Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - kosh401

#1
Releases / Re: [1.0] Spotted
October 29, 2018, 11:49:50 PM
Quote from: TGPArcher on October 29, 2018, 06:41:57 PM
Quote from: kosh401 on October 29, 2018, 06:31:28 PM
Cool, I will add this to my bazillion mods.

I really liked Madman666's idea about "scrambling" the landing/targeting systems of those nasty drop pod raids. I'm not sure if the mod can change the raid coordinates, but even if it's a 100% random scattering of the drop zone to somewhere else on the map I would take it - even if it puts them right into the mounting >:)

Changing the landing zone of drop pods can be done but I feel its out of this mod's scope.
If I'll have time I might try to make this feature into a new mod, or maybe someone else will do it.

Totally understandable considering this mod is more geared towards "spotting" but colour me subscribed if you do make a drop pod scrambler mod. Goddamn do those things annoy the shit out of me when they drop right drop in through my roof! I have one faction doing it constantly in my current game, to the point where I'm about ready to edit them entirely out of the defs file :/

Maybe a similar method/mod could be applied to infestations? Some sort of scrambler or AOE "sonar" type of structure that would limit those bastards from spawning right into a base?

Anyway great mod as it is, cheers!
#2
Releases / Re: [1.0] Spotted
October 29, 2018, 06:31:28 PM
Cool, I will add this to my bazillion mods.

I really liked Madman666's idea about "scrambling" the landing/targeting systems of those nasty drop pod raids. I'm not sure if the mod can change the raid coordinates, but even if it's a 100% random scattering of the drop zone to somewhere else on the map I would take it - even if it puts them right into the mounting >:) 
#3
Help / BetterMiniMap 1.0 from Github
October 24, 2018, 05:43:10 PM
Hi folks,

https://github.com/RimWorld-CCL-Reborn/BetterMiniMap

So I have this in my folder and I have it activated in-game in the mod menu and I can see it in the Mod Settings menu. However, I cannot get the map to actually turn on and it's driving me a little crazy that I can't figure it out :/

Github says the hot keys are F8 and F9 for the map and map controls respectively, however those keys are in use by the Relations and History tabs. Using the in-game keyboard configurations, I have cleared F8 and F9 and reloaded but they still do not up the mininap or its controls.

I have a ton of mods active and everything has been playing together really well, but I would now like to add in the minimap now (to an existing game). Thoughts, comments, suggestions? Thanks,

EDIT: I should say I've tried it at the bottom and near the top of my mod list (but under Hugs, Jec)
#4
Quote from: Tynan on June 17, 2018, 09:29:37 AM
Quote from: MisterVertigo on June 17, 2018, 09:27:05 AM
I can't wait to try these changes out!

I was thinking a while back you had posted about making changes to how grass is spread. Were any changes/adjustments made to that process?

Thanks!

Oh yeah, ison completely redid it. So it covers the map all at once now and regrowth looks the same as initial growth.

Didn't I mention that? I will, it's a big deal.

Excellent! I kept hoping to see this mentioned along with adjustments made to trees and crops. Looking forward to testing all the things!
#5
Quote from: Walking Problem on December 22, 2017, 07:42:02 PM

Quote from: kosh401 on December 22, 2017, 06:25:23 PM
A "warning" type of notice would be neat so long as it doesn't end up being spammed from overpopulation.

Glad to hear you're working on balancing up the overpopulation a bit; I'm hitting the point in my game where I'm debating keeping this on or not due to the out of control population.. the Boomalopes in particular are a problem. I keep having to send out drafted kill squads to thin their numbers since pawns are too dumb to "hunt" them safely (fire) and the predators don't bother either of course.

Anyway, really like the mod and looking forward to your tweaks. Cheers

How long did you play before wild animal population becomes a problem?



I'm in Decembary 5501 on year-round Jungle. Mostly it's just the Boomalopes since there's no predator or pawn hunting for them. Only option is draft a kill squad and manually do it, which gets tedious. Funny enough I'm kind of hoping for some good old fashion Toxic Fallout to purge the land of them now.







#6
A "warning" type of notice would be neat so long as it doesn't end up being spammed from overpopulation.

Glad to hear you're working on balancing up the overpopulation a bit; I'm hitting the point in my game where I'm debating keeping this on or not due to the out of control population.. the Boomalopes in particular are a problem. I keep having to send out drafted kill squads to thin their numbers since pawns are too dumb to "hunt" them safely (fire) and the predators don't bother either of course.

Anyway, really like the mod and looking forward to your tweaks. Cheers
#7
Unfinished / Re: [B18] [WIP] Jurassic Rimworld
November 21, 2017, 09:18:30 AM
Sweet, I keep waiting to try this but maybe now once the errors are fixed up. Mostly I just want dinos roaming my maps so happy to have any and all mods that do that :D  (CE compatibility will be important once it's ready of course)
#8
Sweet, now I can play! Thanks!
#9
I'm using this with More Vanilla Turrets and Colony Manager with no issues. Added this to my current save and all good.

It's already on Steam, the link in the OP or you can search the workshop for Hospitality.

Thanks for the update Orion, awesome mod and the QoL change to painting a room area makes it even better. Cheers!
#10
Quote from: dubwise56 on June 01, 2017, 05:23:42 PM
As for cooling I could make a central air system just exactly the same as radiators but with the graphic replaced. To make things more technical I could split the pipes up into plumbing, heating, and air ducts. I could do other stuff like require heaters for hot showers and baths, could require a ground or river water pump for all the water. Not sure how far to go with the detail because in MarsX i like to track every unit of air and water and humidity and so on.

I keep meaning to check out MarsX, will have to this weekend.

A cooling and air system would be great additions to round out this mod. I don't think moisture tracking would be necessary unless you do something with an advanced greenhouse/hydroponics type of room. Just being able to create and control the flow of hot/cold air would be pretty awesome (Redistheat is a good mod but often takes a while to update).

Anyway love this mod as-is too, thanks for it!
#11
I only let my ppl wear Normal+ and 50%+ clothing and scrap the rest, but after a raid for example having extra damaged/poor clothing now in storage, my tailors would stop their creation work since those poor items counted against the "do until x" cap. So this is a pretty nice addition, thanks :D
#12
Help / Re: A17 Population Cap Increase
May 27, 2017, 02:17:18 PM
Ok thanks, I had seen that def and those values before but didn't really understand them. I see what you mean with the pop curve and +/- event chance now. Thanks again!
#13
Help / A17 Population Cap Increase
May 27, 2017, 01:51:36 PM
Hi all,

Previously, you could adjust the pop cap of the story tellers by going to \Core\Defs\StorytellerDefs and (for each story teller) changing:

    <desiredPopulationMin>#</desiredPopulationMin>
    <desiredPopulationMax>#</desiredPopulationMax>
    <desiredPopulationCritical>#</desiredPopulationCritical>

This has changed in A17 and I'm wondering if anyone has come across where these variables are now? I can't seem to find them.

Thanks!
#14
The industrial coolers had me fooled at first too but now I have them working normally. My problem was that I attached the outtake to them and THOUGHT I had it blowing outside since it's built into the outter wall, but I had not told it to connect to the the other option... Sorry I forget the names right now, there is a toggle between 'room' and 'vent system' or something like that. Once I had those options set correctly on BOTH the cooler AND the exhaust unit everything worked as expected. This is in my fridge, and I also now have an intake in the fridge sucking cold air and moving it to another room via duct with smart vent and that's working as expected as well.
#15
Quote from: Tynan on February 08, 2017, 01:05:49 PM

The disadvantage is that it'll break mod compatibility, and the release itself will consume some developer time, slowing long-term progress slightly.

The advantage of waiting is that we break compatibility less, and avoid the chaos/time consumption that an update brings.


Ultimately those points make me vote "wait." It would be nice to have the refinement bug and balance fixes sooner, but we're in alpha and that's just the nature of the beast. The game is in a fun and playable place right now and virtually all of the major mods are updated, so I say wait to include more of whatever content you have planned for us to test/enjoy/suffer through in your next update. Cheers