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#47
Video / Re: Mars X For Rimworld
March 06, 2021, 03:52:17 PM
Holy shit what a great mod, didn't notice marsx so far^^
Thanks for the Let's Play. Please continue
Thanks for the Let's Play. Please continue
#48
Releases / [1.2] Neat freak or slob?
March 06, 2021, 02:41:48 PM
Rimworld#NeatFreakOrSlob
This mod gives you control over the amount of filth that pawns leave behind.
It lets you modify the chances for pickup filth (5%) and drop filth (10%) each time a pawn enters a new cell.
Changes apply to every pawn on the map!
Additionally two new traits were introduced: "neat freak" and "slob"
A neat freak hates dirt & mess whereas a slob doesn't care much about cleanliness, all with multiple consequences!
Read more and get it:
https://github.com/m1st4x/NeatFreakOrSlob/
Want learn more about filth in Rimworld?
https://www.reddit.com/r/RimWorld/comments/adcnrb/everything_you_wanted_to_know_about_filth_and/
Credit goes to zeebo76 for posting the idea at the forum:
https://ludeon.com/forums/index.php?topic=53615
Feedback is always welcome!
Have fun
-m1st4x
This mod gives you control over the amount of filth that pawns leave behind.
It lets you modify the chances for pickup filth (5%) and drop filth (10%) each time a pawn enters a new cell.
Changes apply to every pawn on the map!
Additionally two new traits were introduced: "neat freak" and "slob"
A neat freak hates dirt & mess whereas a slob doesn't care much about cleanliness, all with multiple consequences!
Read more and get it:
https://github.com/m1st4x/NeatFreakOrSlob/
Want learn more about filth in Rimworld?
https://www.reddit.com/r/RimWorld/comments/adcnrb/everything_you_wanted_to_know_about_filth_and/
Credit goes to zeebo76 for posting the idea at the forum:
https://ludeon.com/forums/index.php?topic=53615
Feedback is always welcome!
Have fun
-m1st4x
#49
Help / Remove trait by patch
March 05, 2021, 05:09:07 PM
I want to get rid of a trait added by another mod, so I've applied a xml PatchOperationRemove to remove its definition.
This works, but now I'm getting errors by classes which use that definition:
"Failed to find RimWorld.TraitDef named <traitToRemove>. There are <num> defs of this type loaded."
Do I have to patch each class/method which is involved? What's best practice here?
-m1st4x
This works, but now I'm getting errors by classes which use that definition:
"Failed to find RimWorld.TraitDef named <traitToRemove>. There are <num> defs of this type loaded."
Do I have to patch each class/method which is involved? What's best practice here?
-m1st4x
#50
Releases / Re: [1.1][1.2] RimStory (updated)
February 19, 2021, 04:58:38 PM
Oh thanks, nice to hear
Not sure about the translation to be honest.
If you've already done something, send it over and I'll build it in!
-m1st4x
Not sure about the translation to be honest.
If you've already done something, send it over and I'll build it in!
-m1st4x
#51
Ideas / Re: "Dirty" and "Clean" traits for Colonists
December 26, 2020, 05:30:15 PM
Great idea, shouldn't be too hard to implement. I'll see what I can do ;-)
#52
Tools / Re: [TOOL] RimDef - A Rimworld XML definition browser
November 27, 2020, 12:55:37 PM
Okay, can you give me the directory structure of your steam installation?
I'll then try to adapt it
I'll then try to adapt it
#53
Mods / Re: Prison labour bug
November 27, 2020, 06:23:56 AM
create a new area, invert it, then clear the tiles you want to allow and assign a pawn to it
#54
Mods / Re: Prison labour bug
November 26, 2020, 05:48:15 AM
You could forbid your wardens/prisoners to enter the quarry by using area restrictions !?
#55
Tools / Re: [TOOL] RimDef - A Rimworld XML definition browser
November 13, 2020, 06:04:27 AM
Did you set the path to Rimworld root directory?
Not the /Mods folder!
Not the /Mods folder!
#56
Tools / Re: [TOOL] RimDef - A Rimworld XML definition browser
November 08, 2020, 09:52:31 AM
RimDef is a stand-alone application, not a mod, so no conflicts at all.
Editing the definitions within the tool is not implemented so far.
If you're interested, I can add this feature - not a big deal.
Editing the definitions within the tool is not implemented so far.
If you're interested, I can add this feature - not a big deal.
#57
Releases / Re: [1.1][1.2] RimStory (updated)
October 19, 2020, 02:36:11 PM
Ups, sry
Now up and ready!
Now up and ready!
#58
Releases / Re: [1.1-1.2] Forced March
October 17, 2020, 06:42:04 AM
Ahh nice idea, good job
Thanks!
Thanks!
#59
Releases / Re: [1.1][1.2] RimStory
October 17, 2020, 05:18:30 AM
RimStory update 1.2.1 released
You can now create your own story entries with custom text.
Expand the story with personal anecdotes etc. Just type what you want!
https://github.com/m1st4x/RimStory/releases/
Hope you like it...
-m1st4x-
You can now create your own story entries with custom text.
Expand the story with personal anecdotes etc. Just type what you want!
https://github.com/m1st4x/RimStory/releases/
Hope you like it...
-m1st4x-
#60
Bugs / Re: Modding request: make TexButton public, not internal
October 15, 2020, 01:08:33 PM
That's true! Just stumbled upon this...
Technical reason? - hm, no. Maybe it's not desired to allow modders to 'copy' vanilla?
Anyway thanks for the workaround, gonna use it!
Technical reason? - hm, no. Maybe it's not desired to allow modders to 'copy' vanilla?
Anyway thanks for the workaround, gonna use it!