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Topics - po5

#1
Help / Limit mod to certain biomes
July 29, 2019, 05:34:59 AM
Hey,

I am trying to create a mod that behaves differently depending on which biome the player is in. For example the thing should only be able to be built in Ice Sheets or Sea Ice biomes. Or even better, places with permanent winter. But i am not sure how to go about this.

Can i simply add

<Biomes>
    <li>SeaIce</li>
</biomes>


and the thing would only be enabled on sea ice biomes?
#2
Ideas / Heat waves and cold snap tints the screen
February 25, 2017, 07:27:23 PM
Hi, i was playing Extreme Desert permadeath on Extreme with randy random. He gives me heatwaves every now and then. But they are difficulty to notice, because the temperature gauge is so small in the bottom right corner. And in extreme desert the heatwave is lethal if people go outside. (100C+ in summer) so it would be a nice touch if the heatwave would tint the screen slightly yellow'ish.
#3
Ideas / Redesign Trade Beacon
January 30, 2017, 10:18:33 AM
If the trade beacon was redesigned you could place it outside your base and all resources you have in any stockpile zone would be tradable. But when you have sold, colonists must haul the resources to the trade beacon so the orbiting trader can recieve it. it becomes more convenient to trade with orbiting traders because you dont need a trade beacon in every stock pile. and it makes sense a bit more if you had a requirement that the tradebeacon must be unroofed perhaps. players can get a little more creative with their bases, i know i tend to make just one big stockpile with a tradebeacon in the middle and then a fridge/freezer with another tradebeacon in it. Done. I hope you get my idea. And i hope you like it. Anyway time for me to play more rimworld. Have a nice day.
#4
Ideas / Min/Maxing
August 23, 2016, 11:49:30 AM
Notice my colonists not able to hit anything. Stand around shooting forever. Its embarrasing. Check up on weapon stats. Best accuracy at (Medium) range. Want to configure colonist to shoot from medium range.
#5
Ideas / Dynamic Traits
July 24, 2016, 04:34:28 AM
Hello, i am really enjoying the scenario editor, although i found it lacking in some areas. I want to cover that first.

I would like to have control over the factions on the planet. Names, amount, relationship, type (pirate, tribe, hostile etc.)
I would like to have control over what the colonists wear in the beginning.
I found a bug i think. If you have a trait with 100% chance, but add other traits as well, with 50% chance or something. The 100% chance trait does not apply to everyone. So if you want a trait to 100% you cannot have any other forced traits, because that means the trait you wanted to be 100% is not 100%. Anyway

Regarding the traits, i was thinking, its important that all my colonists have the same particular trait because its important to the scenario. And i was thinking how can people you recruit get a specific trait? And first thing that came into my mind was influence. If you have a colony with alot of characters with the same trait, they will automatically influence the new recruit over time and he will eventually gain this trait. However some basic changes have to be made in order for allow this. And what i was thinking is that number of traits should maybe be increased. So that a colonist can have 4 traits. Where the 4th is the reserved "bonus trait". However, for colonies lasting a long time, you may end up in a situation where you have colonists with 4 traits but maybe want to add another. So traits should also expire. This is a rough brainstorming. But basically certain traits that colonists dont use can disappear. How it will work i dont know. This is just a pitch for the developers, perhaps they will be inspired. I know i am.

All traits compete with each other. If a colonist is about to adopt a trait it will be visible in the character tab. This way you can put him in isolation for a while if you dont want it to happen. Or you can go all in, and cultivate it until it is eventually adopted. This means if you have a colony with colonists that all have the same trait, the outsider will be influenced fast, and adopt the trait most likely. If the colonists have high social skill, the influence is higher, and the outsider may gain the trait even faster. But the time it should take to influence and adopt trait i dont know. Have a nice day.