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Messages - CannibarRechter

#661
> Do you want nothing selected as a preset or everything ?

Yes. That's what I was saying.

Regarding the fridge, you always have to select one and only one resource type for this mod to work. That's another reason why it should default to nothing, as it is practically guaranteed to malfunction, defaulting to more than one thing.
#662
Opening a project under github appears to be a common answer to sharing files for rimworld. The other thing that is common is dropbox.
#663
> I personally am of the opinion that temp outside should be handled like beauty

Well, I'll say I think it odd that when you're outdoors, that you are no warmer next to the fire, unless it's enclosed. I agree. Campfires and geothermals should have some radiant warmth. So should heaters. Enclosure shouldn't be a complete requirement.
#664
Is there additional info in the game log?
#665
Well, as a general feature request, I wonder if I'm the only one who never wants any of the storage cabinets to default to holding anything? Except maybe the medicine cabinet, as there are so few choices there.
#666
That's an easy mod to make. I'm not at home right now, but it's just a few extra lines to the freezer. I'd post it if I were home. Maybe later...
#667
Outdated / Re: [A14] CR CannibarRechters Various Mods
August 17, 2016, 03:01:30 PM
Understandable. Hard to get. ;-P
#668
> I might just go and make my own AI director that spaces out the attacks more but beefs them up because i think the attacks are decently balanced but the timing is crap.

It's pretty easy to mod the pacing. Just crack open $RIMWORLD/Mods/Core/Defs/StorytellerDefs/Storytellers.xml.

You'll see the timing intervals set very clearly on every Storyteller except Randy.

#669
Help / Re: Help understanding the Storyteller XML
August 17, 2016, 01:51:11 PM
Quote from: milon on August 17, 2016, 09:05:02 AM
I believe mtb stands for Mean Time Between,

I believe you are right. But consider this:

   <mtbDaysThreatBig>1.25</mtbDaysThreatBig>
   <minDaysBetweenThreatBigs>1.9</minDaysBetweenThreatBigs>


If I expand it, it becomes:

   <meanTimeBetweenDaysThreatBig>1.25</meanTimeBetweenDaysDaysThreatBig>
   <minDaysBetweenThreatBigs>1.9</minDaysBetweenThreatBigs>


That's really confusing. Any ideas?
#670
Outdated / Re: [A14] CR CannibarRechters Various Mods
August 17, 2016, 01:44:38 PM
Let me know on balance. BTW, if you picked up the Ivory 1.0 release, it accidentally is producing like 5X more than intended ivories, and you should upgrade to the 1.1 release. Alternatively, you can open up xml files holding the Thrumbos and Elephants and set the "wool amount" and shearing interval to values of your liking.
#671
All mods that change mapgen are incompatible with eachother. Prepare Carefully is no different. Not sure about the character stuff.
#672
Outdated / Re: [A14] CR CannibarRechters Various Mods
August 17, 2016, 06:29:12 AM
I'm not sure what the rules about saves and the game are. It introduces several new resource types. I think the additions work fine after a savegame is started, but once they are in your game, you won't be able to remove the mod.
#673
Outdated / [A14] CR CannibarRechters Various Mods
August 16, 2016, 07:36:04 PM
This mod contains 3 different mods that have been tested by me personally, but could likely use some balance and tuning. These mods are:

CR-Planning Designator

Do you find the vanilla planning designator too hard to see? This simple texture-only mod is for you. It uses a red square, with a transparency layer. Give it a spin.

CR-Supply Chain

This mod takes various different thing and consolidates them into more common things. The theme of this mod is "condense". For example, it can convert any type of meat into jerky, which can in turn be used to prepare meals that need meat. It also has preserves/pickles, which can accept any vegetable, and produce a universal type to be used as a generic vegetable ingredient. You can also make cheese, and pickle eggs. For the food items, generally, the consolidated thing is: denser, has a higher stack limit, and often has a higher nutritional value. It was mostly started because I hated managing all the various meat types.

The mod also includes concrete. Following the theme of the mod, you can break down any rock chunks (and blocks, if you find a need), into aggregate. You can also make rebar from steel. Concrete blocks are made from aggregate and steel. Because of the more complex production chain for concrete, I gave it some benefits: once you have concrete, you can build more quickly with it, and it is more durable than other stone types.

All CR-Supply chain items use current workbenches. You can make the food items at standard stoves (and in some cases, like Jerky, the campfire), aggregate is made at the stone cutter, and rebar can be made at a variety of benches, including the basic smith bench.

CR-IvoryFarming

This mod gives you a use for you elephants and, if you can tame them, your thrumbo. It allows for sustainable ivory farming. You can periodically cut those tusks off your herd animals, and use them for various purposes. Ivory, from elephants, is good for art. Thrumbory, from Thrumbos, is good for art, furniture, and melee weapons. They are also good for cash income.

Downloads

https://github.com/CannibarRechter/CR

License

All of these items are released to the public domain. You may use them for any purpose without further permission or attribution. Enjoy.

Afterward

I am a compulsive modder. I have never therefore actually played the vanilla game, so I may have a poor sense of balance. I tried to pick good numbers based on comparing things in the various files, and having a rationale for the numbers I picked. However, I welcome feedback on the various items.

#674
General Discussion / Re: Landing site bug
August 16, 2016, 03:20:39 PM
I might suggest that he find an older savegame, then go into the World tab, and extract the seed and coordinate from that tab. That will show the old coordinate. Then he can show the map. And then he can show using the same seed and coordinate resulting a different map.
#675
Mods / Re: [request] Colonists guard mod
August 16, 2016, 12:54:29 PM
That wouldn't suffice for a raid, so what are you thinking they are going to automatically shoot at? The wildlife?

It would be a useful addition if we had a more complete raid system, for example if we had raiders who would try to sneak into your camp to steal stuff. Then we'd really need guards.