Another way of getting rid of foxes is, surprisingly, get your own predator. I got lucky with a self-taming event and a grizzly bear joined. Every now and then he will venture out and hunt down foxes. I guess he really doesn't like rice.
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#182
Ideas / Re: Eliminate predators
December 21, 2017, 06:25:00 PM
My strategy for dealing with foxes has been to just melee them with whatever you have. Predator Hunt Alert can give you enough advance notice to move the hunted guy towards his friends.
#183
Ideas / We have ways of making you talk
December 21, 2017, 06:17:34 PM
The quests system is fine and all, but I think you have to be allied to or friendly with other factions to get quests.
I was thinking that, in much the same way as you can get map information from prisoners in Dungeon Keeper 2, you could learn about item stashes and raidable outposts by talking to prisoners.
I was thinking that, in much the same way as you can get map information from prisoners in Dungeon Keeper 2, you could learn about item stashes and raidable outposts by talking to prisoners.
#184
Ideas / Re: Eliminate predators
December 21, 2017, 01:40:49 AM
I think the thing that is really annoying is that these predators obviously take some time to grow up, but even after you've killed a fair few of them it has no noticeable impact on the nearby population.
#185
General Discussion / Re: savegame folder
December 19, 2017, 05:08:07 PM
There is a -savedatafolder="some path here" command line option that you can use when making a shortcut to launch the game.
If you are playing the Steam version, make a shortcut to the Steam executable and add command line options like the following:
Don't forget to change the shortcut icon and label so you know what you're launching.
This will make a user data folder for the game at the location you specify in the path. e.g. if you say you want your path to be in J:/RimWorld Saves/, after you launch the game with this shortcut there will be Config, Saves and Scenarios folders inside that folder.
If you are playing the Steam version, make a shortcut to the Steam executable and add command line options like the following:
Code Select
"C:\Program Files (x86)\Steam\Steam.exe" -applaunch 294100 -savedatafolder="some save data path here"
Don't forget to change the shortcut icon and label so you know what you're launching.
This will make a user data folder for the game at the location you specify in the path. e.g. if you say you want your path to be in J:/RimWorld Saves/, after you launch the game with this shortcut there will be Config, Saves and Scenarios folders inside that folder.
#186
General Discussion / Re: Tips for wealth management?
December 15, 2017, 03:00:08 PM
Walling off items doesn't stop them contributing to wealth. It might have at one point, but not any more.
#187
General Discussion / Re: Ever eaten without a table in real life?
December 14, 2017, 11:01:29 PM
Wait... are you telling me that people actually sit down at tables to eat?
Marvin has broken down and is wandering sadly.
The last straw was: my chair needs a table.
Marvin has broken down and is wandering sadly.
The last straw was: my chair needs a table.
#188
Outdated / Re: [B18] Mod Announcements Thread
December 14, 2017, 12:49:59 PM
Sometimes Raids Go Wrong
The mod which gives raiders a bad day is now available for Beta 18! There are a few new things that can go wrong, and some changes to the existing things that can go wrong.
Full changelog:
- Raiders can be attacked by a variety of manhunters depending on your current biome, not just wargs.
- New thing that can go wrong. Meteorite swarm falls randomly near the raiders.
- New thing that can go wrong. Raiders enter the map on fire and are pursued by a mixture of scyther and centipede mechaoids.
- New thing that can go wrong. Raiders that arrive via drop pods can be intoxicated.
- New thing that can go wrong. Raiders that arrive via drop pods can suffer weapon damage and the weather changes to foggy rain.
- Raiders no longer age instantly but get a rapid ageing disease which can be slowed by medicine.
- The rapid ageing disease causes Alzheimer's to onset and progress mcuh faster than normal.
- The rapid ageing disease can cause all the chronic conditions that normal ageing can.
- The stages of the rapid ageing disease (minor, major, extreme) have thoughts to go with them.
- Known issue: Rapid ageing doesn't cause hair to turn grey.
- Mod settings. Alter the minimum and maximum possible rolls of the dice. Default 1 to 20, rolls of 1 to 4 actually do something. You can set the minimum and maximum to the same value to test a particular thing that goes wrong.
- Added a new quest item: youth serum.
Discuss on Ludeon forums: https://ludeon.com/forums/index.php?topic=30508.0
Direct download: http://marvinkosh.omniloth.net/mod/sometimes-raids-go-wrong-b18/
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1231320184
The mod which gives raiders a bad day is now available for Beta 18! There are a few new things that can go wrong, and some changes to the existing things that can go wrong.
Full changelog:
- Raiders can be attacked by a variety of manhunters depending on your current biome, not just wargs.
- New thing that can go wrong. Meteorite swarm falls randomly near the raiders.
- New thing that can go wrong. Raiders enter the map on fire and are pursued by a mixture of scyther and centipede mechaoids.
- New thing that can go wrong. Raiders that arrive via drop pods can be intoxicated.
- New thing that can go wrong. Raiders that arrive via drop pods can suffer weapon damage and the weather changes to foggy rain.
- Raiders no longer age instantly but get a rapid ageing disease which can be slowed by medicine.
- The rapid ageing disease causes Alzheimer's to onset and progress mcuh faster than normal.
- The rapid ageing disease can cause all the chronic conditions that normal ageing can.
- The stages of the rapid ageing disease (minor, major, extreme) have thoughts to go with them.
- Known issue: Rapid ageing doesn't cause hair to turn grey.
- Mod settings. Alter the minimum and maximum possible rolls of the dice. Default 1 to 20, rolls of 1 to 4 actually do something. You can set the minimum and maximum to the same value to test a particular thing that goes wrong.
- Added a new quest item: youth serum.
Discuss on Ludeon forums: https://ludeon.com/forums/index.php?topic=30508.0
Direct download: http://marvinkosh.omniloth.net/mod/sometimes-raids-go-wrong-b18/
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1231320184
#189
Releases / Re: [B18] Marvin's Stuff
December 13, 2017, 02:22:23 PM
I would, but the system is only as good as its weakest link. That would be me remembering to update ModSync.xml and manually sync it on the ModSync Ninja website. Other modders would have a much easier time because they use Github, which is a way of automating the process.
Why don't I use Github? I've never figured out how to use it for mod releases, and I already have a system which works.
Why don't I use Github? I've never figured out how to use it for mod releases, and I already have a system which works.
#190
Releases / Re: [B18] Marvin's Stuff
December 13, 2017, 10:57:57 AM
Sure. Give me a team of C# programmers and testers and we'll figure it out. 
I did give it a try, but apparently it isn't quite as easy as I thought.
In the meantime, why not get the Extinguisher mod and have a drafted pawn following the hunter, ready to douse the flames? Or, hunt boomalopes only when it's raining.

I did give it a try, but apparently it isn't quite as easy as I thought.
In the meantime, why not get the Extinguisher mod and have a drafted pawn following the hunter, ready to douse the flames? Or, hunt boomalopes only when it's raining.
#191
Releases / Re: [B18] Marvin's Stuff
December 12, 2017, 10:26:14 PM
Hunting Restriction updated today to v1.1.9 "No dancing in the ring of fire."
- Hunters that kill a boomalope or boomrat will not collect the corpse.
- You can check a box in the mod settings menu so that they do corpse collection despite risk of conflagrating.
- Hunters that kill a boomalope or boomrat will not collect the corpse.
- You can check a box in the mod settings menu so that they do corpse collection despite risk of conflagrating.
#193
Releases / Re: [B18] Marvin's Stuff
December 12, 2017, 09:44:06 AM
You're welcome. 
I've got a couple of things I'm going to add to Sometimes Raids Go Wrong and then hopefully it'll get a proper release for B18.

I've got a couple of things I'm going to add to Sometimes Raids Go Wrong and then hopefully it'll get a proper release for B18.
#194
Releases / Re: [B18] Marvin's Stuff
December 11, 2017, 11:46:23 AMQuote from: wwWraith on December 11, 2017, 12:28:56 AM
Also, is it possible to expand Weed Cutter's functionality: cut only fully grown trees, harvest only fully grown plants and cut everything that gives cover (ideally with configurable tresholds)? I know the first task can be accomplished with Colony Manager, but it may be more convenient to do manually. And the last task would be very useful for managing defenses.
Honestly, if you're looking to cut full-grown trees only, it's easier to plant your own in a growing zone. It means a lot less time spent carrying logs from far away.
I can add more functionality to mods, but it'll take time.
#195
Releases / Re: [B18] Marvin's Stuff
December 10, 2017, 08:07:50 PM
Well, definitely seems like a mod conflict to me. I don't think it's with RimSlaves or Planet of the Apes though.