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Messages - minami26

#151
Quote from: GeorgeOfTheJungle on August 23, 2014, 09:18:45 PM
I just got the rage virus event, I believe. All of your colonists, except one, give up and go on a rampage. My 12 colonist fort just killed itself, because the rampaging people beat each other to near death, and the one guy I had left couldn't rescue even half of them, or heal more than half of those rescued, before they died.

The raid a short time later finished the fort off. I lost the entire thing because of this one event.



Dude that's awesome. It really was the intention of that event it only happens once a year and has a very low chance of occuring. It hasn't even happened to me yet. :D
#152
Quote from: Javaman on August 20, 2014, 03:31:48 AM
Hopefully you can get better power added. I think you should have the turret progression go manned turrets -> mortars -> auto turrets. This progression works well when you dont need power in the beginning, but lots when the auto turrets are discovered.
:( i really hope i can get better power+ permission. Architect is so busy Im getting no answers, or maybe because he hates me :( nawwww.

Quote from: khromosone on August 20, 2014, 06:56:49 AM
No one is cutting trees or making planks. Jobs are logged and skills are there. Caltrops and the pits also do nothing to invaders :/

What Computer OS are you playing on?

Quote from: Iwillbenicetou on August 20, 2014, 10:19:05 AM
I have a question- How do we delete the mod. I want to use it for some worlds, and other ones... I just want vanilla with some other mods. So I can have all the mods!

what do you mean?

Quote from: Iwillbenicetou on August 21, 2014, 12:49:01 PM
Minami/Kitsune, can I use parts of your mod for my upcoming mod pack?

Uhm. I just want you to put my name in the middle of your modpack! :D JOKE!
its ok all I ask is you put my name somewhere in your mod :)

Quote from: Flemmi on August 20, 2014, 11:12:28 AM
I like the idea of a deeper techtree. but i think you overshot a little, all these new recourses need that can only be gains through very spezial and expensive needs, makes it realy hard to progress at all.

I am in a game at a point where I don't see a reason to research anything because i can't get the nessecery resources to build what i research.

The food changes however are good. The Recourses for that i was able to get.

And the new Random events are realy interesting and can really make me think what i want to do.

yeah I meant the mod to be hard. You really have to play it over and over again until you get the hang of it, as per this post im now going to put "This MOD makes RimWorld so hard you're gonna rip your pants off." lol. :D kidding!

You just have to wait for the Traders to come so that you can progress, that's the main feature of this mod so that you don't progress too quickly.

Quote from: WolfgangPolska on August 21, 2014, 06:54:48 AM
Can you make muffalo breeding as separate mod, like custom events? I'd like idea of herding animals, but tech tree is too... deep for me.:C

Hmm, soon! ill think of it promise!

Quote from: LuisMH on August 21, 2014, 03:12:43 PM
Hello!
I'm unable to download the mod through the Nexus page.
Is it possible to make it available in some other way, please?
Thanks

You can't use Mediafire too? D:
Ill try to put it on GoogleDrive.

--------------------------
Discussion:

Updating TTM's Project Armory to v2.13 took a lot of time!
but its done now! and everything is now craftable. All the new weapons are good! and I've put new weapon sounds its awesome!

Im done putting Embrasures, MachineGun Nests, and Shields. Next up is Apparello integration and Clutter.
Architect is not responding to my message. :(

That's all for now here's a picture.

My colonist have begun to assimilate into this RimWorld culture and has begun saying UGA UGA!


- Yo dawg, I heard you like defenses. So I put defenses in your defenses so that you can defend while you defend your defenses.
#153
from the Towns forum. D: i miss towns T_T
#154
Thanks @Neurotoxin for looking into that OSX thing, I can't really do anything about that >.<

@ayoblub sadly, it pains that you can't play with TTM :(
the log file is inside the RimWorld Content Folder, its the only Log.txt file inside.

-------------------------------
Discussion:

So I have obtained permission for most of the mods that will be integrated into TTM, one thing though.
About Clutter Mod: My idea is to take Clutter into its own Custom Tab in the Architect Menu and it will have its own Research which will take place on Beautification Schematics, then BS will then be replaced with "Basic Furnishings"

Beautification Schematics details will be for "Clutter Corp High-End Furnitures" which will need Fabricants from the Chronicler Machine in the Chronicled Artistry Research. I won't be using the Clutter's Turrets though only the awesome furnitures it has.

can anybody comment on this?

currently no news on BetterPower+ so the new TTM version won't be released with it, betterpower+ still needs updating and I don't want to upset sir Architect on that matter so I won't include it yet, I still need his confirmation if he will allow me to add BP+ to TTM. :)
#155
Mods / Re: Modding tips
August 19, 2014, 03:29:13 AM
Also take note that making mods largely depend on the hype and inspiration you built upon the entirety of the mod.

My mod might be too large and I admit its very complex. But this is the foundation of my mod and I can't play without it which makes me very happy and always having fun in making my mod and quite frankly im just sharing how I play RimWorld :) basically making mods is sharing and loving the game you play even more. *wink wink
#156
Quote from: DaPieGuy on August 18, 2014, 08:08:23 PM
Is the abomination meant to explode millions of times upon its death and lag my game or is that a bug?

wow thats crazy, that shouldn't happen, it should only explode once when its health is below 100 or 200?
#157
Quote from: zenkmander on August 18, 2014, 06:42:34 PM
How do we craft the Compact Battery? It says the WorkStation but I don't see the option. Does it require some late-game research?

Compact Batteries are spawned together with the starting supplies in the middle of the map with the DropPods and CRT


Quote from: DaPieGuy on August 18, 2014, 06:05:30 PM
I have played this for a while and I haven't had a single raid yet, I've been playing for about 5 in-game months now. Is there a mod that would stop it working when its on with TTM or am I missing something?

What difficulty are you playing on? AFAIK when you choose a difficulty lower than challenge it will take a long time for raids to occur. especially with the custom events.

Quote from: MasterHooDie on August 19, 2014, 02:58:04 AM
Thanks for update and info about allow buried corpses, they were burying and then putting back in stockpile. I think the red x is actually because there is a stack of oil at the oil thing, when I used the "next thing in same square button" it would switch between different amounts of oil.

bodies are supposed to be put in graves and marked forbidden for them to stay in the graves and not be hauled anymore.
also the OilDeposit spawns Oil in the same spot, so there will be many different stacks of oil in the same place. They are forbidden at spawn because you don't want your colonists to get them everytime half way across the map.

Quote from: ayoblub on August 18, 2014, 02:50:49 PM
I wasn't seeing anything different besides new events. Then i noticed that there was a dll at the core of this mod. Being on OSX this will not work. Too bad�

Could you add a disclaimer to the front page, that the mod is windows only in it's current state?

thank you :)

Alright I'll put a disclaimer that this isn't available on OSX. also because I don't have an Apple computer too so I can't develop it there. :(

-------------------------------
also for everybody else, take note that all starting items will Spawn in the center of the map. So make sure that the map you choose doesn't have  a mountain in the direct center or else the items will not spawn.
#158
Quote from: Jonesh on August 18, 2014, 03:08:27 AM
Those mods looks awesome, thanks Minami (and Kitsune)!
I know what I'll be playing tonight, though I wish I didn't have to work today ;D

:D haha it's not yet added ok! its in for version 2.8 maybe this week. 2.7.1 is just a compatbility patch! ^___^
#159
Quote from: Iwillbenicetou on August 17, 2014, 04:05:45 PM
Is TTM compatible with current save files?
And do we put the whole folder in or the sub folders like the custom events and the actual mod?

TTM Custom events needs a new World to be generated because the abomination and terminator factions needs a new world to be created.

- Just extract the contents of the .rar file into the mods folder directly. :)
#160
Does the center of the map have a mountain? if so, it blocks the spawn of droppods and CRT.
the only way to fix this is to start a new game that doesn't have a mountain in the center.

I have set the droppods to spawn in the center of the map due to the mapgen limitation in alpha6.
#161

Hello guys! Alpha6 compatibility patch is out!
also some minor changes!

here's a changelog!

v2.7.1
Minor Tweaks and Alpha6 Compatibility

Changes:

Building:
Caltrops(Traps)
- Will now only do scratch damage.
- will not kill incapacitated raiders anymore.

Decreased Chairs/Stools Material Requirements.

Removed Stimulant, Heal with Medicine and MedKit from the Medicine Table and Concoction Table - they don't work.

Environment:
Removed Red/Green/Yellow Herbs from the environment, instead herbs are now only growable and will not spawn in the wild.

Decreased refugees chance to come into colony from Colony Mood Factor to 15%.

Tweaked Research costs on some research projects.


------------------------------------------------------
Discussion:

Hello guys i'm thinking about all the things you guys are suggesting and i've decided to add the mods that you want to be included in TTM!

Here's the first batch of the Best and Greatest Mods that we're gonna add to TTM:
- Architect's BetterPower+
- Shinzy's Apparello
- Jaxxa's Shields
- Punisher's Embrasures
- Beeeeber's Kitchen Unit
- Mrofa's Clutter
- Psyckosama's Machine Gun Nests

as you all guys know, Haplo's workplaces and Evul's Project Armory are already included in TTM so we'll be expanding the mods that are included to make RimWorld the most awesome game ever! hope you guys will be happy with my decision!
#162


Uploaded Alpha6 Compatibility patch!

On a side note: I might make a much needed Mufallo migration event for those places that mufallos don't normally spawn.
#163
hey guys anyone want to help me find bugs in the compatibility patch? pm me for the file and the bugs you find. I'll wait till tomorrow so we can release the patch soon. :)

was eagerly waiting for Alpha6 before I make new features. so expect more amazing things after this patch! :D
#164
Help / Re: [Solved] Global Scope Code
August 10, 2014, 03:35:28 AM
yep thats how ive done it. the lazy way. :))

but it shouldn't age every pawn if you make a new pawn class? how come every pawn ages? did you want all the colonists to age too?
#165
Help / Re: GotoThing Toil
August 10, 2014, 03:32:40 AM
because you are telling it to execute submintDna() together with goto thing.

check the pk9 toil codes it has something in there that should call something after it executes the toil.

sry totally forgot what it is, my codes arent with me right now :)