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Messages - branch?

#1
Quote from: tonsrd on October 02, 2017, 01:25:33 AM
im gonna take a wild guess and say conflicts with
-star wars
-side arms
-hospitality 
-pychology


It's actually compatible with Psychology, Side Arms, and a myriad of the other 200+ mods that I have working with the magic mod.
#2
Giving Factorio-esque ambience. Very chic. Looking forward to further updates!
#3
Was looking for a mod like this! Looking forward to see it become refined and have much more content! I've became interested in pawns with abilities ever since I saw it in the Cthulhu Cult mod with psionic powers with a pawn with a psionic lobe. The idea that some pawns are more extraordinary than others gives me flavors of Warcraft 3 and Dota 2. Customizablity of each pawn is what rimworld players adore.

Proof of concept is there, just FYI from a player with a heavily modded game - please don't add another overly complicated tech and production tree! I'm getting tired of having to make specialized production chain for almost everything (vancidium, hardened components, etc etc.)

Remember - over complicated does not equal really fun!

You should try taking some tips from Rim of Madness Werewolves and their Werewolf leveling system, as to create some sort of "skill tree" for the different schools of magic with leveling. I also agree that magic wielders should be VERY rare.

If you're looking for help at all with your mod I'll be happy to. Cheers!
#4
Releases / Re: [A16] Static Quality Plus A16.1.2
February 12, 2017, 03:03:15 AM
If I already have mad skills in my save game, does that mean i will have to remove it and add this mod? or can i just add this mod and will it work fine?
#5
Quote from: 1000101 on August 03, 2016, 08:55:19 PM
Sans faulty hardware or the hardware literally being a potato, it sounds like one (or more) mods has an error in it.  Check your output log for any warnings or errors.  If you find any, post in that (those) mods thread(s) to let the author know about the issue.

Generally speaking, no matter how many mods you have and that you have a machine that can handle the game you shouldn't experience any crashing.  Severe lag perhaps for older hardware, but not crashing.

It's most likely my hardware is acting up due to potato-itis. All the mods work perfectly and are not causing each other trouble (besides a ton of errors in red in the console thing but they don't cause the world gen to crash).

I believe that when generating a world and creating a new colony was put together way too much memory is required at once for my game to work properly and Rimworld just turns off entirely. Is there a way to allocate more memory to Rimworld via commands / mods / special -morememory words besides the exe?
#6
Quote from: Juan el Demgrafo on August 02, 2016, 11:52:15 PM
Ok, you're Canadian so I'm going to assume you're not making a joke about Supreme Leader Trump and will go ahead and correct you: President of United States can only have two, four year terms.

Where did I imply it was Donald Sr. running in 2024? :P
#7
My mods have had occasions of not crashing when generating a new world but more often than not it crashes.

I've sectioned up each of my mods and they all work when I'm using 1/4th of them when creating a world but this is troublesome in the sense that a lot of the mods I have create factions.

Is there a way to go back to the way A13 created worlds so that it's easier to create a new colony?
#8
Trump 2016 and 2024.
#9
Off-Topic / Re: Count to 9000 before Tynan posts!
August 02, 2016, 05:09:55 PM
4048
#10
Mods / Re: Art Modifications - Resources
August 02, 2016, 04:39:44 PM
Can someone create a simple high quality meat paste item? Like... a corpse was run through a grinder and out spurts some paste-bone meat stuff.

Thanks in advance!
#11
Outdated / Re: [A14] Pastafarianism
August 02, 2016, 04:27:32 PM
Maybe you should create a non-silly version where it's a sort of futuristic religion? A few texture changes and name changes and this could be fleshed out to be a realistic religion system for the colony which would influence the game in ways ranging minimal to drastic - like increased chances of good events or raids depending on devotion.
#12
Unfinished / Re: [A13][WIP] Prisoners & Slaves
July 15, 2016, 09:06:29 PM
I'm still playing A13, will this work with many other mods without breaking the game?

Does this require a fresh start?

#13
Mods / [IDEA] Additional Sounds
July 13, 2016, 10:56:16 PM
Socialization has no sounds! There should be a mod that adds sounds to their interactions with one another. This includes wardens negotiating with prisoners! What could also have sounds is movement, subtle footsteps that change depending on the floor material.

Other ambient sounds can include: Coughing (Very occasional, more often when pawns have sickness), Snoring, Very subtle Cooler/Heater noise, and maybe other stuff I couldn't think of.

On that note: The Target Practice mod has the sounds of smithing for using the shooting range or a target dummy. Is there a way to change the sound for their recipe defs?
#14
Is there a possible way to change the noise when pawns are doing a bill for the combat training facilities?

They sound like they're chopping wood when they're training their shooting or punching a dummy.
#15
Quote from: Canute on June 29, 2016, 02:02:27 AM
I don't think there is anything broken, or more people would have trouble.
What is your trouble ?
- Do you use the right mod version for the right Rimworld version ?
- Allways delete old mod folder before you install the new one, overwrite can cause some trouble.

I mean instead of coming in a package every mod is separate zips?