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Messages - Modraneth

#1
Mods / FUR/WOOL Clothes or Armor
April 13, 2021, 05:13:43 PM
I'm really sorry if this mod already exists or something.
i have a Highly modded rimworld game, im playing as a tribe and only using tribe stuff, i have some bisons for milk and wool.
the thing is i found a mod that gives Pelt clothes, but I cant use the wool from the bisons, only the leather i get killing, i made a quick search and i didnt have a single cloth or armor that lets me use Wool as a material for my few tribal clothes, all of them are for leather.
there is any mod out there that gives us players some fur/wool armor or clothes? i dont want to have my tribesman with Parkas....
the mod i found for the pelt clothes is https://steamcommunity.com/sharedfiles/filedetails/?id=2401466559 on steam

i was thinking about skyrim Fur Armor, something of the sort that gives high cold resistance and a reasonable armor maybe a mix from that mod and the parka maybe a FUR/WOOL armor that uses WOOL + some metal, like steel or any other metal from mods like iron  ..
if anyone can help me i will be really glad
thank you all
#2
i know this is dead.
but can someone update it to v1.2?
#3
Quote from: Thyme on January 17, 2017, 02:15:54 PM
Welcome Visitors with your buildable Snowmen Army!

Description:
Allows snowmen to be built via "misc construction".

Additional Info
It's basic xml magic that enables snowmen construction via the misc menu. Should not affect the joy activity. I didn't change anything else. Idea: Mkok in this thread.

Author
Thyme

Download
attachment below, or:
https://www.dropbox.com/s/l4f2ir8dpeyv9fe/Snowmen%20Army.zip?dl=0

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- 98% savegame compatible. You can remove the mod as long as you have no snowman blueprints on your maps (hence the -2%).

License
Do with it whatever you want. No credit for modpacks required, it's only one line of code.

[attachment deleted by admin due to age]

sorry for the necromancy but will this be ever updated ?
#4
Ideas / Re: Faction/race Traits
November 11, 2019, 06:42:11 PM
i dont think u get my point.
i wasnt saying for a faction of cannibals ets, i was saying for the people that use race mods, those races mods normally have traits of their one, for example theequium race have traits to the equium pawns that doenst make much sense for a normal pawn to have.
or for example a tribal pawn with 16 years to have a glittertech trait on him

but i would love for some specialized faction with specialized traits on them too
it would be really cool to fight a horde of cannibals for example  8)
#5
Ideas / Faction/race Traits
November 10, 2019, 04:43:07 AM
hi, my idea is simple, and its possibly implemented in some mod, if so please tell me

there is a way to have multiple faction and races on rim, but the traits exclusive to that race normally when a pawn is generated he dont have those specific traits and have some random ones based on all traits in game.
my idea is to have faction/race pawn spawn only with the appropriated traits from their faction/race and/or from the vanilla game (based on their tech level)

example:
we have argonian race and equium race, the equium traits wont be given to argonian pawns
equium pawn would have equium traits and vanilla traits (logic based) and no more traits from other races

i dont know if its a simple thing to do or not, and if this mod already exist please tell me
#6
Ideas / Re: Mummies
September 05, 2019, 01:55:24 PM
Quote from: Limdood on September 05, 2019, 08:37:56 AM
yeah, that's definitely mod territory.

At first I thought you were requesting actual mummies....dead bodies of important people dried out and preserved in a chamber with wealth all around...and when you enter...it stays dead.  Maybe some traps around, if you want to loot the tomb.

But fantasy undead-monster mummies don't fit into the vanilla rimworld lore...definitely seem like they'd fit into mods though.

ur idea sounds cool too
and way less hard xD mas cool in is own way. so it would be cool to have it too
#7
Ideas / Re: Mummies
September 04, 2019, 04:53:31 PM
i have played with that mod but the crypt never show up to me  :(
so how do i need to talk that have the time to make this?
i cant do it, i never modded rimworld and i cant possibly achieve this idea
#8
Ideas / Mummies
September 04, 2019, 04:30:26 PM
i was thinking for people that like to play low tech worlds without high tech technology and even for the people with high tech
its possible to implement mummies to the game? in secret chambers we could dig and find some sarcophagus with treasures and mummies to protect the treasures
its like mechanoids ruins but with mummies
i think the loot could vary between items with high beauty value, to wealth. those places should be well guarded and the mummies should be leveled with the quantity and quality of the loot, so high quantity with high cost should have more mummies and stronger ones

give it some thoughts
its possible to make this?
its hard?
#9
General Discussion / Re: How do I cross the Ocean?
September 04, 2019, 04:19:57 PM
Quote from: Shurp on August 14, 2019, 07:53:04 PM
I have no idea what the necro is for, but I'll play along.  You want a reason why you can't build a boat and sail across an ocean?  Try this.  You're on a planet with boomalopes and giant centipedes that shoot lasers.  What do you think is going to happen when you run up against a whale here?

(substitute some Lovecraftian horror if you're playing a medieval or other low tech theme)

Quote from: Kirby23590 on August 16, 2019, 12:25:08 PM
I heard some Necropost-mancy going on... But i guess i will play along as well...

I mean, aren't very long bridges crossing across oceans expensive in real life? And materials used to make them?

But yeah, i mean toxic fallouts and mechanoids that want kill all humans along with bloodthirsty pirates and beasts with red glowing eyes wanting to kill all others. So Bridges like that aren't going to last very long and the stress would make them fall under the oceans.

And also Ships aren't really an cheap idea, Tynan Said... By the way...
Quote from: Tynan on June 26, 2019, 05:58:24 PM
The ships thing is a viable idea, but not exactly a cheap one!

not everyone play the same way you play.
at least 20 or 30% of rim players like to play fully medieval theme, without futuristic tech, its already possible, there are mods that take all tech above medieval from the game
you play with space tech its seems logic for you to use pods to travel the world, but for me, i play tribal / medieval tech only without nothing above why shouldnt i have the possibility to travel faster too?
lets say for exemple if i random spawn on a small island, how should i leave it then? should i start a new game jsut because i cant leave the island? doenst seems fair to me
#10
General Discussion / Re: How do I cross the Ocean?
August 14, 2019, 06:28:34 PM
having boats seems like a valid point
in our days lots of mods made the game fully played with medieval theme. so why cant we play with tribes for example and build a raft or a paddle boat to cross a bit of ocean? its could even have like 60% chance of some bad weather and the pawns drown to death.
its not like every person plays futuristic in this game, we have a big percentage of people that like to play with tribes or with medieval tech, it doenst made sense for that people not having the possibility to travel a sea or a big lake, lets say that travelling on an ocean means death, but a sea or a lake should be possible...
#11
Outdated / Re: [A17] Mines - balanced mining
November 10, 2018, 05:13:22 AM
hi, the mod has been updated on steam, i do not know if the author will update it outside it.
you can check it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1545681321
#12
its possible to make this mod to B19 ??  plz ??
#14
Quote from: Canute on September 20, 2018, 02:03:01 AM
You can try out
Faction control
https://ludeon.com/forums/index.php?topic=45519.0
and maybe add
Tribal Raider
https://ludeon.com/forums/index.php?topic=45653.msg434862#msg434862

already did.
i found other mod on steam that do almost the same this one. but i really prefer this
#15
we wll see an B19 release for this mod ??