Or to expand on Canute's post, if you have dropbox, mega, icloud, etc. (basically any cloud service), place it there and then generate a link to share it (usually via right click menu)
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#182
Bugs / Re: 0.19.1998 Blood and filth that can't be cleaned
August 21, 2018, 11:39:58 AM
Also, it takes a few seconds from when it first appears to be able to be cleaned. So, if you happen to spot some dirt, blood, etc. almost immediately after it appears, you can't interact with it. Wait 4 or 5 seconds and try again, should work then. (As long as it is in your home zone like Kirby mentioned, or in your cleaning zone if you are using Hatti's Cleaning Zone mod)
#183
Releases / Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
August 20, 2018, 12:47:13 PM
Looks like you are missing a zero in the off days entry.
#184
Support / Re: Steam question...probably asked 100 times already...
August 20, 2018, 09:10:27 AM
Stickied thread at the top of this support sub-forum: https://ludeon.com/forums/index.php?topic=21435.0
#185
Releases / Re: [0.19] Soil Clarifier - Find that rich soil!
August 19, 2018, 09:59:19 AMQuote from: Galvenox on August 19, 2018, 07:27:16 AM
Cool idea, I'll give it a try when I get home.
What about a tool that lets you create a growing zone on rich soil only? Would something like that even be possible?
There are a couple out there, but not for unstable build yet:
New zone tools : https://ludeon.com/forums/index.php?topic=17094.0
Easier grow zones : https://steamcommunity.com/sharedfiles/filedetails/?id=784123492
Neither let you see better, so they work well with a mod like this that improves your vision of rich soil to begin with.
#186
Releases / Re: [0.19] Soil Clarifier - Find that rich soil!
August 19, 2018, 02:43:55 AM
Thanks!
Very useful mod!
Very useful mod!
#187
Releases / Re: [1.0] Recycle [ModSync RW]
August 17, 2018, 11:16:23 AMQuote from: Encode on August 17, 2018, 11:11:58 AM
Hello Viki, regrettably I recently removed ALL my of RW installs(+mods) since pre-alpha... and only keep the latest dev-build. Hopefully someone can help you with B18 of this mod. It is such a shame that there's a forum auto-delete of attachments when they're 'too old'. If it isn't too painful for you, maybe try the 1.0 ... uhh B19 dev-build. Take care!
I archive all the mods I use, so I have attached a copy. (the date included in the filename is my addendum for archiving purposes)
[attachment deleted due to age]
#188
Mods / Re: [Mod Request] Stone age to space age
August 16, 2018, 03:15:35 PM
There have been some in the past with this goal. Sadly the constant changing has chased some away. I can think of two off the top of my head:
Rimworld Ascension
and
Project Eon
Still been hoping they would/will come back to their projects once Rimworld fully releases.
One other modpack I've always like that had some decent progression, not quite the scope of the other two, but it had a very cool research system involving manufacturing chain for making and writing books was this one:
Arbitration: Realistic Research - believe this may have been the first to have vehicles included as well back in like A12 or A13.
Another very promising modpack with total conversion to Fantasy in mind:
Epic Omega - more recent than the others I mentioned.
If you are going to start a project like this, I'd recommend looking through these somewhat, you can probably even find some youtube let's plays of some of them. I'm sure you can find some of Arbitration: Realistic Research.
Seeing some others ideas could really get your juices flowing as well. And if you steal/borrow/adapt some of the ideas just make sure to throw the original peeps some credit via a link.
Rimworld Ascension
and
Project Eon
Still been hoping they would/will come back to their projects once Rimworld fully releases.
One other modpack I've always like that had some decent progression, not quite the scope of the other two, but it had a very cool research system involving manufacturing chain for making and writing books was this one:
Arbitration: Realistic Research - believe this may have been the first to have vehicles included as well back in like A12 or A13.
Another very promising modpack with total conversion to Fantasy in mind:
Epic Omega - more recent than the others I mentioned.
If you are going to start a project like this, I'd recommend looking through these somewhat, you can probably even find some youtube let's plays of some of them. I'm sure you can find some of Arbitration: Realistic Research.
Seeing some others ideas could really get your juices flowing as well. And if you steal/borrow/adapt some of the ideas just make sure to throw the original peeps some credit via a link.
#189
Releases / Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
August 12, 2018, 09:27:21 AMQuote from: Hatti on August 12, 2018, 08:30:50 AMQuote from: BlackSmokeDMax on August 11, 2018, 08:37:40 PM
Hatti,
I see you have "AllowDeadMansApparel" updated for 1.0(B19). Is there something in your mod different than what vanilla now contains?
Is this filter finally in vanilla now? I havnt changed anything on the mod besides the version number...
Yes. With the unstable version Tynan included filters so that there are three full sets:
Rotten
Fresh
Tainted
Non-tainted
Smeltable
Non-Smeltable
So, I'm fairly sure if yours is not doing anything else you can retire that one.
#190
Releases / Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
August 11, 2018, 08:37:40 PM
Hatti,
I see you have "AllowDeadMansApparel" updated for 1.0(B19). Is there something in your mod different than what vanilla now contains?
I see you have "AllowDeadMansApparel" updated for 1.0(B19). Is there something in your mod different than what vanilla now contains?
#191
Bugs / Re: Stuck in the tutorial since one of my crew is "incapable of violence"
August 11, 2018, 08:11:56 PMQuote from: Ecto on August 11, 2018, 05:53:27 PM
The way the tutorial works, I have to fill the gauge to continue, but I can't since one of my crew is a an ascetic priest and "incapable of violence". He won't interact with weapons at all, so I'm stuck.
That's a bug in Beta18, that is fixed in the new unstable build.
The only workaround in Beta18 is to restart the tutorial, while making sure to not select anyone that is incapable of violence.
#192
Ideas / Re: Change grouping of meat and raw resources in selection menus.
August 10, 2018, 02:58:37 PM
Ah. Think I am following you now.
#193
Ideas / Re: Change grouping of meat and raw resources in selection menus.
August 10, 2018, 01:28:42 PMQuote from: 5thHorseman on August 09, 2018, 09:12:33 PM
Agreed. I'd like 3 groups, in fact,
"Must be frozen"
"Must be indoors"
"Who cares where you store it"
Maybe have those as a toggle like tainted or rotten. "Allow things that should be frozen"
Hmm, wouldn't mind seeing a more detailed layout of what you have in mind.
#194
Releases / Re: [B18] ResearchPal and HelpTab
August 10, 2018, 12:00:31 PMQuote from: bigheadzach on August 10, 2018, 09:47:36 AM
So if I go to enter text into HelpTab's search bar, and the whole popup box goes blank and can only be closed, to never open again...is this an known compatibility symptom?
That doesn't sound very known. Perhaps throw all the pertinent info in this thread:
operating system
Rimworld version
Mods used
Error log
#195
Ideas / Naked Brutality Tribal
August 10, 2018, 06:08:59 AM
Love to see this added as a vanilla start option as well.