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Messages - CruelBanana

Mods / Looking for mod recomendations
October 14, 2019, 05:53:06 AM
Hey everyone. I am looking for a few mods that will allow me to have more tools to play around with development mod. Sometimes I just want to get in Rimworld and have some fun by summoning pawns to attack bases and such.
   What I am looking for are mods that expand development mod commands, allow to spawn random pawns (humanlike and animals), mods that allow instant mass tame, mass animal training and mass recruit, and stuff like that. Baasically, anything that will make creating a mass army to attack a settlement an easy, few clicks process to satisfy my sensless need for carnage.
   Thanks in advance for all your help and have a great day!
I love this idea. In my opinion, the events shall be random for more replayability, and more "wow" effect. For example, let's say you turned the colonist away. An "evil" decision, but sometimes it would result in him becoming a vigilante and destroying raider posts around the world.
Or, on the other hand, you saved a refugee and in a few weeks, he turns on you during a raid, since he was an infiltrator.
Rimworld would be much more interesting with such things indeed, and would make stories much better.
Mods / Re: Mods that ad superpowers?
December 14, 2018, 09:32:49 AM
Thanks for suggestions, those will add some flavor! Btw, do you know of a mod that adds various "gadgets" to use in battle? Something that will allow to make a hero/villain relying on the said gadgets (sorta like Batman).
Mods / Mods that ad superpowers?
December 10, 2018, 11:35:06 AM
I want to start a new playthrough creating some sort of superheroes team. To do that I need mods that will allow me to create people with superpowers, and even better if random enemies can spawn with them. Would be thankful for any suggestions!
So far I know of:
1 star wars mods (the jedi/sith powers ar rather interesting)
2 rimworld of magic - just plain and simple magic
3 glittertech for advanced bionics, giving pawns advantages close to superpowers
Releases / Re: [1.0] Equipment Deterioration
November 25, 2018, 08:25:32 AM
I've been waiting so damn long for this mod to happen, thanks a grand! This is a feature that is truly lacking from vanilla game.
After hours of dancing around this issue the bar reappeared after I merged the 2 caravans I had on the world map. Now I wonder how can that be an issue? Because I remember the bar was there when I sent those 2 caravans out, and everything was well. Does it indicate that I have some serious problem with my game or mods? And what should I, or everyone who can run across this issue, do in such cases?
So, I tried installing a new mod and launched my permadeath colony (I know, bad idea). The colonist bat at the top is completely gone, the 4-square thing at the bottom is checked, and changing resolution didn't help. I deleted the mod entirely, but the game is still screw. I would be very grateful for help in this issue. Here is the debug mesage:
Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at RimWorld.ColonistBarDrawLocsFinder.CalculateColonistsInGroup () [0x00000] in <filename unknown>:0
  at RimWorld.ColonistBarDrawLocsFinder.CalculateDrawLocs (System.Collections.Generic.List`1 outDrawLocs, System.Single& scale) [0x00000] in <filename unknown>:0
  at RimWorld.ColonistBar.CheckRecacheEntries () [0x00000] in <filename unknown>:0
  at RimWorld.ColonistBar.get_Entries () [0x00000] in <filename unknown>:0
  at RimWorld.ColonistBar.ColonistBarOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
I probably will remove it when I start my next playthrough. Don't think it's safe to do in the middle of one.
I also have an issue with frost effect being everywhere all the time. It is quite annoying and I would like to get rid of it, any advice on it?
Mods / [Mod request] Necromancy
January 03, 2018, 11:40:33 AM
This is not even much of a request, but more of a suggestion to some experienced modding team. So, the bedrock is to make a PROPER necromancy in the game (not some bullshit, when you summon a limited amount of skeletons out of nowhere).
Let's say there's a pawn. And the pawn likes to poke dead things with a stick. Suddenly, it realizes that it has a gift of some sort (like, f.e., star wars force mod) to raise those dead things and make them poke other things with knives. The ammount should be unlimited, and maybe it can include animals. For it not to become to easy early on, the pawn should have to gain experience to raise dead things in better shape (note: please don't make amount of risen limited, that would suck so much). A good idea would be to also implement some sort of "power algoritm" and make it so with higher levels of skill you can raise more powerful beings (start with rats and squirrels, go to rabbits, then foxes>deers>people>wolves>bears>thrumbos> dinasours). I say algorithm, because just putting animals in list of levels wouldn't work with mods, or would require constant patches. Also, on beginning levels your minions are in awful shape (let's say there are 20 levels of skills, then at level one every trait has only 5% of functionality (5% speed, work, etc.), but get 5% better with every level.
The other thing is for pawns to be able to only perform fighting and dumb labor. They should still use range weapons (not only melee), cause with 5% of accuracy guns are pretty useless. As for damage, as long as it has brain it fights. No downing unless both legs are cut off (because dead don't feel pain).
What would be the ideal result? We can raise hundreds of dead minions, that are almost completely useless at the beginning, but as character grows in experience it becomes a formidable army. I love the concepr of necromancy, but don't know any game that wouldn't make it suck. If someone picks it up, it would be very appreciated. I know this is A LOT to ask for, but you never know when a crazy lunatic with masochistic preferences will decide to go through coding hell just to make another mod.
Mod bugs / Re: The map/world are not visible.
January 02, 2018, 02:37:50 AM
Thanks for this suggestion, I appreciate it, but it would be to much pain in the ass to do for such a minor problem. Anyway, looks like I found an issue (for now, that is). The Psychology mod gave me object reference issue, and it did so even when disabled. Deleting it helped, at least for now. Should I update this topic, if the problem returns and I find out which another mod cause it, so someone with the same problemcould look into it?
Or will it be pointless?
By the way, thanks for advising to update my drivers, they really were outdated, though it wasn't the reason of the issue.
Mod bugs / The map or world are not visible.
January 01, 2018, 12:16:00 PM
So, I've got that issued, when if I try to load "world" on my colony, or I go to a specific local map when I formed caravan in my first session in a new colony, everything is covered in some sort of a grey-ish for, so it is impossible to see anything. A few observations: looks like it is a problem with saved games, because everything is fine if you didn't leave the game since you've started new game. If I load on the World tab (like if I have caravan going), the problem is present on a local map. But it only occurs when game is not paused, so I can see everything on speed  0. I don't have mods that somehow alter the world map (except faction discovery and faction control), and nothing that alters textures or landscapes. More than that, the roblem is present even without mods. I would really appreciate some help here, maybe someone had this problem.
Off-Topic / Re: Your maniacally played games.
January 01, 2018, 03:37:04 AM
There are a few games that are almost always on my comuter: Modded Skyrim, FalloutNV, Medieval II: Total War, Mount & Blade Warband. And last mounth I picked up Crusader Kings II, and it is absolutely glorious. I recommend all of them, if you for some reason didn't play them yet.
It is quite annoying ot shoot them one by obe though. I would prefer them to go manhunter, and have them fight my 20 animals.
I like the idea. And a mod like that could develop a lot. Electric chait, guiliotine, impaling a dude on a pike, crusifying, burning alive, boiling in oil, having him tore down by wolves - and that's just what came to mind. Also, tortures would fit (small cuts all over the body, decapitating, something like that). Sometimes I feel to tied in the opptions of how to punish the man, who killed my pet squirrel.