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Messages - Preechr

#1
Mods / Re: [Mod Request] Dungeons
March 29, 2019, 12:49:43 PM
Seems like some of the mountain bases that generate now have hallways and rooms that are hidden until discovered... Think it would be possible to just have the game generate more rooms and hallways with bad guys patrolling inside? Would be a good starting place I guess.

Not sure how robust enemy base generation is, but seems like some modders have been playing with it.
#2
Mods / [Mod Request] Dungeons
March 21, 2019, 05:14:52 PM
An incident similar to requested raid on an enemy outpost, but a full dungeon with minions and a boss to defeat. Could even add in a faction with a story line. Instead of raiding a barely functional base with weak enemies, it would be fun to have a giant maze full of monsters and bad guys.
#3
Mods / [Mod Request] Battlestar Gallactica
March 01, 2019, 11:07:14 AM
Based on the reboot series. Add a new faction/race for Cylons that would be a combination of Scythers and Centipedes, attacking in droves.

Wish List:

If possible, would be awesome to have characters from the series coming in for Wanderer Joins/ Refugee Chased and Man in Black events. Could have a lot of fun with a Dr. Gaius Baltar that is level 20 in every skill but no matter what you assign him he has a secret addiction to "working on a Cylon Detector," so he will always wander off to do that somewhere.

Also if possible, an event/disease that randomly triggers on a colonist that turns them into a "skin job," preceded by suspicious failures of major systems. Would lend a cool aspect to arresting your own pawns and provide interesting mood options.

Disassemble Cylons to access their tech. Adding in tech and building projects based on what you've unlocked.

I'd play it.
#4
Smokeleaf joints, beer and spectago teas for everyone!
#5
General Discussion / Re: Simple Slavery vs. Prison Labor
February 27, 2019, 09:32:49 AM
I've been working on some prison ideas on the side of my normal run, experimenting with both mods and locks. For Prison Labor, you have the option to "motivate" the prisoners or just turn off that mechanic, and so far I've left it off just to see what was possible. With Simple Slavery, I've seen a slaves unhappiness lower but I've yet to have one get over it completely, so some slaves seem to want to run off pretty often... at least I think its variable.

For my purposes, I'd like the prisoners/slaves to be fully self-sufficient and my real colonists to function as guards/wardens only, doing no real labor. I can't seem to get prisoners to do construction jobs, though. I thought they were doing it, but then I noticed things were actually getting built by one of the guards. This may be a mod conflict or something, because the mod settings for PL have a switch to allow them to do construction, so it should work.

Additionally, I usually run with hauling/riding pets, which becomes problematic with the Locks mod, which is kind of important to have if you are using PL to make a big prison complex. I've also recently read that PL doesn't play nice with Rimefeller, which I'm trying to utilize in that run as well, so for me, I've decided to use SS, set permissions on locks and use zones/permissions/assignments for slaves to simulate prisoners and then just deal with them being on the colonist list.

It seems like the miserable slave/trying to escape mechanic is close enough to prison breaks to keep it interesting for the guards, and with SS I'll have full control of the prisoners. I'll see if releasing/re-enslaving the prisoners every once and a while resets their misery mechanic. If that works, I think SS will be the solution.
#6
Come to think of it, if you are brand new to VS you will need to install the plugins for cookiecutter and git, and if you haven't used git, you'll need to configure it as your repo, which is not part of this tool's instructions

There are other things you may want to do in addition, like including Harmony and any other frameworks you wish to use, as resources, so paying attention to how that is done and then allowed or included in your mod will be helpful
#7
You guys will need to look into the settings in VS for your solution and find the option to open an external program for debugging and assign that to the Rimworld executable you use to start the game. I think you may be having this problem because you're using the 64 bit version, or maybe it has something to do with Steam or how the script functions.

The instructions are super specific and the cookiecutter works exactly as advertised, but there are still little things that will need to be worked out. There are a series of videos on youtube published by a user named keen krozzy that are older, kinda long and unedited that go through the manual setup of what this solution does for you, and you might benefit from walking through the steps and looking at the whole process being done and seeing how it was done for you.

This cookiecutter does a heck of a lot more and in a much more efficient manner, but the videos may give a better perspective on some of the details.