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Messages - Golden

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Mods / Re: What happened to the mods Noedgefade and Fuckfriendlyfire?
« on: September 30, 2019, 07:05:16 AM »
Thank you very much for looking and for the link to the 1.0 fuckfriendlyfire mod!  :D

I thought quite a few people used Noedgefade, but I guess not.  LOL

Mods / What happened to the mods Noedgefade and Fuckfriendlyfire?
« on: September 28, 2019, 09:32:14 PM »
These two mods are just missing from my list and now gone from Steam, Noedgefade and Fuckfriendlyfire.

Does anyone know what happened?  And, more importantly, how to get them back?

General Discussion / Re: Best way to make lots of stone?
« on: May 23, 2019, 07:27:19 AM »
I always make a dumping storage area right away, relatively near my intended base, but out of the way.  All construction created stone chunks go there, as well as the ones that need to be moved out of the way for rooms or fields or such.  Then after my animals (or whatever) are trained up, they haul from farther away as needed to the initial dumps.  And I make small, "critical" storage zones near my workroom (maybe 4-8 slots) so that the crafters don't go far at all to carry them to the stonecutting workbench, but the animals keep them filled.

You still get caravans and trade ships on one hex islands, so the core will turn up eventually, as will the uranium.  It's just going to be a time bottleneck, you absolutely can launch from that if you're willing to wait a large amount of extra time just for the novelty of doing so.
Sorry @TheMeInTeam, unless Tynan changed something very recently, the AI core only appears as item stash quests or faction request rewards.  They no longer come on caravans or trade ships at all.

Thank you @togfox!  :)  That's what I was looking for, really more than that, but it's good.

Hi!  I'm looking for a mod that allows you to create a zone where your colonists automatically cut down any trees that try to start growing in it, just the trees or any other chosen plant(s) I guess.  Does this already exist somewhere, please?

For example, to remove any cover from a defense area without having to plant a crop of some type.

I know you can have the trees harvested when at 100%, but I'm looking for a clear-cutting zone.

Get rid of anything you won't need for those 15 days.  Keep just enough materials to feed your colonists/animals and fix your defenses and replace/repair weapons and armor.

Releases / Re: [B19] EdB Prepare Carefully - v0.19.9 (1 Sep 2018)
« on: March 04, 2019, 10:08:43 AM »
Sorry, perhaps I should have been clearer. The link above says "test release 1" and also in the notes by the author that there will be a full release later.  To me, that means that the author was working on a better version, perhaps one where all of the bits of Prepare Carefully work correctly.

Since this forum shows that EdB has not logged in for 7 months and it has been almost 6 months for Steam, I feel that my question is valid.  I am hoping that EdB has just been working too hard on life and there will perhaps be work on the full version they stated, sometime in the future.  Or that someone else has been passed the torch and is completing the mod.  Information either way would be nice to have.

Releases / Re: [B19] EdB Prepare Carefully - v0.19.9 (1 Sep 2018)
« on: March 02, 2019, 11:09:41 AM »
Since EdB hasn't been on these forums since last September or updated that test version, is anyone else working on this mod?

General Discussion / Re: Rimworld Online
« on: February 23, 2019, 08:57:21 AM »
Zetrith's Multiplayer mod is here on these forums, with conflicting reports of it working.  I have seen several Twitch streamers using it, but I didn't continue watching to see how well it functions.

Releases / Re: [1.0] Map Reroll (2.4.0) - Pick your starting map
« on: November 29, 2018, 04:09:55 PM »
Looking through the thread I notice that this mod has had issues with Prepare Carefully in the past, but I'd never noticed any issues till today. I was starting some tribals with a breeding pair of huskies and after rerolling the map both of the dogs were male. I tried it with a few other animals a couple times and it seems like any tamed animals on the map when generating a new map will be rerolled along with the map. I'm not sure if it's completely random or not because in the 5 times I tried it all the animals were rerolled to male but names, ages, and health conditions seemed random so maybe gender isn't but everything else is? Could just be 'bad luck', more testing would be needed to be certain I think unless this is a known issue and I just didn't see anything about it in the thread.
Yes, it is a known issue that the gender of animals gets rerolled when you reroll your starting map.  :(

General Discussion / Re: Healroot not turning into Herbal Medicine
« on: October 28, 2018, 03:09:44 PM »
What version and mods are you running?

General Discussion / Re: Prison common rooms no longer work
« on: October 22, 2018, 10:59:18 AM »
Imo, this is a bug.  You should be able to have a prison block with a hospital.  Something unexpected changed to prevent this.

You can, there is only a Warden needed to take the prisoner to the hospital. Everything workin as intended.
It is not working as intended if you cannot make prison cells and separate hospital rooms in a prison block area.  When the prisoner gets well they are supposed to choose a bed in a cell within that prison block and walk there themselves.  And be able to leave their cell to join the other prisoners in the common rec/dining area within that prison block.

General Discussion / Re: Prison common rooms no longer work
« on: October 21, 2018, 02:56:57 PM »
Imo, this is a bug.  You should be able to have a prison block with a hospital.  Something unexpected changed to prevent this.

General Discussion / Re: How to get rid of a wild man/woman?
« on: October 21, 2018, 02:55:17 PM »
You can just disable this event before you start a game in the scenario selection.

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