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 - lazuli42

#1
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
January 17, 2019, 11:05:25 AM


Holy shit y'all.
I'm about to have an unlimited army of spiders.
#2
Releases / Re: [A17] Save Storage Settings
June 28, 2017, 02:59:34 PM
Amazing mod ;D it's something Rimworld has always needed. I am curious though, do you think it's possible to extend this functionality to outfits as well?
#3
Unfinished / Re: [A17] Simple Slavery v0.3
June 28, 2017, 02:39:54 PM
There's a problem with slave collars being unable to be assigned to outfits or stockpiles. I was able to fix it by adding the following to ThingDef[defName="Apparel_SlaveCollar"]


<thingCategories>
    <li>Apparel</li>
</thingCategories>
#4
Unfinished / Re: [A17] Developer Mode Options
June 25, 2017, 10:54:59 AM
God mode lets you create floors for free, you could make all the natural terrain and walls buildable then lock it away behind some sort of unobtainable research so normal players can't see it.
#5
Amazing mod! So glad you were able to figure out how to do it, people have been asking for this mods for ages. You should consider hosting it on the steam workshop so more people can see it.
#6
Quote from: Seiryuu on February 21, 2017, 08:51:44 PM
Wait, i noticed that too. If that's true, can you lower the active numbers??

I suggest you try the mod as-is before you ask for the values changed. I think you'll find that even with higher active power drain you'll need to generate far less power than you normally need.
#7
Unfinished / Re: [A15][WIP] Taiga Creatures
January 11, 2017, 08:14:20 PM
Great mod, Thirite! The sprites are very high quality and it adds a lot of flavor to the north. I can't imagine making a boreal settlement anymore without this mod! I have a question though, now that we can form caravans, do you plan setting "pack animal" to true for horses, and possibly other large animals like the rhino and megabadger?
#8
What it says in the title. Anyone have an idea on how to do this? I don't like leaving impassable terrain behind if im on a long journey and want to make a temporary camp to gather food. I'm not sure how to change this feature myself though.
#9
Hurray for alcohol! I wasn't actually expecting that be changed, great job you two.

BTW, i was playtesting your last preview release and came across some bugs. They are:

1. Salted Pork and Pickled Veggies can only be made at the powered prep table, not the unpowered one. This kinda defeats the purpose of offering a low tech solution to food preservation.
2. Salted pork can be used as an ingredient to make... salted pork. This essentially just causes salt to disappear with nothing to show for it.
3. Sun lamps can be made without having electricity researched. You still cant do anything with them since you have no way to power them, but I thought you should know. Although it's possible this is caused by a mod conflict on my end, I haven't tested the mod by itself.
#10
Help / How to modify names given to random pawns?
October 07, 2016, 10:54:16 AM
I'm interested in creating a mod that adds or alters the random names list, specifically for tribal pawns since i don't like how most of them just have a color or an animal for a name. If anyone could direct me to which files I need to change I would appreciate it.
#11
The new update looks good! I was wondering, though, if you plan on updating the brew table recipes so that they use the new fermentation system introduced in A15. As it is now making any of the modded drinks is way faster than making beer.
#12
Mods / Re: [Mod idea]From Ranged to Meele
October 07, 2016, 09:24:17 AM
The Combat Realism mod adds an inventory system to carry multiple weapons and items, as well as requiring ammo for guns. It's CCL dependent though, so it doesn't work for A15 yet.