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Messages - Tommygunner70

#16
Outdated / [MOD] (Alpha 2) Trade Federation
March 01, 2014, 03:41:09 PM
Trade Federation



Description:

I got tired of the fact that I had so many Trade goods (Meat, farmed stuff, and stone) but couldn't trade it.
So I made this.

Current Tiles added by Project Dig:

  • Added Agave, Berries, Meats an stone to all the traders
  • Farming Trader has a supply of Agave and Berries and Patatoes, all other traders don't have a stock but will trade it with you.
  • Industrial Trader has a supply of Stone, all other traders don't have a stock but will trade it with you.
  • Human Meat isn't accepted by any of the traders.

Mod Team:

  • Tommygunner70

Download:

Trade Federation (No Human Meat Trade)
Trade Federation - Dirty Deals (Allows Human Meat Trade with Slave Traders)


How to install:
- Both Versions are stand alone mods, pick which one you want.
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Known Issues:

its advised that you start a new game after activating this mod.
if you continue a save game that was created before enabling this mod; Any trader is already in range will bug out your game. so either start a new game or wait for them to go out of range.



Notes:

  • Don't hesitate to give your idea's or opinions
  • Flames only serve to warm my bed at night

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#17
Outdated / [MOD] (Alpha 2) Project Dig
March 01, 2014, 01:52:39 PM
Project Dig



Description:
Project Dig adds the ability to change the terrain to what you want.
don't have hydroponics yet but want that large growing field with too little suitable soil near? no problem! Project Dig allows you to make that large farm field.

Features:

  • Sand tile
  • Soil tile
  • Gravel tile

Mod Team:
Download:


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Known Issues:
This mod sadly doesn't work on existing games prior to enabling this mod. It will cause a texture/map error. So you will have to start a new game to make it work.

Notes:

  • Don't hessitate to give your idea's or opinions
  • Flames only serve to warm my bed at night

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#18
That's fine. Guess once we have a better way of supporting mods, I might just have a look at if I can create a reactor mod or something.
#19
I agree too, frags are way over powered.

That and I feel that the game doesn't realistically handle materials. I cant torch a cliff face with a Molotov but I sure can torch a none-flammable material like concrete. same thing with the metal doors.

OK I understand that given enough heat the metal door will melt, but that would be way more heat then any one Molotov can produce.
#20
@ Tynan: yeah I figured. but I like to use the surplus food as a primary trade good beside the many weapons I scavenge from the aftermath of a raid, using silver only as a backup. hence me turning my colony into a food production heavy weight.

I have been watching the changelog like a hawk. And I do believe from what I've seen that the game will be able to cope a lot better. not having to redraw the whole map each frame is a definite plus.


Two questions though; when can we start using that Uranium to power our base? and when can we use the medikits we buy from the trader? Right now the only thing I can figure out what to do with the uranium and medikits is stock pile them. (Unless you count that mod that adds practice targets, as it uses Uranium to build.)
#21
yeah sure I got a save. Here's the link to it on my dropbox: https://www.dropbox.com/s/phmz1kto6sgti1h/Tommy%20Colony.rim
Honestly though I don't see how a large base is the issue. I never had that problem in version 254b.

I'm starting to suspect that it might be the path-finding and the map redraw. because if I take 12 out of the 16 colonists off the job, the lag stops.

Note on the save; I cheated a bit on there, gave my colonists miniguns because I got tired of the raider attacks, playing it on Randy Random. everything else is legit though.
#22
Ok my colony has 16 colonists and all of then have max skills on both constructing and growing.

I usually create large rooms (Large being, which out the exterior walls, 9x60 squares). but when I try to put concrete flooring in, doing at all at once, the game stutters like crazy. and drops from my normal average of 60 FPS to about the 8 to 10 range.

harvesting crops from the hydroponics table causes the same issue. granted I have 96 tables total, but its only when the colonists harvest the crops that it lags the game like crazy. planting crops doesn't cause it to lag though.



System specs;
OS: Windows 7 64-bit Ultimate Edition.
Motherboard: Asrock X58 Supercomputer
CPU: Intel I7 930 @ 2.80GHZ (quad core)
Graphics: Nvidia GTX 650OC
Memory: 16 GB
#23
Quote from: Plasmatic on January 27, 2014, 09:44:36 PM
Don't think this is updated for Rimworld v334 yet.

so I figured, just thought I'd mention it for the developer of this kick ass editor
#24
Just tried the Editor. the latest version doesn't detect my colonists properly.
#25
Ideas / prototype pack additions
January 27, 2014, 07:55:19 PM
Just downloaded the new version of rimworld. I don't know yet how radical it has changed since 254b but I managed to see that the 254b isn't in the prototype pack.

I believe it should be added to the prototype pack, so that later comers can see the previous versions.


*Goes off to play the latest build now*