root r_root firstRulePack: Dynamic Wrapper. Turning off the 'incident person stats' mod did not improve anything, just removed pawn stats as expected. When I accepted the refugee event the log file ran 100 errors in a row until it reached the max, showing this:
Exception drawing Bowman: System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.PawnGraphicSet.ResolveAllGraphics_Patch2 (object) <0x00085>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch2 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x000fa>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00081>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0003d>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch1 (object,UnityEngine.Vector3,bool) <0x00087>
at Verse.Thing.Draw () <0x00052>
at Verse.ThingWithComps.Draw () <0x0001c>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch2 (object) <0x004ac>

Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings_Patch2(Object)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Reached max messages limit. Stopping logging to avoid spam.
Verse.Log:Warning(String, Boolean)
Verse.Log:PostMessage()
Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings_Patch2(Object)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

and the pawn is invisible with a 'Pilot Fan: VanillaPK' childhood backstory only (Pawn is 16).

System.NullReferenceException: Object reference not set to an instance of an object
at REB_Code.Patch_PawnBioAndNameGenerator_GiveAppropriateBioAndNameTo.Prefix (Verse.Pawn,string,RimWorld.FactionDef) <0x0040b>
at (wrapper dynamic-method) RimWorld.PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo_Patch2 (Verse.Pawn,string,RimWorld.FactionDef) <0x00027>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x005d2>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c1>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Here's a log file right after reloading the game where the error is happening:
https://git.io/fxRiL
#14
Help / Regarding difficulty for raids and events
October 11, 2018, 03:40:20 PM
I'm curious how the raiders/manhunters/etc strength is determined when exploring a non-colony tile is calculated. I use the mods Sparkling Worlds addon and Misc. Incidents and they both seem to be generating rather weak resistance for their events. Caravan ambushes are also extremely easy, with one or two pawns (on year 9 of the colony and have been steadily increasing wealth over time).

Another way to ask this question would be: Does the storyteller and/or colony size influence the amount/strength for ambushes/faction bases? Second question: Does anyone know if the mods I mentioned follow the same method for generating the encounters?

Mod links:
https://ludeon.com/forums/index.php?topic=3612.0
https://ludeon.com/forums/index.php?topic=29831.0

Thanks for reading.
#15
Why'd you get banned from steam? That sucks.