can the quarry be used in medieval playthroughs? I tried it last week or so but the only buildable object was the quarry platform and not the actual quarry
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#2
Releases / Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: August 1st
December 20, 2019, 07:40:27 AM
sweet! My game never wants to load the draenai?
#3
Help / Forsaken Crags + RimCities Light Patch
December 17, 2019, 12:33:59 PM
Crosspost from reddit: https://www.reddit.com/r/RimWorld/comments/ebu0rk/forsaken_crags_rimcities_light_patch/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
Figured I could get some more great feedback here.
I'm playing a modpack with RimCities and Alpha Biomes and Zombieland in Forsaken Crags Biome and I realized that on MapGen that all power in the cities are produced by solar generators but Forsaken Crags is a permanent dark map making it critical to find wood, chemfuel, and building wind turbines extremely essential for survival. Would anyone know how to patch or make an infinite generator appear in mapgen for cities so the actual buildings can maintain light in the forsaken crags biome? I'm also using realistic darkness and dead's dense biomes so my record survival time is somewhere around 12 days bc food rots quick and resource is scarce, super fun but if i can't figure it out then may just have to begin my medieval mod pack play through that i have planned out, thanks in advance!!
I assume I could use dev mode to plop down some wood and chemfuel generators at random and hope some conduits spark long enough to haul things back to base before establishing my own power source??
Figured I could get some more great feedback here.
I'm playing a modpack with RimCities and Alpha Biomes and Zombieland in Forsaken Crags Biome and I realized that on MapGen that all power in the cities are produced by solar generators but Forsaken Crags is a permanent dark map making it critical to find wood, chemfuel, and building wind turbines extremely essential for survival. Would anyone know how to patch or make an infinite generator appear in mapgen for cities so the actual buildings can maintain light in the forsaken crags biome? I'm also using realistic darkness and dead's dense biomes so my record survival time is somewhere around 12 days bc food rots quick and resource is scarce, super fun but if i can't figure it out then may just have to begin my medieval mod pack play through that i have planned out, thanks in advance!!
I assume I could use dev mode to plop down some wood and chemfuel generators at random and hope some conduits spark long enough to haul things back to base before establishing my own power source??
#4
Mods / Misc. Turretbase Objects Mod Request
December 15, 2019, 11:42:14 PM
https://steamcommunity.com/sharedfiles/filedetails/?id=727710731&searchtext=duplicate
can someone make it to where this mod will show the turret's stats after mounting the gun?
can someone make it to where this mod will show the turret's stats after mounting the gun?
#6
Releases / Re: [1.0] Technology Blueprints
November 19, 2019, 01:28:32 AM
I have spacer tech blueprint in my stockpile in my tribal start and when i click on it to use it, it days "cannot use spacer technology blueprint (no available technology), im assuming i need a hi tech research bench or what is the problem here?
#7
Releases / Re: [1.0] Vanilla Weapons Expanded
November 07, 2019, 07:23:35 PMQuote 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
#8
Mods / Mechanoid Incidents Expanded
November 06, 2019, 10:12:00 PM
These are just ideas if anyone wants to champion them:
Mechanoid Conquest: a group of Mechanoids that temporarily enters your colony map and are in search of enemies to take over a potential base. Mechanics: These mechanoids temporarily claim any area that is not already your home area and entering any zone not already yours will make them hostile. So bunker up or set sail.
Malfunctioning Mechanoid: A broken mechanoid is spotted roaming your map tile and will not go hostile, essentially behaving as a wild animal although not tameable unless using what the hack or other related mods (free components/resources)
Harvesting Mechanoids: A group of mechanoids are raiding your tile for all plants, better hope there are none inside of your base. They will harvest all plants and will not leave until dealt with
Hacked Human: A human with an Aggressor Implant has wondered onto your map and will behave as a base mechanoid. They are equipped with high tech weapons and will not go down until health reaches zero. If not harvested when killed, their chip allows them to slowly restore tissues and organs back to 100%. You can implant one of these into your colonist to make them the toughest colonist ever (gaining immortality since your enemies will not harvest the chip) unless the body rots or is eaten by wildlife.
Rumbling Mechanoids: A group of non-hostile (unless attacked) dirty bloody mechanoids are passing through your colony leaving blood/dirt/or rock rubble in their traces making your map horrendous.. deal with them quickly
Mechanoid Drain: In a search of power, a group of mechanoids will "drain" the most nearby power line of all the energy stored. They will pass through peacefully if no power lines are on map
I hope someone will be inspired by these or create this idea
Mechanoid Conquest: a group of Mechanoids that temporarily enters your colony map and are in search of enemies to take over a potential base. Mechanics: These mechanoids temporarily claim any area that is not already your home area and entering any zone not already yours will make them hostile. So bunker up or set sail.
Malfunctioning Mechanoid: A broken mechanoid is spotted roaming your map tile and will not go hostile, essentially behaving as a wild animal although not tameable unless using what the hack or other related mods (free components/resources)
Harvesting Mechanoids: A group of mechanoids are raiding your tile for all plants, better hope there are none inside of your base. They will harvest all plants and will not leave until dealt with
Hacked Human: A human with an Aggressor Implant has wondered onto your map and will behave as a base mechanoid. They are equipped with high tech weapons and will not go down until health reaches zero. If not harvested when killed, their chip allows them to slowly restore tissues and organs back to 100%. You can implant one of these into your colonist to make them the toughest colonist ever (gaining immortality since your enemies will not harvest the chip) unless the body rots or is eaten by wildlife.
Rumbling Mechanoids: A group of non-hostile (unless attacked) dirty bloody mechanoids are passing through your colony leaving blood/dirt/or rock rubble in their traces making your map horrendous.. deal with them quickly
Mechanoid Drain: In a search of power, a group of mechanoids will "drain" the most nearby power line of all the energy stored. They will pass through peacefully if no power lines are on map
I hope someone will be inspired by these or create this idea
#9
Releases / Re: [1.0] Alpha Biomes - 1.0 (21/08/19)
August 23, 2019, 03:15:36 AM
creator's tips for surviving the mechanoid biome??
#11
Releases / Re: [1.0] Prisoner Arena
August 12, 2019, 06:19:46 PMQuote from: vovik on August 12, 2019, 04:39:10 PMQuote from: rimmer21 on August 11, 2019, 07:24:47 PMSteamworkshop downloader is not working anymore - atelast for me, steam requires a user id to download.Quote from: Alechandro306 on July 25, 2019, 07:57:50 AM
use steam workshop downloader
shhh don't promote it or it might get taken down 🤫
steamworkshop.download works fine for me
#12
Releases / Re: [1.0] Prisoner Arena
August 11, 2019, 07:24:47 PMQuote from: Alechandro306 on July 25, 2019, 07:57:50 AM
use steam workshop downloader
shhh don't promote it or it might get taken down 🤫
#13
Tools / Re: Offline Mod Order tool - pyModSorter (Windows only)
August 09, 2019, 07:17:56 PM
It seems to be working!
#14
Tools / Re: Offline Mod Order tool - pyModSorter (Windows only)
August 09, 2019, 05:32:09 PM
okay thank you, I'll try it!
#15
Tools / Re: Offline Mod Order tool - pyModSorter (Windows only)
August 09, 2019, 01:18:39 PMQuote from: Penchekrak on August 09, 2019, 01:14:31 PM
rimmer21, that may be my bad code. So you ran pyModSorter, moves mods from left to right, press Save, then reopen pyModSorter and moved mods are on the left column? Did you try to activate local mods or steam mods, are paths on the top are ok (I mean all of them show right paths)?
Yes they are pathed correctly, I'm using local mods and I can see everything fine and reorder and all. The only issue is the save