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 - skellitor301

#1
Mods / [Mod Request] Bus and Bus Scheduling
April 07, 2019, 07:37:07 AM
So, one idea I've thought of for a mod is to introduce a bussing system. Say you have a well-developed colony and you want to expand your production to other areas outside the colony into other maps you may have set up camps in, let's say a mining camp at a mountain range a few tiles away. Problem is with how the current game is set up, you'd have to form a caravan to build housing and the essentials, basically making a second colony just for miners. This idea proposes a way to set your miners to automatically enter a bus that will make the trip each day to and from the camp. The bus will be scheduled to be loaded and leave and bring people back, making the whole caravan process much easier and make the mining camp just a mining camp and not a second living colony. This doesn't have to be limited to mining or to a bus, that's just the example to simplify cross-map jobs. I'd also be a good idea to include compatibility with other map and vehicles mods such as the road building mods, asphalt, etc. mods to avoid overloading building menus with the same items.

I know I didn't do that good of a job explaining the idea so feel free to ask questions, but the base idea is to give working camps in other map tiles a better foundation, to keep them as work camps and not a fully functional colony just to dig up the map's resources or to use the land for mass food and organic production.
#2
Help / Re: So this happened, help?
July 22, 2018, 02:00:43 AM
Oh btw, I found out what it was, apparently the Advanced Biomes mod is having issues, not sure about the other biomes mod so I just disabled them both and the game is working now.
#3
Help / Re: So this happened, help?
July 18, 2018, 10:19:48 PM
Forgot the collection list for Steam, my bad.
https://steamcommunity.com/sharedfiles/filedetails/?id=1444746528
#4
Help / So this happened, help?
July 18, 2018, 09:38:19 PM
So I've had a recent issue with my mod setup messing up the map of the game.
Source

I've tried several times to debug and find what has been causing this issue and after 6-7 hours I've come up dry. I'm not sure what causes this bug to happen, none of the mods I have enabled I think would cause this issue, and the logs don't really help very much. So now I turn to here for help, below I'll have linked my mod list, a link to a workshop collection of the mods for ease of access, and a gist of the output log of the game when loaded into the map. Keep in mind for steam: Palisade and The Harvest currently is hidden on the workshop, Palisade I've found on the forums but The Harvest sadly I cannot find a linked copy for, so the link instead directs to the mods window in game with it's description, hopefully that can be of some help in this situation. Also the mods in the modlist that show up as incompatible are 1.0 mods, and have been reported to work with b18

Gist.github.com
Modlist image too long for post.
#5
Mods / Re: Recording Mod
June 24, 2018, 09:41:57 PM
Well, one way I can think of, and I'm not sure how well this can work in Rimworld as I'm not a programmer, I would record just the important info like player actions, actor behavior, damage dealt, then use the game's framework to reenact this list of commands. This frees the player from recording as the game happens and allow the player to record any part of the session they desire. As I mentioned though I'm not an active programmer so I'm not sure if this could be implemented with the existing framework of the game, or any third party framework libraries out there.
#6
Mods / Re: Recording Mod
June 23, 2018, 03:44:19 AM
Roolo kinda has the right idea, something similar to that but you can have a video of the whole map exported that can be zoomed in with your video editor and retain the video quality. I know this would make the file size huge but it's basically the idea I was going with after a little bit into the idea. But Roolo's version does sound better, because the point I was thinking of was to allow being able to get recordings where you need it after the fact, not during when you're playing the game which can limit any storytelling you can do outside of what you see as you play.
#7
Mods / Recording Mod
June 21, 2018, 04:46:50 AM
Hello all, in light of the recent 1.0 announcement I'm excited to get into Rimworld again and possibly do a lets play of. I had an idea for the style of lets play I wanted to do in the form of a more storyteller based series rather than just playing the game An ideal mod for this would be some kind of full map recorder so you can zoom into the map where you need to and not miss anything. this would also make it ideal for timelapse videos. Would this be possible to have mod for the game?
#8
Quote from: Serenity on September 14, 2016, 07:37:50 PM
Releasing that security door as a standalone would be cool. It would allow you to restrict rooms to their occupants so they aren't disturbed. And finally allow you to hide your booze and pot from visitors.
There already is a mod for that, it's called Do not Disturb.
#9
I would hope these get updated for the current alpha, blast doors and refrigerated storage is always great :)
#10
Oh neat, I like how in depth the warden works. I can't wait to try this mod out :)
#11
Help / Re: outdated mods list
August 14, 2016, 10:54:21 PM
Well yea I'm not saying they lose the rights to the mod, but at the same time people who are fans of the mods will want to play it, and sometimes actively stay behind a few versions to enjoy it. People shouldn't really have to deal with that just to enjoy a game, having to chose between a good mod or newer features just because an author doesn't update. What I suggest is any freelance modder would put on the list an update to a mod that's dead and isn't actively updated. It's more of a preservation project if you will, not adding or removing any features, but making it so the mod is playable. And yes if the mod author does come back with a new update or if they say they're actively working on it again, then yeah that's great, they still have the right to do so.

There really is no real reason to get bent out of shape for someone keeping a mod up to date, it's keeping their work active and allowing more people to enjoy the work they put into the mod instead of letting the work go to waste as it goes into the outdated section.

To make it simple, they can be called legacy updates, that way people can play the mod using the legacy update until the mod author makes an official update to the mod. The legacy update can easily be made temporary, the modder who updates can get some experience, and the original mod author doesn't have the unneeded pressure to update the mod or stay active when they may not have the ability to. The community can take care of the mod, and the mod author can pick it back up when they return and/or are able to.
#12
Help / outdated mods list
August 13, 2016, 09:45:37 PM
So, one sad fact about modding is some of the great mods that people enjoy tend to become dead and outdated due to the mod author not updating it anymore or disappearing altogether. Could there be a mod list where people can request for some of these mods to be updated and anyone who mods can pick up the project on their own time? I know there are modders out there who make patches for some of these mods, but they can get lost in the threads from people posting. So instead of that, a list or some system could be set in place to allow dated/dead mods to be updated and easily found. I for one would be very happy to see some of the good old mods back in the current versions of the game, and I'm sure many other players would enjoy that as well.
#13
Quote from: SpacekatTommy on July 01, 2016, 03:34:56 AM
A new song for the mod? Someone pointed me in your direction. n'joy!
That wasn't just 'someone' there Tommy, that was the game creator himself :P
#14
I certainly do hope it does get updated. That or Tynan implements something like this into the game. He did show interest in this mod before.
#15
Ideas / Re: Multiplayer
March 19, 2016, 01:50:19 AM
Well, one easy way to understand it is think of clash of clans. I personally dont play it but I have friends who do, and you can send support to friends through that.

And yes, I know the thread is old, but it's better than making another thread about the same thing