Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - qinlongfei

#1
Releases / Re: [1.0] Better Loading Mod
May 19, 2019, 11:46:50 AM
Okay, this is honestly one of those must have mods for me that make me scratch my head why the official dev didn't implement it in the first place. Thank you very much!
#2
There is a Warhammer 40K mods on steam workshop with space orc. I know it's not the same thing as LotR ones but it's at least something.
#3
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
December 25, 2018, 10:00:28 PM
I used setting to basically change energy consumption to 0, so I still have around 850w left over in my current playthrough. But Infinite Storage randomly stop taking items inside and just leave everything on the interactive spot (click 'collect' doesn't take things in, the game thinks the things on the ground have been already collected in the storage when they are not). Although I don't know exactly what triggers this bug since most of the time even in my current playthrough the Infinite Storage works fine.

As for Change Dress... I don't know if it's mod conflict, or if I'm simply an idiot and isn't using it properly. But say for example, I have saved two outfit for pawn A and pawn B. A has a set of casual cloth with only skin layer, and the other is a battle outfit which is the casual clothing with additional armor where pawn B's casual and battle outfit is the same because I don't have other armor available. The mod then randomly duplicate the armor item not wore by pawn A in their casual outfit, and pawn B keeps throw them on over their casual outfit (I only allow them to wear the two customerized outfit, and not allow them to wear the 4 preset outfits came with the mod) unless I throw those items into another container such as the Infinite Storage or throw them on the ground and then disallow the armor.

Sorry if my description is too confusing.

P.S.

Sorry about the trouble, I think I figured out the problem I was having. It's because I set the 'Energy Buffer' setting on this mod to over 1000W, and I ends up having only 850W that's why the Infinite Storage stopped taking in items.
#4
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
December 25, 2018, 07:48:46 PM
I too am having the same problem Vyatich experienced. Infinite Storage randomly stops working, and instead of storing the item inside the storage, it would randomly lay everything on the interactive spot.

Would it be possible to add a 'do not auto equip item stored inside' setting to the Change Dresser instead? I mainly use Infinite storage for clothing and weapons because they can't stack with mods like 'Stack XXL'. I could have used Change Dresser for that if my pawn doesn't keep on throwing every cloth and ruin my fashionrim playstyle.
#5
Releases / Re: [1.0] Science Never Stops
December 23, 2018, 07:17:12 AM
This is a really great mod for extreme late game quality of life improvement (or in my case, really fast way to set a starting colony up because I have no problem using cheat mode when playing sandbox game). The extreme bonus from unobtainium makes melee weapon from beginning of the game viable even in late game, which is great because I love to do more of a fashionrim playstyle where I give my pawn their age appropriate weapon/clothing based on which faction they belong to before I recruited them. So thank you very much for this mod!

Couple of extremely minor nitpicks.

The unobtainium wall use etched texture for stone walls, instead of smooth texture, which is a bit distracting because I like to dig into a mountain and basically make a Fallout verse Vault for my colony. Is it possible to change it into a smooth texture, or at least have an optional patch to do so?

Not sure if it's intended, engine limitation or an oversight, but I find it strange unobtainium gives a 300% rest bonus but unobtainium fiber doesn't. Shouldn't textile be better to rest on than cold metal?

A suggestion for possible future addition (only if you want to of course, I'm already happy with what I have so far). Maybe add some kind of unobtainium infused brick, and unobtainium infused wood so things use those two can also have benefit for a late game quality of life bonus? Maybe combine unobtainium metal with any block into unobtainium bricks, and combine unobtainium fiber into wood to get unobtainium wood.
#6
Releases / Re: [1.0a] Vegetable Garden Project [11/4/18]
December 12, 2018, 06:21:10 AM
Probably my load order in that case. If I remember correctly I installed Vegetable Garden Project before RF Fishing (in hindsight, that was pretty dumb) and was too lazy to properly organize it with how long Rimworld load whenever I rearrange its load order. Thank you very much for the confirmation.
#7
Releases / Re: [1.0a] Vegetable Garden Project [11/4/18]
December 11, 2018, 06:23:06 PM
I would also be extremely grateful if dismar would release an 'all in one' version for Vegetable Garden Project since I use most of the plug-ins (and would surely use the rest if it's in an all-in-one version) since that makes rearranging my mod order much easier. That being said, with how much stuff this mod pack has it's probably not feasible to keep a separate plug-in version and a collected version while dismar is still adding new things.

Personally, I'd love to see some more food variation added to the Gourmet Garden plugin for late game lavish tier food. Don't get me wrong, I love what that plugin already does and seeing all these new food type added make my mouth waters in real life. Although I'd love it more where most new food doesn't become simple eye candy in late game where I have a settler with 15+ cooking skill and can make mass stew.

What I think would be very cool is maybe add some lower skill tiered recipe to upgrade some of the existing simple to fine tier meal into lavish tier (maybe add a 'lavish' or 'gourmet' in front of the food's name). Steak, Kabobs, burger and the two different kind of sushi rolls immediately come to my mind for a lavish tiered upgrade since pizza and cookie tend to be fairly cheap food in our real life but are lavish food in this mod.

Also kind of curious, which fishing mod is supported for Nigiri? I use RF Fishing and can't seem to find Nigiri in the stove.
#8
Releases / Re: [1.0] Urumi's anime hair mods
December 07, 2018, 11:50:23 PM
No need to apologize since you are the one who is dedicating time to give us free content. The hair styles looks really good and are good for people who want to make cosplay characters by the way.
#9
Releases / Re: [1.0] Urumi's anime hair mods
December 06, 2018, 08:37:26 PM
Is there any chance for an all in one version?
#10
Yes! There will finally be a Megafauna patch, and maybe we can hope for an AlphaAnimals patch down the pipeline since you are also doing that mod?

Not sure if it'll be possible with the game, but is it possible to make some kind of gene modding for settler pawns that splice animal DNA into enhancement that body purist won't hate on as opposed to the normal cybernatic modding?
#11
Releases / Re: [1.0] A RimWorld of Magic
November 19, 2018, 08:37:19 PM
Not sure if you still take any ideas or if anyone already given these ideas out, but I thought up some more 'classes' that would hopefully spice the variety up especially towards neolithic. Not sure if these are feasible to implement into the game since I know almost nothing about coding.

A thief class that's more towards buffing the character's movement speed and disarm/distract the enemy or let the thief make a quick get away like smoke bomb.

A beast master class as a more melee druid/ranger like class for the neolithic role playing. The first skill could be a tech tree select similar to technomancer that'll determine a beast master's specialization, maybe a bear that's more about buffing health/resistance to be more tanky, a wolf class for speed, and a tiger for offense. The other abilities can be active skills that'll tame/buff animal companion based on which beast path taken.

An archer class that's similar to sniper for (once again) neolithic which require the character to use bow, but focuses on speed up fire rate and hit multiple opponent rather than high damage against single target. I don't know much about western pop fiction, but Chinese pop fiction often feature legendary archers who are so good with their skill they can fire multiple arrows all at once and have them all hit bullseye. And the ultimate skill can be an AOE attack that's called 'star shower' or something. Well... I actually want to suggest a skill called 'cloud piercer' as the ultimate that'll hit multiple enemies in a straight line (that's an actual skill in Chinese pop fiction) but I don't think it's possible to code.

A witch doctor who can lie down totem (turret that slowly have its health drained till it is destroyed) that'll either debuff enemy, buff/heal friendlies in the area, or act as short time turret. And witch doctor doesn't lose the ability to do violence action unlike priest but they can't resurrect. Maybe their ultimate skill can be a totem that'll cause fear in an area similar to Mal'Damba from Paladins.

A hacker/decker for high tech character similar to technomancer that's focused being anti-turret/mechanoid. Skills can be something that'll shut down a mechanic, deal guaranteed massive damage by overloading them, and the ultimate ability can take control of a turret/mechanoid for a short time from long distance. Or maybe an ultimate skill that'll basically be a Titan Fall where the hacker summons a mecha from the orbit. Maybe could even have something like a Rigger that's like a necromancer for mechanicals.

Just some of my (extremely undercooked) ideas.

Also, sorry about the probably silly question. But can I update the mod mid-save or do I have to start a new colony?
#12
The concept of this mod sounds great, unfortunately it appears to conflict with Rikiki's Fish Industry mod as I notices some funky things happening when I have both mods activated:

The new food items I get from Fish Industry seems to lose its correct kind of resource as my settlers just leave the fishes on the dock to rot and not bringing them to the cooler (and I can't prioritize them to move it as the games says there's no available space to store them).

For Hospitality mod on the other hand, I can place done the guest beds, but the visiting traders don't enter the room and my warden doesn't have additional dialogue choice with them (just trade with them).

Not sure it's caused by some other mods I installed since I have a bunch, but so far I only notices those Fish Industry and your mod acting funky together.