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 - Flimflamshabam

#1
Releases / Re: [1.0-1.3] Categorized Meats
September 10, 2022, 11:23:22 AM
Neat idea, i've always felt that just reducing all meats to just chicken meat or a generic meat type like some mods do is too far.

Had an idea a while back along the same lines, but with an idea to rebalance weights and nutrition and meat per carcass, and possibly make each meat have a quality that translates to minor mood buffs to meals, such as thrumbo being like super tender and tastey or something.
#2
Releases / Re: [1.0] Don't Shave Your Head! - v1.0.0
April 13, 2021, 01:00:06 PM
This update doesn't seem to be working for me, I go into Prepare carefully and give a pawn a hat and cycle through all the hairs and they're still bald.
Quote from: gaberad on January 17, 2021, 03:24:55 AM
I've uploaded a new version: 1.2.1 https://github.com/gaberad/DontShaveYourHead/releases/latest

This includes Naiyasfury's textures (thanks!), and I decided I'd make some minor changes to the code while I was at it.

It worked as expected in my limited testing, but as always let me know if you run into any issues.

Just a reminder to check the mod settings and make sure that Use Fallback Texture is turned on. Otherwise, if the hair doesn't have a custom texture, that hair style will just default back to how rimworld normally works.

Nvm just found the settings thing, sorry.  :o
#3
Quote from: LoonyLadle on May 25, 2020, 05:45:08 AM
I did implement chitin in a way that I'm sure conflicts with a lot of other chitin mods.
I was wondering if a toggle could be added, I'm using Vanilla Factions Expanded Insectoids which adds a bunch of new insects, an insect faction, and a special chitin material which functions a bit more like a metal than a wood, kind of awkward having both, although I can't seem to get many units of the VFE chitin, not sure if thats an incompatability because your chitin is being combined with it in butchery or if VFE just made their chitin % really low.

I used to use the Bones mod that is now part of rim of madness, but I didn't like the changes added to it when it became part of that mod group, I'm glad I found this one.
#4
Mods / [Mod Suggestion] Redress old wounds
August 04, 2020, 12:52:46 AM
When you're under attack or doing the attacking you don't always have access to top quality medical care which can lead to really poorly tended wounds, but who said you ever had to keep that stanky old bandage made of moss and random plant fibers when you get back to base, where you have better facilities, supplies, and, medics so why cant you do away with the old bandage in favour of better dressing to lower the likely hood of infections and to allow the injury to heal more effectively.?
#5
Mods / Re: [Mod Suggestion] Stone people Race
March 14, 2020, 01:36:39 PM
An update to explain in more detail.

Formless

  • Don't resemble a humanoid shape generally looking more like boulders or Geodes
  • Can't use human designed equipment including clothes, weaponry, bionics and even beds (they dont require sleep anyway)
  • No "internal organs" their "brain" is the crystal structure present on their surface and inside the main body but is incredibly hard to damage
  • their native melee attacks cause both sharp and blunt damage, with a particular lean towards blunt.

Thermally Reactive

  • Their movement, work speed, and other biological factors are based on temperature, higher temperatures speeding them up while lower temperatures slow them down.
  • They are "comfortable" up to 1500F and as low as -100F
  • They have native Psionic power which is enhanced by higher temperature but also causes psionic effects to have a more pronounced impact upon them.

Rocky Metabolism

  • Cannot eat meats, vegetables, or processed foods.
  • Consume Rocky materials or metals, along with special crystals they can cultivate
  • Eat only once every 3-5 days
  • Heal much slower than other beings, but recovery can be boosted in high temperatures, a special "hospital bed" that provides heat to them even if the room is much colder
#6
Mods / [Mod Suggestion] Stone people Race
March 13, 2020, 10:38:05 PM
I am aware of Lighter Than Fast which adds the Rock people from FTL as a playable race, i had a different idea however.

A race of Psionically sensitive crystal/rock beings, that become more or less sensitive based on temperature, with higher temperatures increasing sensitivity while also effecting their movement and work speeds being generally slower than humans except in extremely high temperatures. A species that either eats special crystals or possibly rocks or ore, they also are immune to known diseases but possibly have some of their own.
#7
Releases / Re: [1.0] Quarry
December 27, 2019, 07:35:45 PM
Quote from: SpaceDorf on December 27, 2019, 12:44:55 PM
Strange,
RF made a patch for this.
I am assuming you researched terraforming, then it should work like this :
I was just testing in godmode, I haven't committed to using this in a full save yet, but doing the "smoothfloor/reclaimsoil" turns it into a terrain type called "reclaimed soil" which has identical stats to rocky soil. I'll go explore RF's page to see if I can find this patch though.

EDIT: Never mind it seems to be working now, after I changed nothing. I've been having a number of issues with the newer mods I've been adding and without touching what order they're loaded in bugs will start and stop each time i load the game, its quite frustrating.
#8
Releases / Re: [1.0] Quarry
December 27, 2019, 12:07:26 AM
I've noticed a mild incompatibility with Rainbau's fertile fields. The leftover quarry dirt after removing a quarry can't be altered into other terrain types with the RFF terraforming options.
#9
Mods / Re: [Mod Suggestion] More Caravan Actions
December 17, 2019, 09:39:54 PM
I appreciate setup camp, but it has some notable issues, namely that you are spawning a map, usually a small one that might likely not have the resources to justify stopping, and especially for having pawns hunt, the idea is to not stop or slow down the caravan since stopping to spawn a map inevitably increases the travel time to their destination since it means having to set that all up in real time, where if you just have the equipment as part of the caravan, (tents and bedrolls and such) then it can be just something done automatically without the micromanagement that makes rimworld a bit of a drag at times. If you enjoy using setup camp and don't have issue with it good for you, but there's never an excuse not to have more options.
#10
Mods / [Mod Suggestion] More Caravan Actions
December 04, 2019, 01:48:52 PM
So caravans are a nightmare to deal with, they run out of food faster than a sneeze and take years to get to their destination.
Some ideas to help reduce the faff:
1) Hunting: Pawns capable of hunting will hunt and add raw meat to the caravans supplies as they're traveling. They require a ranged weapon in the caravan not necessarily equipped to the pawn.

2) Resting: While a caravan is stationary and not at a faction base, they setup a small camp and their temperature and relative comfort are kept decent, so if you're in a cold biome and your pawns aren't clothed for the journey they can still keep warm. Also they convert raw foods to simple meals during rest, as well as other things like tending wounds/illness faster and more effectively than while on the move.

3) Resting at Faction Bases: If you're colonists are at a base that is neutral to you they can get all the benefits of being at home for a silver/day cost, allied factions can charge less or none at all. Unruly factions that aren't fully hostile can also be camped at but at a more extortive in their charge for services. Civilized Factions are also better at providing comfort, recreation, and warmth than Tribal factions.
#11
Mods / Re: [Mod Request] Vassals/Fiefs/Puppet States
December 04, 2019, 01:37:03 PM
The ability to do more with other factions or bases would be nice, I was thinking of possibly suggesting the ability to create settlements you don't directly control but are effectively part of your faction, they can be asked to send aid or traders without a reputation loss, and can provide other benefits like a small boost to research speed, occasional drop pod gifts because the base is flousihing, etc.
#12
Releases / Re: [1.0] Vanilla Weapons Expanded
December 04, 2019, 01:15:52 PM
Quote from: rimmer21 on November 07, 2019, 07:23:35 PM
Quote from: Hargut on November 07, 2019, 07:00:55 PM
I think i got ur vanilla production mod or something but didnt found the thread for it. But apperently i can not use the electric stonecutter workbench. There are recieps and so on but i cant make them go do it, when i try to force them to do it and right click the bench with a guy, nothing shows up  :'(

same with the electric butcher table
I also seem to have the issue that all the production tables from Vanilla Furniture Expanded - Production do not have any bills for crafting.
As a side note I would appreciate a separate tab for Vanilla Expanded research, the basic furniture modules have a tab of their own but armour, apparel, Furniture production, and weapons all are squished in the main tab and its a bit of a mess.
#13
Releases / Re: [1.0] Preemptive Strike
December 04, 2019, 12:16:56 PM
I'm having problems with the mod not detecting meteors or drop pod raids till they arrive. Its detecting standard raids and solar flares just fine, also I have the odd hiccup where a raid comes in labled as a Mechanoid Hive human group, and sometimes its just normal mechanoids, but sometimes its humans.
#14
Mods / Re: [Mod Suggestion] Automation!
November 24, 2019, 01:33:48 PM
I'll check it out, I tried searching but came up with nothing relevant.

Edit: It does appear to be out of date though.
#15
Mods / [Mod Suggestion] Automation!
November 24, 2019, 12:22:43 PM
One of the things that slows me down and makes me give up on saves is when I start pressing forward in technology I end up with a crafting room with some dozen crafting tables all with active bills no one is working on because my colonists are all busy doing something more important. It just feels off there's no automation whatsoever to the game, especially for stuff like say the component crafting, which seems like it'd be a task better suited to a fabricator that assembles them with precision autonomously than expecting my already overburdened crafting pawns to assemble them by hand.
It would make sense that items produced this way would be better than a dumb pawn doing the work but worse than a skilled one so it'd give you average products as opposed to ones of varying quality.