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Topics - Lonely Rogue

#1
General Discussion / Rescue?
July 15, 2018, 08:30:46 AM
Can we not rescue downed pawns anymore? Granted, I'm using the unstable 1.0, but I keep having escape pods from other factions crash at my base, and I don't want to capture another faction's pawn just to release them...
#2
Bugs / Version 1.0.1962 Hunting Problems
July 12, 2018, 09:33:47 PM
I don't know if this happens with any other creatures, but when hunting boar, the other boar eat the dead animal before my colonists can take it. And they won't take the corpse while the other pigs are eating it, as it's 'reserved' by the wild animal.
#3
Video / Naked Brutality YouTube Videos
July 11, 2018, 11:14:00 PM
I've got a whole series on the new Naked Brutality mode uploaded on YouTube.

https://www.youtube.com/playlist?list=PLr4-JKAQBBPPrA0Le99g3GkNgTq2Swb3Q

Feel free to join the adventures of Trumpet and the Merry Band!
#4
Ideas / Prisoner Exchange
June 16, 2016, 08:17:52 PM
We should be able to trade prisoners for silver or kidnapped colonists. We can already talk to faction leaders, so why not? I once had a prisoner that was a faction leader's brother. Imagine how much he was wanted back.
#5
Off-Topic / Fanfiction
June 16, 2016, 07:23:13 PM
Does anybody have any good Naruto FanFiction? Is there RIMWORLD FanFiction?  :o
#6
Ideas / Growing and Mining Tweaks
June 16, 2016, 01:51:55 AM
    As pawns are harvesting and mining, they oft times leave their resources where they fall. This leads to lower quality crops, resources scattered across the map, as well as a general increase in micro-managing. I suggest that pawns scan the area around them for the product of any actions they undertake, and if a stack is found, they should haul it to the nearest acceptable stockpile. Thanks for reading!
#7
General Discussion / Ice Sheet Animals
June 14, 2016, 06:40:48 PM
Where did all the cute little bunnies go?   :'(
#8
Ideas / Baby Creatures Reduce Milk Production
June 13, 2016, 07:03:44 PM
   Milk has one simple purpose- to feed a mammal's young. Therefore, baby creatures should reduce the rate of milk production by eating it, and not eat grass as much as adults. It's logical, and would provide a drawback to breeding new animals.
    Maybe every time they feed it subtracts 10% of 'Milk Fullness.'
#9
General Discussion / Animal Husbandry
June 13, 2016, 04:30:02 PM
    Are related animals able to mate?  :o
    If so, are there repercussions? I'm trying to herd muffalo, and the male I got was ALREADY old when I tamed him, so now I need to know if his kids can mate with their relatives.
#10
Ideas / Outbound Trade Caravans
June 13, 2016, 04:22:13 PM
    I've not seen it here, so I'd thought I'd say-

    I think being able to send out your own caravans would be cool, I'm thinking it would set a timer for how long they're gone, and you could set which faction they're headed to. Some of your colonists and tame muffalo could leave the map with chosen items that would have a random chance to be bought with min. and max. chances based on the faction selected. For an ex, tribals would not buy high tech. You could also set items that they should attempt to buy, such as artillery shells or medicine.

    I think another, similar idea, is to set up what would be bought and sold via comms. console, then send a caravan with what is needed to retrieve said items, and deliver what you trade in turn.

    I hope this makes sense, I'm playing Rimworld ATM, and typing this on my phone.
#11
Ideas / Physical Effects and Cryptosleep
July 13, 2015, 01:22:41 PM
I saw that topic that other user made and closed, and I thought I'd open this one for you.  8)
#12
Ideas / Prisoners try to escape
July 10, 2015, 09:23:18 AM
It would be a cool and realistic gameplay mechanic if your prisoners slowly mined away at walls to escape from your prison, unless you caught them and repaired it.
#13
Boomuffalo Mod

Adds

-A new animal called the 'Boomuffalo,' a cross between a Boomrat and Muffalo that explodes upon death.

This was made in reponse to a suggestion for a Boom-Muffalo by SSS, and SSS has full credit for the idea. (Tynan, feel free to add it to vanilla) I'd also like to thank Mr. Cross for testing the mod. Feedback is appreciated.

[attachment deleted due to age]
#14
Help / New Animal Natural Spawning
July 08, 2015, 11:29:19 AM
So I am in the process of making a new mod, and I have everything set up, but when I changed the defname from the vanilla base, it decided it didn't want to spawn naturally any more. Any ideas why? What am I missing?
#15
Mods / How to do the dropbox download thing
July 07, 2015, 12:28:20 PM
I don't know how to ask this on dropbox, and it's FOR my mod, so it IS relevant for mod help, I guess...
#16
Help / Turrets taking from modified hoppers.
July 06, 2015, 07:07:08 PM
I REALLY need to know how I can get a turret to take steel from my modified hopper. I have everything else set up but that.
#17
Help / Changing Hoppers Accepted Items HELP!
July 06, 2015, 02:46:31 PM
So I have a mod I'm working on, it's my first one, and I've hit a roadblock. How can I change a hoppers accepted items?

    This has been answered or figured out. If you need to know and can't find it here, PM me.
#18
Off-Topic / Recording
July 06, 2015, 07:41:20 AM
I need a recording software anybody know any good ones.
#19
Help / Make turrets want hoppers?
July 05, 2015, 11:16:11 PM
My pc is not with me right now, and I'm new to modding *cough cough never done it* and I need to know if I can make a turret require a hopper. I have a *tiny* mod in the works to get myself started and the wiki tutorials are confusing and say they are only updated to alpha 9. Thnx for reading!
#20
Ideas / Escape Pod Fixes
July 05, 2015, 03:56:30 AM
I find it stupid that the escape pods don't come with the same gear as one of your colonists pods, it's not like you planned to be there either! It just doesn't make sense. If you can explain it, go ahead.