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 - demeggy

#1
Ideas / Re: Private property in RimWorld
May 25, 2021, 03:05:20 PM
Funnily enough, i started working on a mod for this; essentially it's exactly as you stated; there was a tracked value against each colonist, you could pay them for completing jobs and if they didn't get paid, they'd get disgruntled and go on strike refusing to work. They could spend their earnings on vending machine objects, that would give them temporary buffs (was also working on a turnstyle that would allow them access to certain areas, but couldn't get the pathfinding working correctly).

In the end (tldr), the micromanaging of financially balancing your colony with all the other pressures the game throws at you wasn't worth it and I decided to shelf the idea.
#2
Unfinished / Re: Is a momma-mod possible?
December 07, 2020, 10:07:32 AM
Potentially;

The game's built on Unity, so the C# command would be Application.Quit() - but I've no idea how you'd trigger the save mechanism without looking into it further.

In all honesty, I'd be inclined to suggest you try a little willpower?
#3
Quote from: Kiame on September 19, 2020, 04:56:35 PM
What's borked? As I asked in the steam page what storyteller are you using? Since it says Random Weight i'm assuming you're using Randy? You can try setting the random weight really high and see if you get more ships. Though Randy is truely random so your millage will vary.

I'll mention this again, "orbital trade ships every" and "days" is only for non-random storytellers. "orbital visitor random weight" is only for random storytellers

My apologies, did the age old tradition of not bothering to read posts correctly ;)

I'm using a custom storyteller. I'll switch over to Cassy or the likes - thanks for swift reply.
#4
Trading stopped working for me completely suddenly today, no apparent reasoning. Went into the mods settings, and it looks like the configs borked.



Redownloaded from the Steam Workshop, but same issue.

Any suggestions?
#5
Quote from: Canute on May 03, 2020, 11:24:26 AM
Quote- Research the Super-Resurrection Serum Technology
What do you think to add more research steps.
At first to create a serum with 1-2 regenerations.
Further research create improved serum, which can overwrite less effective serum, but the death count stay.

They're good suggestions; I was considering extending the Research Tree with an 'unlimited' resurrection tech, at the cost of a constant (and increasing with each regeneration) mood debuff.

Once I get the listed issues patched, I'll look at possibly beefing it up a little.
#6



Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2069067588
Requirements: Harmony

As of this moment, Rimmortality is in an early stage. There is still some functionality to patch in, please report any issues or mod incompatibilities in the comments below.

Inspired by the regeneration ability of the Time Lords from Doctor Who, this Rim-lore friendly adaptation allows you to research and create a super-resurrection serum that will allow your colonists to cheat death 12 times, but at the following costs;
- A new set of randomised traits
- A completely new physical appearance (Skin tone, Head and Body, Hair and Hair colour, 5% chance of gender swap)
- Post-Regeneration sickness
- Slight mood debuff
- Slight social debuff with all related colonists (you'd feel slightly untrusting if your sibling, spouse, child or parent suddenly morphed into a completely different person wouldn't you?)

In short, any colonist injected with the Regeneration Nuclei will auto-resurrect at the point of death 12 times!


Warning - Dying on the worldmap does not trigger Regeneration. Working on a Transpiler patch to handle this

- Research the Super-Resurrection Serum Technology
- Craft a Super-Resurrection Serum from x1 Mech Resurrector Serum, x1 Mech Healer Serum, x2 Neutroamine at a Drugs Lab
- Add a medical operation to the target colonist to inject the serum

Once the serum is injected, the Regeneration Nuclei will appear in the colonist's health tab. On death, that colonist will automatically resurrect, but won't be the same ever again...

- Does this differ from the Resurrection Mech Serum? Yes - whilst 1 resurrection mech serum brings a colonist back to life, fully intact, this does the same - however it will automatically trigger 12 times, giving your colonist that near immortality you're craving
- Does changing gender affect my romantic relationships? No - nor will it suddenly alter the sexual orientation of your colonist.

- Known issue; Dying on the worldmap does not trigger Regeneration. Working on a Transpiler patch to handle this.
- Known issue; Resurrection death still triggers the 'X has died' message. Working on a Transpiler patch to handle this.
- Known issue; Facial Hair from other mods (e.g. Vanilla Hair Expanded) does not remove during regeneration (even if you swap gender). I'll be looking into compatibility patching after the other points have been fixed.
Bionic and implant attachments remain attached. Working on a Mod Settings class to handle this as an optional toggle.
- No compatiblity testing has been performed, however Death Rattle and other death relates Harmony patched mods may be affected by this mod.

- I don't plan on bringing any other Doctor Who related functionality into this mod

Feedback welcome, can't promise I'll keep an eye on the thread though!

#7
Mods / Re: Mod suggestion - pay for your electricity
April 19, 2020, 10:32:40 AM
This mod exists bud :)

Power++ on Steam Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=1771402217
#8
Could you please update the initial thread with any recent media (screenshots, videos etc) - as at this time, it's a chore to scroll through so many pages of comments for any sort of idea how this looks or works.
#9
Be great if this mod can get legs. Some visuals that fit the style of Rimworld would really work.
#10
Support / Grey screen of Doom
January 05, 2019, 07:09:24 AM
Hi folks,

Last night on my permasave, a Trade Caravan turns up and I start assembling some new power conduits in the bottom left of my colony, when the game turns grey. I switch to dev mod, and notice a tonne of errors relating to the powergrid flooding the console (see below error log).
I exited the game stupidly, rather than quitting out of the app, which saved the game with the grey screen in place.

https://gist.github.com/HugsLibRecordKeeper/41d67ceb0cae5cacad732967dfe0707b

I've tried every fix I could find. The only thing that seems to shift it is to regenerate the map in the dev console, which naturally destroys my 4 year old, blood sweat and tears toiled colony.

I'm on my knees begging for some help here

Cheers
#11
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
November 16, 2017, 03:10:50 PM
Genuinely cannot play this game now without this mod. Thanks!
#12
Just wanted to thank you for this, we need more starter friendly content circulating in the community.
#13
Unfinished / Re: [A17] SteamCorp - Coder required
August 30, 2017, 12:53:47 PM
Lovely idea, heated vent trap can be implemented very easily - just run a constant tick check on pawn/trap location and apply burn hediff. You could even rig it so that it requires power or plumbing to a heat source. Anyhow, lovely sounding mod.
#14
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
August 30, 2017, 12:49:53 PM
Serp, derp me on Steam - I'll help you sort those bugs out.
#15
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
August 13, 2017, 06:29:15 AM
Sorry bud, I've been next to no help so far other than a lot of 'I'll get on with this for you'!

Either way, what DOES work so far is amazing. The artwork, especially the dinos - is outrageously fantastic. I'm going to do a bit of bug testing for you now, get a small process chain up and running. I'll feed back as I come along things.

Still need me to do some research on the avian pawns?