In case you haven't seen it already, Thet's doing a modded RimWorld Beta 18 series. One of the mods he's using is Sometimes Raids Go Wrong, so if you want to see his reaction to a raid going wrong you should check out episode 59 and 60 in particular.
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#167
Releases / Re: [B18] Marvin's Stuff
January 21, 2018, 06:28:41 AM
Here's a new version of Please Haul Perishables for B18.
This one fixes an error that would occur when playing with the Biomes! mod.
https://www.dropbox.com/s/wayvy38xoc8hn59/MarvsPleaseHaulPerishables139_TEST.zip?dl=0
This one fixes an error that would occur when playing with the Biomes! mod.
https://www.dropbox.com/s/wayvy38xoc8hn59/MarvsPleaseHaulPerishables139_TEST.zip?dl=0
#168
General Discussion / Re: Rapid aging
January 20, 2018, 09:17:10 PM
Well, take comfort knowing that you're not the only one to be surprised. I watched a Let's Play RimWorld video the other day and apparently, the rapid ageing came out of left field.
#169
Outdated / Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
January 20, 2018, 05:18:24 PM
The oil lanterns also have a smaller light radius. Not that I mind, it's perfect for illuminating a small room or the dark places where miners work. But it's something I took into account when I tinkered with the fuel usage rate.
#170
General Discussion / Re: Whats your story of the most horrible thing you did in Rimworld?
January 20, 2018, 03:17:58 AM
I removed a brain from one prisoner and transplanted it into another prisoner to cure their Alzheimers.
It's all thanks to Jdalt's JABS mod: https://ludeon.com/forums/index.php?topic=37223.msg380838#msg380838
It's all thanks to Jdalt's JABS mod: https://ludeon.com/forums/index.php?topic=37223.msg380838#msg380838
#171
General Discussion / Re: Rapid aging
January 20, 2018, 03:14:13 AM
If you find a useful prisoner who has rapid ageing, you can halt or slow the progress of the disease by giving them high-quality care.
You can reverse the effects of ageing entirely if you administer a youth serum (available as a quest item).
In previous versions of the mod, the ageing was instant and there was no way to counter it.
Also, perhaps it would be wise to read a mod description before you install it. Just saying.
You can reverse the effects of ageing entirely if you administer a youth serum (available as a quest item).
In previous versions of the mod, the ageing was instant and there was no way to counter it.
Also, perhaps it would be wise to read a mod description before you install it. Just saying.
#172
Releases / Re: [B18] Marvin's Stuff
January 20, 2018, 03:03:32 AM
Nope, there never has been such a setting. Also, if the apparel is under a roof already, it will only be hauled by the default (low priority) hauling routine. If it isn't under a roof and you don't want it hauled, just forbid it, or set a minimum HP requirement on your apparel stockpile.
#173
Releases / Re: [B18] Marvin's Stuff
January 19, 2018, 08:17:58 PM
See further down for the latest test version of Please Haul Perishables for B18.
#174
Outdated / Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
January 18, 2018, 03:19:55 PM
The oil lamp's fuel efficiency is a bit wacked. When filled, it gives about two days of light. But a chemfuel generator can run over twice as long on 20 units of fuel.
#175
Releases / Re: [B18] Marvin's Stuff
January 11, 2018, 10:51:04 AM
Hi guys.
So I'm aware that there is a site which distributes copy-pasta versions of my Steam Workshop mods.
Previously, this was a minor annoyance. I left a comment asking that they link to my site instead, they changed it, but only for that mod. Oh, fine. It's not like the user experience is really impaired, and if they want the most up-to-date version of my mod it's just a Google search away, right?
Fast-forward to today. All of my released mods are enrolled in ModSync. However, ModSync Ninja only works when the mod folder name is the same as the original. Whoever submits my mods to the site obviously doesn't care enough to make sure that the folder name is the same so that ModSync Ninja works, even though the ModSync.xml file is right there. Result: some people don't know if I fixed something, possibly they don't even think that the mod works with ModSync Ninja.
Realistically, there's not really much I can do about this. I could spend hours complaining about it, time which I could better put into mod development. All I can do is make you aware of the issue.
So I'm aware that there is a site which distributes copy-pasta versions of my Steam Workshop mods.
Previously, this was a minor annoyance. I left a comment asking that they link to my site instead, they changed it, but only for that mod. Oh, fine. It's not like the user experience is really impaired, and if they want the most up-to-date version of my mod it's just a Google search away, right?
Fast-forward to today. All of my released mods are enrolled in ModSync. However, ModSync Ninja only works when the mod folder name is the same as the original. Whoever submits my mods to the site obviously doesn't care enough to make sure that the folder name is the same so that ModSync Ninja works, even though the ModSync.xml file is right there. Result: some people don't know if I fixed something, possibly they don't even think that the mod works with ModSync Ninja.
Realistically, there's not really much I can do about this. I could spend hours complaining about it, time which I could better put into mod development. All I can do is make you aware of the issue.
#176
Releases / Re: [B18] Marvin's Stuff
January 08, 2018, 04:57:05 AM
I'd love to, but the plugin I'm using for downloads isn't easy to mod. :/
#177
Releases / Re: [B18] Marvin's Stuff
January 06, 2018, 01:17:27 PM
By default, only 0.15% of building wealth is used with the mod installed. In vanilla, 0.55% is used. So that's less than a third of the usual value.
So for example, you would need to build eight wooden hand tailoring benches to generate one raid point.
The reason why the mod isn't specific about the sort of buildings is because it's taking a general measure of how established the colony is. But unless you have a lot of expensive buildings, you probably won't have to worry about it.
If you really don't want building wealth to count at all, replace 1500 with 0 next to 'points per million building wealth' in the mod settings.
So for example, you would need to build eight wooden hand tailoring benches to generate one raid point.
The reason why the mod isn't specific about the sort of buildings is because it's taking a general measure of how established the colony is. But unless you have a lot of expensive buildings, you probably won't have to worry about it.
If you really don't want building wealth to count at all, replace 1500 with 0 next to 'points per million building wealth' in the mod settings.
#178
Releases / Re: [B18] Marvin's Stuff
January 06, 2018, 05:00:08 AM
Did you set the minimum and maximum roll to 1 in the settings? 'cause that would do it.
Otherwise, the chance is 1 in 20.
Otherwise, the chance is 1 in 20.
#179
Releases / Re: [B18] Marvin's Stuff
December 31, 2017, 08:19:46 PM
Combat Readiness Check alters the scaling of raids so that most types of item wealth are excluded from the calculation, and also takes into account the reduced capacities of your pawns caused by injuries.
Weapons and armour available to your colonists are considered in the calculation.
You can adjust some of the factors used in the calculation by opening the mod settings menu for Combat Readiness Check.
Weapons and armour available to your colonists are considered in the calculation.
You can adjust some of the factors used in the calculation by opening the mod settings menu for Combat Readiness Check.
#180
Outdated / Re: [B18] Jdalt's Mass Mod Collection (New Mod, Just Another Bionic Set)
December 22, 2017, 10:15:52 PM
Hey there!
I made you something. See the attached thumbnail.
Background image sourced from here: https://pixabay.com/en/robot-cyborg-artificial-bionic-1524080/
In case there's something you want to change, I've provided an XCF which you can use or throw at someone who knows how to use it.
https://www.dropbox.com/s/3p06uzzh1bzesft/Thumbnail-JABS.7z?dl=0
[attachment deleted by admin: too old]
I made you something. See the attached thumbnail.

Background image sourced from here: https://pixabay.com/en/robot-cyborg-artificial-bionic-1524080/
In case there's something you want to change, I've provided an XCF which you can use or throw at someone who knows how to use it.
https://www.dropbox.com/s/3p06uzzh1bzesft/Thumbnail-JABS.7z?dl=0
[attachment deleted by admin: too old]