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Topics - RemingtonRyder

#121
This one doesn't do much, it simple alters the range of volume for thunder strikes so that people watching your video playthroughs can still hear you. :)

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#122
Twelve word description: Less often eclipses, solar flares. Sanity prevails.

This mod reduces the chance for some incidents to fire and/or increases the time before they can fire again. It also makes some map conditions (resulting from incidents) more exclusive e.g. solar flare won't occur during an eclipse and vice versa.

It also delays the first instance of infestation, malaria and plague incidents.

Alpha 15
v1.4.3 -Dropbox -Workshop - Altered Malaria and Plague incidents to affect a smaller max fraction of colonists (0.33 instead of 0.5).

Alpha 14
v1.4.2 Dropbox Workshop - Altered Malaria and Plague incidents to not fire during the first year.
v1.4.1 - Alpha 14 update. Tighter map condition exclusivity than in vanilla. Infestation refire duration lengthened. All good stuff!

Alpha 13
v1.3.6 Dropbox - Alpha 13 compatibility (including day length). Infestations won't happen for the first 45 days.

Alpha 12d

v1.3.5 Dropbox

License

       
  • You may include this mod in your own modpack. The responsibility of maintaining, adapting and supporting that particular combination of mods falls to you, however. This license still applies even if you do not include it in your distribution.
  • You may create your own derivative mod, as long as it does not have the same name as the original mod. Credit must be given.
  • You may not re-upload this to Steam without my permission.
  • Exception to the above. You may not include any of these mods into a monetised modpack or use them to create monetised derivative mods. This includes donation links.
  • You may use this mod as content in monetised YouTube videos without asking me first (see waiver note below). You do not need to credit me but I would appreciate a link to the modpack and/or a mention in the video's description. :)

  • Ludeon Studios can use the contents of this mod freely in monetised RimWorld-related content without legal repercussions.

QuoteWaiver note

To YouTube,

The content creator using this mod does not need to ask me first to use it in their monetised videos.

Regards,

MarvinKosh
#123
Bugs / [W|0.7.583] Pawns shooting through walls?
October 07, 2014, 04:32:23 AM
No joke.  My colonists were taking cover behind an unclaimed stone wall and out of LoS.  Or at least, what I thought was out of line of sight, because pila to the chest.  Ouch.

I'll have to see if I can reproduce it, of course. :P
#124
Over on the suggestions board, someone mentioned removing the improvised turret entirely to see how things go.

WARNING

This will make all your killboxes based on Improvised Turrets useless.  I strongly suggest you test this mod with a new game.

Changelog

v1.0.0: Initial release.
v1.0.1: Fixed research project part of the mod.

Funny thing.  It's not as easy to remove something entirely as it is to replace it, so that's what I did.  Instead of a turret in Security, you now have an armoured wall with 900 HP.  It costs 16 metal per block, however, and it doesn't visibly link (yet) with other walls.

It does not inherit the (what I think is) weakness to explosives defined for walls.  Maybe I will have to add that back at some point, at a reduced rate.

Gun Turret Cooling research is replaced with a project to give the armoured wall fire resistance.

If anyone wants to take a crack at doing a better texture, feel free. :)

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#125
Ideas / Work areas
September 26, 2014, 12:22:18 AM
So I was thinking, in a similar fashion to how stockpiles can determine which goods are hauled where, we could have a work areas thing which allows you to divide tasks up a bit better?

So for example, if you want to haul both food and corpses, currently you have no way to tell your workforce to work on both rather than neglecting either.  If you have a work area for food hauling, and another one for corpse hauling, then you can assign colonists to each so that both things get done.
#126
Stories / Best random event. Ever.
September 21, 2014, 09:03:06 PM
So, some siegers dropped in and started shelling my base.  I didn't have any mortars up to fire back and the enemies looked a bit tough to try a direct assault.

Then a psychic drone started making all the women on the map insane.  Needless to say, as about half the siegers were female, it wasn't long before they went nuts and started killing the men and each other.  I sent a single guy with an M-16 in to mop up the rest.

Admittedly, during this time, a couple of tribal prisoners also went nuts and had to be subdued, but that's a minor inconvenience. :)
#127
Bear in mind that higher-point pawns won't appear unless your colony is worth quite a bit, but you can use the dev tools to try out bigger groups.

What this does is add new definitions for enemy pawns, and adds two tags to the existing weapons, namely the minigun and the R4 Charge Rifle.

Mercenary Heavy: Equipped with a Minigun and be decked out in power armour.  More silver when dropping loot.

Mercenary Assault: Equipped with an R4 and decked out in power armour.  More silver when dropping loot.

Pirate Thug: Equipped with the best non-power-armour protection.  Has more money to spend on guns, drops more silver when dropping loot.

Pirate Engineer: As with the thug, but smaller loot and comes equipped with an R4.

Because these pawn types have a higher point value, this may reduce the amount of pawn spam when you hit end game.  I don't know for sure yet. ;)

Changelog:

v1.1.0

  • Added missing FactionDefs entries, which allows the new pawns to be used in spawn groups.
  • Mercenary Heavies now actually have enough money to afford a Minigun.
  • Outlanders will get access to the Assault Mercenary, but not the other types.
  • Thug is not too common at the moment.  Adjusted their weapon spending money upwards to a max of 250.

v1.1.3

  • Altered TougherFactionDefs so that a Merc Heavy spawns in with a Sniper, an Assault and two regular Mercs.
  • Thugs will now spawn in pairs.
  • Defs are case sensitive - changed Mercenarysniper to MercenarySniper.

Screenshots:







You will note from the above screenies that if you use Aparello, the new pawns will choose from the new options available without you needing to do anything. :)


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#128
General Discussion / Firefighting tips
September 17, 2014, 09:19:45 PM
So I discovered today that drafting colonists makes them fight fires in adjacent squares.

This is basically the best way to fight serious fires, because Rimworld by default assigns colonists with the Firefighting job to fight fires on an arbitrary basis, which is fine when there's a small fire that can be put out quickly, but potentially disastrous when a fire is left to blaze because someone half-way across the map has reserved it.
#129
As subject line.  It can be an upgrade (research) to existing dispensers to improve their utility and allow more colonists to interact with it.

I guess this does mean that you would need a different texture def for an upgraded building, though.
#130
Ideas / Mortar firing control
September 15, 2014, 11:06:03 PM
A panel which shows manned Mortars, allowing you to select them quickly and alter targeting.
#131
Stories / Outlander on fire
September 09, 2014, 02:16:58 PM
For whatever reason, some outlanders decided to visit... while there was a raging inferno consuming the trees near my base.

One of them walked through the fire while I was watching, and started running around trying to put themselves out.

At this point one of my colonists, Trick, steps in and extinguishes the burning outlander.  Great, I thought, they'll surely thank me for not letting the guy burn to death.

Er, well, not exactly.

Trick gets a knuckle sandwich from the person he was helping to not burn to death and a message appears about relations with the outlander faction becoming hostile.  He barely has time to duck inside before the other outlanders start shooting.

So, lesson learned.  If you see an outlander on fire, let them deal with it.
#132
This mod is now part of the Winter is Here! mod.


This mod adds a smaller light source with a quarter of the power requirements of a standing lamp, and a smaller radius of illumination.

You need to research Colored Lights to unlock the lamp.



Also, there is a mining lantern which requires no research.  However, it must be pre-assembled at a Lantern Table before being placed at the desired site.  It can be deconstructed into item form and re-used elsewhere.  Compared to the standing lamp it uses two-thirds as much power.



Changelog

Alpha 6

v1.0.0: Initial release.
v1.1.0: Added mining lantern and lantern-making table.
v1.2.0: Yes I know, version numbering is terrible, haha.  Increased value of lantern kits to 25 to decrease lantern kit spam in crashed cargo pods.
v1.2.3: Similar changes to v1.3.0 in Alpha 7, but supports Alpha 6.

Alpha 7

v1.3.0: Updated to Alpha 7.  Decreased metal cost for lamp.  Reduced power consumption for lamp and lantern to 40W and 100W respectively.  Screenshots do not reflect this.

Alpha 8

v1.4.0 Updated to Alpha 8. Added an outdoor battery kit, which requires 25 Steel and 5 stone blocks (of any type) to craft. You currently need two battery kits to make one outdoor battery (same size and capacity). Deconstructing the outdoor battery should yield the two kits again. Lantern and battery kits are made at the smithing table. Lamp no longer needs Coloured Lights to research.

Merged into the Winter is Here mod.


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#133


Twelve word description: Hoard precious survival meals. Cook prison meals and deliver them to cells!

Mod origin and progress
So you've been sending your colonists off to gather up all those packaged survival meals, but you're tired of the micro of prioritising hauling, and then forbidding those meals before they crack them all open.

This mod sets the packaged survival meals to 'Awful' quality, which means they will be consumed last of all. Nutrient paste quality is adjusted to the same quality as simple meals, so that it is consumed before survival meals. It still generates negative thoughts.

In addition, you can set a bill to cook prison meals, which will taken by the cook to the best stockpile you have set for prison meals - in other words, somewhere where prisoners can reach their food. This allows you to have one meal quality for colonists and another for prisoners.

Changelog

Alpha 6

v1.0.0 - Initial release.  Packaged survival meals rated lower than simple meals.
v1.1.0 - Nutrient paste dispenser meals rated better than survival meals (but still give negative thoughts).
v1.2.0 - Added prison meal variants of simple and fine meals.  Cook five at a time (stack to ten as usual) or single variants which don't stack.
v1.2.1 - Fixes recipe for fine prison meals similarly to v1.3.0 but for Alpha 6.

Alpha 7

v1.3.0 - Updated to Alpha 7.  Fixed a bug in the recipes which meant that a batch of five fine prison meals would only require five meat and five veg.
v1.4.0 - The prison meal recipes are now injected into the cook stove using Recipe Nurse, by JuliaEllie.  You will need to enable the Recipe Nurse mod to use prison meals - it is provided in the latest download.  With this arrangement, new cook stove recipes can be added by other mods without any problems.

Alpha 8

v1.5.0 - Updated to Alpha 8.  Prison meals are temporarily out of action.
v1.5.1 - Prison meals are back on the menu!

Alpha 9

v1.6.0 (Not released) - Alpha 9 compatibility and RW Launcher mod options added.
v1.6.1 - OKNutrientPaste is retired, doesn't work in Alpha 9.
v1.6.3 - Added single meal variants of simple and fine meals (they don't stack) and vegetarian/meat soup variants on the simple meal.
v1.6.4 - Fix: I put exceptedThingDefs in the wrong place. Whoops!
v1.6.5 - Fixed MeatFoodRaw to MeatRaw. Having one of those days, it seems.

Alpha 10

v1.6.6 - Minor update, adding description and options for RWLauncher.


Notes

As noted in the mod description for 1.1.0 onwards, colonists may still divert to eat survival meals if the nutrient paste dispenser is being used.  So, build more dispensers!

As noted in the description from 1.2.0 onwards, you can now cook prison meals.  These are exactly the same as simple and fine meals, but retextured and separate in stockpile lists, so that cooks can stockpile meals inside prison rooms as you see fit.

Colonists can still eat from prison meals, unless of course they've been placed in a prison.

With the 1.4.0 release, you may see some log messages in red when you load up.  That's just telling you that recipes were successfully injected. :)

With the 1.5.1 release and onwards, prison meals are added to the cook stove in a new way which does not require Recipe Nurse.

With the 1.6.0 release onwards, please note that in Alpha 9, nearby meals will receive more priority than further away meals.

Enjoy!

Credits: JuliaEllie for the Recipe Nurse tool.
#134
So, basically if you have something to wall the crashed ship part in with, the defenders won't spawn normally when you attack it.

There's only a slim chance of this being a viable tactic in unmodded Rimworld, because mortars (which are the only indirect fire weapons you could use to damage the ship) fire very slowly and aren't very precise.  I put an embrasure on one tile so that it was possible to fire in.
#135
Ideas / Too many corpses...
September 04, 2014, 02:46:24 PM
Seigers just seem to have the worst luck in my games.  This time they picked a narrow tunnel through a mountain to use as their camp, eventually deciding to set up their mortars on the north side of that tunnel, not far away from my... well, crematorium.

XD

Anyway, because they're jam-packed into the space available, a few lucky hits with mortars and a lot of seigers are dead and the rest start going berserk or wandering off.

I eventually send in snipers to pick off the stragglers safely, but... seriously, one crematorium just isn't cutting it any more.  And the distance my colonists have to walk to reach the dead bodies and then pile them up to be burned means that harvested taters are piling up on the ground instead of being moved to storage to be made into meals.

It's like I'm being punished for doing a good job of defending my colony. :P
#136
Ideas / For the forums: tagging Mod releases
August 30, 2014, 01:09:44 PM
Basically, instead of cluttering up the subject lines in the Mod forums, how about some cool tags (for game versions and so on) that mod creators can add to their post?
#137
Ideas / Construction stockpiles
August 29, 2014, 10:23:31 AM
So, it bugs me that colonists going out to construct things will grab the nearest resources to them - even if that's quite a ways in the wrong direction - and then head over to build something.  Even if there are resources close to the build site.

Basically I'd like the ability to tick 'For Construction' in a stockpile's config and from then on, colonists will prioritise using up those resources for building near to that stockpile, especially if they're close to the place where they're going to be building.  And haulers, as usual, will haul to those stockpiles but not take from them until the 'For Construction' check is removed.

Does this sound reasonable?
#138
Ideas / More ambient sounds
August 25, 2014, 11:08:34 AM
So, long story short, I have tinnitus, and I find that Rimworld is a little bit too quiet at times - usually when the weather is clear.

If someone can write a sound mod to take care of that, that's cool too. :)
#139
Pretty much as the title says.  I toggle power off on generators to try and avoid having full-battery explosions when the power conduit overload event strikes.  However, after saving and later reloading, the generators are all on, even if they're showing that they're turned off.#

This can be worked around by toggling the power on then off again.
#140
Ideas / Caveworld origin
August 19, 2014, 12:20:59 AM
Rather than giving a straight penalty to Shooting, how about giving the colonist a Dark Vision/Light Sensitivity trait which affects the performance of eyes?

My apologies if it's already been suggested. :)