Quote from: TheGentlmen (GENT) on September 21, 2015, 11:18:45 PMFrom my experience visiting Shenandoah Caverns in Virginia(U.S.), 15c is pretty spot-on for temperature. Considering RimWorld is a game about crash landing on a random planet, however, I would like the option of having different temps. Maybe I plan on playing a really hot map with temps reaching 40c on a normal day, and I want underground to be more like 20-25c to reflect the environment. I can personally make this change for myself, but it's an idea for others.
Can you make it so Mountain temp is like 2c, A.k.a. just enough to live, but not high enough to actually sustain anything agriculture.
Edit: Ya realeased source... YAY
EDIT2: Donz it.
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#511
Outdated / Re: [A12d] ESM - e's small mods (v0.12.1 - Mine Vein & Smooth Wall update)
September 22, 2015, 12:38:08 AM #512
Mods / Re: [Mod Request] Furniture Trader
September 21, 2015, 06:12:53 PMQuote from: milon on September 21, 2015, 02:23:02 PMThe edit is made to the building base, so it would be all furniture in vanilla that inherits from building base and is able to be minified. It's a total of 3 lines of code, so it would be simple for any mod dev to sell their own stuff.
@BangUDie, you can sell all furniture, or only beds?
#513
Mods / Re: Steam Workshop Poll
September 21, 2015, 06:07:26 PMQuote from: IrkenSIR on September 21, 2015, 03:29:08 PMI've tried on 3 separate occasions over the past two years to create an account on nexus, and I have never been able to. Multiple resends for email validation, multiple filter checks, spam folder checks, using 4 email accounts over 3 different providers, and nothing works. If they didn't force users to create accounts to download files over 50mb(?) it wouldn't be a problem, but they do. As far as I'm concerned, nexus is garbage.
steams filters aren't that great either, i Vote nexus :p best mod site i know (for users anyway don't know how it is for modders)
#514
Ideas / Re: Medicine Priority
September 21, 2015, 12:30:45 PMQuote from: LaMizzy on September 21, 2015, 02:49:10 AMThat's what I do, but then if I forget, or if I have a large raid and I send people back as needed, my focus is on combat, not my stockpiles. It can become a hassle for forgetful players like me
It's not that hard actually...
I assume you have all medicine stockpiled in one area...just go to that stockpile, double click on all the meds you don't want doctors to use and toggle "Forbidden" and done.
When you got an injury that needs medicine, just pause the game and click on any of the med type you want and set 1 to "Not Forbidden" and quickly refresh your doctor's treat task...it will immediately go pick up the med and use it.
Once done, "Forbidden" the med again
#515
Outdated / Re: [A12d] cuproPanda's Mods (Last update: 20 Sep 15)
September 20, 2015, 04:09:37 PM
A weekend with food poisoning and I still got 2 new mods done! One adds new medications, and the other allows brewing sodas using some fruits from dismar's Vegetable Garden mod!
#516
Outdated / Re: [A12d] cuproPanda's Mods (Last update: 15 Sep 15)
September 20, 2015, 02:14:05 AMQuote from: ratboys on September 19, 2015, 03:16:08 PMQuote from: cuproPanda on September 19, 2015, 12:05:42 PMmy only problems with the mod is the slow movement on gravel but i can understand it, and the border path isn't modular (can't make 2x2 paths without the middle border.) gravel works as a good security tool tho! just wish i could pave my roads with it looks very nice.
Thank you!
Yeah, the slow movement speed was just for balance. I'll see about reducing it since gravel shouldn't slow you down too much. The issue with the middle border come from the way paths are laid out; a 2x2 is really 4 different corner pieces, which need the small square of outer border so they look right when making corners. I'll draw something up later for a gravel walkway that doesn't slow colonists down. Progress is pretty slow with this mod since I'm never satisfied with the way my graphics turn out. Terrain is just not my strong suit, I guess.
#517
Mods / Re: [Mod Request] Atheism mod
September 19, 2015, 11:49:23 PMQuote from: SpaceDrunk on September 19, 2015, 10:09:54 PM
I kind of want the opposite, a mod that adds a game mode where you have to sacrifice one of your colonists every year to appease the evil star god TY-NAN, with terrible consequences if you don't.
Tyn'an demands muffalo blood or the crop blights continue!
#518
Mods / Re: [Mod Request] Furniture Trader
September 19, 2015, 12:22:42 PM
I plan on rolling out new updates to my mods this weekend, so I'll see about doing this. Joy traders wouldn't care about a beautiful bed as much as a beautiful painting, so maybe I'll make a new trader with furniture stock and other stuff.
EDIT: I don't know that this can be done with XML, aside from defining every piece of furniture made with every material(iguanaskin animal bed vs cloth animal bed). Even then, that's only vanilla stuff. I'll keep an eye on it. I didn't see anything in the xml data or source code that seemed like it would work this way, though.
EDIT: I don't know that this can be done with XML, aside from defining every piece of furniture made with every material(iguanaskin animal bed vs cloth animal bed). Even then, that's only vanilla stuff. I'll keep an eye on it. I didn't see anything in the xml data or source code that seemed like it would work this way, though.
#519
Outdated / Re: [A12d] cuproPanda's Mods (Last update: 15 Sep 15)
September 19, 2015, 12:05:42 PMQuote from: ratboys on September 19, 2015, 02:01:31 AMThank you!
zen garden looks so beautiful, i love it so much! thank you its my favorite mod now.
Quote from: AllenWL on September 19, 2015, 08:01:34 AMThat's the thought. I lined up a few colonists who triple-dosed to test it out: they all went from ~ 15% pain to dead. Keep in mind, the Perodyne does make it harder for them to stay conscious, so getting shot/stabbed in the head might incapacitate them if it doesn't kill them. Also, they would be happier, so you wouldn't have to worry about the serious mood debuff from them standing around for a while and getting shot. It might be a good idea to keep a small stash near an outpost/killbox, so colonists can top off their dosage. Like most pills, Perodyne takes about a year to break down, so keeping them in a small shack with a table and chair + survival meals is perfect.
Say, if perodyne are painkillers, what happens if I have some colonist eat a few of them before they go out to battle? Will they not be incapacitated by pain until the drug wears off?
#520
Mods / Re: [Mod Request] Atheism mod
September 18, 2015, 10:01:12 PMQuote from: KENERIC KABOOM KERSON Khat Klays Ksp (TheGentlmen) (GENT) on September 18, 2015, 09:41:13 PMQuote from: KENERIC KABOOM KERSON Khat Klays Ksp (TheGentlmen) (GENT) on September 17, 2015, 08:47:21 PMQuote from: Adamiks on September 17, 2015, 07:01:16 PM
Why you changed Gentlmen? ;{
One day you was a real Gentlmen, now you're a trololo soldier!
I felt like changing, got a problem?
But you just noticed now... I thought everyone would've noticed by now...
Oh, and it was Ithyflea's who gave me the title, he said so him/herself in a PM and offered to remove it, I declined.
Also changed my name... AGAIN.
And I'm not and a trololo soldier, I'm an 'Ambaster of fun'
As a mod dev, it might be a good idea to settle on a name you like and keep it. I imagine it'd get confusing for people to see [current name]'s Small Mods and Patches; they might think it's a different person and skip it.
#521
Mods / Re: Steam Workshop Poll
September 18, 2015, 07:21:48 PMQuote from: Fluffy (l2032) on September 18, 2015, 07:12:39 PMMe being one.
actually many modders are not very pleased about it
#522
Mods / Re: [Mod Request] Atheism mod
September 17, 2015, 08:56:23 PMQuote from: MAD GOD on September 17, 2015, 08:45:19 PMQuote from: cuproPanda on September 17, 2015, 08:25:54 PM
The problem is you made a mod. I was talking about editing the core files, since you're removing a feature found in the base game.
thank u panda
but, tell me please, can it be done by making mod, not by editing core files?
I'm sure it is, but I don't exactly know how. I've never tried removing things, only adding.
#523
Mods / Re: [Mod Request] Atheism mod
September 17, 2015, 08:25:54 PMQuote from: MAD GOD on September 17, 2015, 07:41:47 PM
i remove strings from Jobs_Joy and JoyGivers
they praying anyway
what i did wrong?
did i need to start a new game? or it must work with saved games?
can someone look at my mod?
The problem is you made a mod. I was talking about editing the core files, since you're removing a feature found in the base game. Below is a screenshot from a test I did. Replacing the words like I said earlier makes the colonist think instead of pray(apparently they're thinking about something pretty gross). Replace think/thinking with whatever you want.
I also added pics of exactly what I wrote(notice the file path at the top), if it helps. I'm pretty sure Tynan wouldn't like it if I distributed core files, so that'll have to do.
[attachment deleted due to age]
#524
Mods / Re: [Mod Request] Atheism mod
September 17, 2015, 02:25:59 PMQuote from: MAD GOD on September 17, 2015, 09:43:48 AM
Atheism mod
removes "praying" activity
nothing more
thanks
Pretty simple to do on your own.
Rimworld/Mods/Core/Defs/JobDefs/Jobs_Joy.xml
Change <defName>Pray</defName> and <reportString>Praying.</reportString> to something like "Think" and Thinking" or "Plan" and "Planning"
Rimworld/Mods/Core/Defs/JoyGiverDefs/JoyGivers.xml
Change <defName>Pray</defName> and <jobDef>Pray</jobDef> to the same name as the previous <defName>Pray</defName>
For example:
Rimworld/Mods/Core/Defs/JobDefs/Jobs_Joy.xml
<defName>ThinkingOfDay</defName>
<reportString>Thinking about earlier today.</reportString>
Rimworld/Mods/Core/Defs/JoyGiverDefs/JoyGivers.xml
<defName>ThinkingOfDay</defName>
<jobDef>ThinkingOfDay</jobDef>
Quote from: Alistaire on September 17, 2015, 10:01:09 AMReally mature. I'm sure Yahweh/Allah/Vishnu/etc. would be quite pleased with your bigotry.
god bless
Quote from: Adamiks on September 17, 2015, 02:21:20 PM
In general people created God because they don't know about so many things - evolution, gravity, planets, stars, universe itself etc. We must remember that our imagination of God is imagination of God from the first years of our era when people though Earth is the centre of universe etc.
Some people still believe the Earth is flat
#525
Ideas / Medicine Priority
September 16, 2015, 01:26:06 PM
I'm tired of hunting down every colonist that was injured during a prison riot so I can limit them to herbal/no medicine, thereby not wasting my good medicine on healing bruises and scratches. In earlier versions I'd have to forbid my medicine to prevent it from being used, which may or may not be stored intelligently.
I'd like to see something similar to the outfits menu, where players can manually select what injuries -or injury severity types- they'd like the medicine used on. Want to have bruises healed with no meds or herbal, cuts/scratches healed with herbal, and stabs/gunshots healed with the best meds? All you'd need to do is define it. Maybe some colonists get better treatment based on their value to the player or whether they can feel/enjoy pain. Of course, the default setting would likely be glitterworld for all, since the game starts with medicine, not herbal medicine.
What does everyone think? This could be done with a mod, but I think it's something that belongs in the base game.
I'd like to see something similar to the outfits menu, where players can manually select what injuries -or injury severity types- they'd like the medicine used on. Want to have bruises healed with no meds or herbal, cuts/scratches healed with herbal, and stabs/gunshots healed with the best meds? All you'd need to do is define it. Maybe some colonists get better treatment based on their value to the player or whether they can feel/enjoy pain. Of course, the default setting would likely be glitterworld for all, since the game starts with medicine, not herbal medicine.
What does everyone think? This could be done with a mod, but I think it's something that belongs in the base game.

