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Messages - Dr. Z

#166
If I wanted to make a fix for zombie apocalypse and prison improvements I would only need to add this:


<comps>
  <li>
    <compClass>PrisonImprovements.CompSlavers</compClass>
  </li>
</comps>


to the zombie fix and place this in the folder of PI and EPOE whilst the races_zombies in the zombie folder right?

Edit: Actually, shouldn't the EPOE files be left unchanged and the other mods get the extended xml's?
#167
General Discussion / Re: RimWorld change log
February 27, 2015, 04:12:57 PM
Am I the only one who's thinking that the term of a month is getting a little bit insignificant when it's just a little over a week? I know a month is getting longer in real time through this, but it's getting a little weired in-game-wise.

I also like that drinking a beer gives a little mood buff, but this noly holds for a few RL seconds. What about a general mood buuf like "luxuries availible" if you have beer in your stock which your colonists can consume frequently.
#168
Ahh ok I didn't know it was overiding humas. Than thats probably why the world vreation is bugged and only worked with exessive retrying. I'm using the mod order, which order should it have?
#169
I think some of you might have missunderstanded what kind of mods I originally had in mind when writing this. I was not talking about big mods like the zombie apokalypse or project armory which "just" add more content, these are things that can be done by modders and I also think that Tynan wants to deliver a good base game which can be expanded by them.

What I was talking about are the little mods that make the game just more playable and serve comfort. Like the interface UI, better prisons, vein miner, haul priority. These mods make the game so much more enjoyable and would be relatively easy to implement (I think).
#170
Quote from: Justin C on February 21, 2015, 02:55:35 PM
Which mods are you using?

Quite a few, but I don't see which one should cause it. There has been reports that the Expanded Prosthetics & Organ Engineering Mod causes issues, but I don't know what should be the problem with this two.

Edit: Ok, there's actually an interference with Expanded Prosthetics & Organ Engineering because both of them are overriding Races_Humanoids as it seems.
#171
The zombie mod doesn't use Races_Humanoid, it's named Races_Zombie, so everything that should happen is that all your changes are only applied to humans but not to zmbies, which is actually not a bug.

But one thing I've noticed is that zombies don't have a health tab, could that be an issue caused by your mod?
#172
What exactly are the problems with zombie mod? I have non.
#173
Originally he borought the art design from prison architects as a short term solution, but later decided to stay with it as it fits really good in the game.
#174
Both. Especially because the modder unbalanced the gold to have higher volume (which is neccesarry and nobody is building with gold anyway) and than say he would balance this by increasing it's value but actually making it more unbalanced that way.

And it's not that I'm angry I'm just trying to say that a benefit not wanted in the original game is not balanced by giving another benefit that isn't wanted by the original game either.

Also I think you missunderstood my quote by cutting out the middle, I said that keeping the value unchanged wouldn't be a problem when you're just selling the gold not building with it.
#175
I just rediscovered the mod section after I've played a few Alphas without and there are so many so good features wich really make the game more comfortable that I wonder if it wouldn't be a bad idea to let Alpha 10 focus on including the best and most beneficial mods in the vanilla game. There are things that are requested by players since the beginning of RimWorld, like better prisons and more defenses, so why not just implement them?
#176
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 21, 2015, 08:30:00 AM
Just discovered this and it sounds really epic, please update it.
#177
Looks cool, maybe hide the unarmed sign for people incapable of violence?
#178
For some reason your mods always fuck up with my font in dev mode, like this:



It's just in te menus though, not in the game.
#179
Quote from: Ykara on February 20, 2015, 02:08:01 PM
I get your point. t It's not a big problem in my opinion because I've never built any walls out of gold, but I'll think about a solution. Do you have an idea how to fix this problem? I can't change the volume, because it couldn't use it in recipes with a small volume.

THAT is the problem: If you don't build things out of gold you can make vast amounts of money without much effort. Can you manually set the costs for buildings made of gold? In this case you could set the costs of any golden buildings to the 20x of the normal cost and keep the price like vanilla. Or, if thats not possible, change the volume and let the price unchanged, because THIS wouldn't be a problem at all if you're not building anything out of gold and far better than let us sell it for the tripple amount of silver.
#180
Quote from: Dragoon on February 20, 2015, 06:10:06 PM
Quote from: Dr. Z on February 20, 2015, 04:52:40 PM
No "zombie virus active" on the bottom screen. Have created a new world and colony with mod active... :(

Read page 35.

And what should I read there what I don't already know? I tryed it twice and there are no zombies.

Ok, solved by exessive retrying, appears to be a mod conflict, but I don't know wich mod causes it.