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Messages - Tgr

#1
Mods / Simple request - greater skin color range
January 15, 2020, 05:28:06 PM
Hi-

Simple request here. Is there a way to extend the color palette for colonists to be slightly more inclusive of people with darker skin tones? Currently the range appears to stop only at the bottom left image.



Get out of here in advance with any racist bullshit or ranting about SJWs, please. There's hundreds of millions of people alive today with darker skin tones than that currently appear in game, which is also weird because in the Rimworld setting you could easily have entire planets with nonwhite populations. It would also add just a tiny bit more visual variation to colonists.

If anyone knows how to adjust this that would be interesting to figure out.
#2
For example, I am still subscribed to a Rimworld B17 "Darkest Night SK" mod. Every single time I run this script, it activates it and puts it in the load order near the bottom, resulting in huge strings of red errors on load.

I struggle to imagine that activating unactivated mods is intended behavior, seeing as it seems pretty random which mods it chooses to turn on or not.
#3
Every time I run this, it activates random mods that are not enabled and breaks everything.
#4
Industrialization adds copper (material) and concrete (from cement mixer). Copper I don't believe has any specific purpose, though it makes concrete a required material for some poured floors.

https://steamcommunity.com/sharedfiles/filedetails/?id=1463579055

Ancient rim adds iron, bronze, copper and "coal chunks," though the Simple Coal author might already be looking into this. Copper in this mod is a generic material that is also used with iron (added by this mod) to smelt steel. Iron and bronze do not need to be changed.

https://steamcommunity.com/sharedfiles/filedetails/?id=1734135259

UN-Colony adds concrete (made at industrial machinery) for the construction of certain walls and ceilings, as well as glass slabs for the construction of glass objects.

https://steamcommunity.com/sharedfiles/filedetails/?id=1542036108

Glass + Lights adds its own glass production chain with two materials, glass and reinforced glass, which are used for walls.

https://steamcommunity.com/sharedfiles/filedetails/?id=1734135259

Essentially what would be ideal is if these duplicate materials were merged to simplify production chains and eliminate duplicates, a la Simple Coal. So you could make glass for Glass + Lights using the industrial machinery in UN-Colony, or concrete for UN-Colony using the cement mixer in Industrialization.
#5
Right. I was under the impression this mod did patch some materials in that manner but looking at the change log it appears it is modifying other incompatibilities.
#6
Ah, I see. Reading about this, it is somewhat more complicated than I imagined.

Additionally if I am interpreting this correctly it would be somewhat more difficult if some materials are duplicated across more than one mod.
#7
Additionally, coal chunks is implemented in Ancient Rim, and is a different material than coal from Medieval/Agracore's Simple Coal.
#8
I don't know if you take or want suggestions, but UN-Colony, Industrialization, Glass & Lights, Ancient Rim have some materials overlap (copper, concrete,
glass, etc.) and something's off with a handful of materials (high grade steel is weaker than regular steel when I have these enabled?)

Unfortunately I don't really know how to do this or I would do it.
#9
Does the B18 Clutter Furniture work with 1.0?

I dont care about linkables, etc. Just wondering if it will build the furniture.
#10
can blood packs be used for transfusions on pawns with blood loss?

if not, would be a good idea..
#11
understandable, i can see how you'd reach that conclusion. for me personally i was just easier to back it up and continue playing, because i suspect it will take weeks or months for my entire modlist to be updated to 1.0.

FWIW, i reinstalled rimworld on a new hard drive after backing up my mods, and accidentally forgot to sign up for the b19 beta... and started a game on 1.0 using my b19 modlist. (not sure how that happened...) anyhow, no errors, and when i realized i was probably breaking the game, i tried to see whether i could just open the save for that playthrough after i resubscribed to the b19 beta. zero errors, except with the buggy outfitter mod! i'm sure some items have some weird stats, but weirdly looks like the 1.0 changes left most mods without major issues.
#12
love your mods, but i'm really glad i backed up everything before you ignored tynan's request not to update in place... but i am mostly waiting to switch over because i am subscribed to dozens of big b19 content mods that may not be updated for quite a while, or ever.
#13
My bad yo. Sorry Dragoon.
#14
You mean the one for version 0.16.1393, smartass?
#15
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
August 03, 2017, 03:01:22 AM
Can't help but think the feeders should be connected to some sort of central device with a hopper. At least for the meat, fish, grubs, it could work like aquaculture...