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Topics - crusader2010

#21
Mods / [Mods request] Hauling cart
May 12, 2016, 09:32:53 AM
 I'd like to have a mod which will help with hauling: a "Hauling cart" that can attach a visible cart in front of a colonist, like they are pushing it (the cart should act more or less like a weapon, so that colonists can choose when to "equip" the cart, but cannot have a weapon active at the same time).

While this is "equipped", the maximum stack for hauling becomes 500 items and should even make the colonist able to haul more types of items at the same time. This should require some research, have low durability and higher deterioration rate than usual.

The cart should affect the walking speed of the colonist, depending on the materials it is made of (wood, plasteel,silver - no speed reduction; steel, gold, stones and others - between 10% and 30% speed reduction). The materials should also matter in terms of the durability and deterioration.

Hopefully someone can make this :) thank you!
#22
Mods / [Mod request] Components crafting
May 09, 2016, 12:27:46 PM
Hi! I would like a mod that somehow improves the crafting of components. Right now it takes way too long to get 1  >:( It would be nice to have more crafting options, maybe something along these lines:

1. Add more materials out of which to craft components (e.g. Plasteel ones will be done twice as fast and twice as many for the same amount of 6 resources; gold and silver could be the other options, with even better results).

2. Insert a new research option that allows mass producing components (even at a new building), but with high production costs because of the unrefined process (e.g. if 1 component = 6 steel, mass producing batches of 10 components requires 100 steel).

3. Insert new research options that improve the efficiency and speed of the process (they could actually unlock the new materials out of which to create components!).

Thanks!
#23
Outdated / [A13] Mod MEGA PACK
May 03, 2016, 01:58:23 PM
Hello everyone!  :D

I have decided to post the list of mods I am currently playing with to enhance the vanilla experience of Rimworld. All credits go to the mods' respective authors!




IMPORTANT:

  • This pack includes two mods that I modified slightly to try and get rid of the reported errors: LT_NoCleaningPlease and CombatRealism! If you find any game breaking issues please replace the .dll file from the "\[mod_name]\Assemblies\" folder with the one from "\[mod_name]\ORIGINAL DLL\". I did test them just now and everything SHOULD work fine - no "NULL" pawn errors, automatic turrets working, no "TraverseParms" errors, pawns not getting stuck while cleaning.
  • If you find any errors/bugs related to any mod, please check that mod's thread and this thread for previous occurrences! If the issue is not known make sure you write a reply/PM to inform that mod's author about it!
  • The Combat Realism mod is at its last version (1.6.5) before NoImageAvailable ceased development for it. Please report any errors related to loadouts or other CR-related misbehavior IN THAT THREAD (also search for Skullywag's Github link for CR bug reporting!).
  • Make sure you always exit the game and reenter it after going into the Mods menu, even if you did not do any changes. If not, you may experience strange behaviors in your games or they might even become corrupted(i.e. unable to make things work properly).




This thread is now locked and has been recreated here: https://ludeon.com/forums/index.php?topic=20669.0




NOTES:

  • If you're interested in making power armor helmets invisible, just comment/delete the following line from \Mods\CombatRealism\Defs\ThingDefs\Apparel_Hats.xml:
    <worngraphicPath>Things/Pawn/Humanlike/Apparel/PowerArmorHelmet/PowerArmorHelmet</worngraphicPath>
  • - The Rimsenal Security,AutoEquip and LT_RedistHeat are not currently working properly with this pack, thus I'm keeping them disabled; AreaUnlocker and DarknessRevamp only for convenience.
  • - There is a simple method for changing the mods list when you want to play with more versions of them: start the game with the -savedatafolder="X:\path_to_other_folder\other_folder\" option. This way you can point the game to load from a different save data folder. This includes the ModsConfig.xml so it's actually really easy to switch between playing different mod packs. The game will automatically create the subfolders "Config" and "Saves" if it does not find them at startup. Thank you MarvinKosh for this piece of information!




KNOWN ISSUES:

  • - The CombatRealism mod used to bug out sometimes - either with a "TraverseParms" error or a "NULL" pawn error. I've made a few changes to the .dll file that hopefully solve those errors.
  • - The LT_NoCleaningPlease mod used to bug out sometimes - your colonists got stuck cleaning. I've made a few changes to the .dll file that hopefully solve those errors.
  • - The AreaUnlocker mod seems to cause some issues on Linux/Mac, thus I disabled it for now. For me it's working perfectly, so you can keep it enabled if it works for you too (see mods' list for ordering).
  • - The Rimworld Westernization mod may generate some error messages in the debug console. This shouldn't affect game play too much, but if you're having game-breaking issues with any weapon from the mod, consider disabling it and letting the author know about the bugs.
  • - There is a mod overlap regarding hidden power conduits(you can ignore the research). This overlap is harmless and should be ignored; I simply did not want to edit the mods.
  • - The 81mm mortar seems to appear 3 times in the Security tab after researching everything.
  • - The blueprints you setup will not remain in the list after you save and load the saved game (not sure if this is intended).
  • - The ED-MoreVanillaTurrets mod doesn't seem to work with the latest turret improvements from CombatRealism. The turrets do work but they don't require ammo and such. If you find they are overpowered, simply disable the mod.




User guide to install:

1. Delete or move all mods from the "\Rimworld\Mods" folder (except "Core").
2. Go to:

  • For Windows users: C:\Users\[your user name]\AppData\LocalLow\Ludeon Studios\RimWorld\Config


    • (make sure you have the Hidden Files and Folders option enabled in your file manager if you explore through the path toward this folder).
  • For Linux users: "/home/[your user name]/.config/unity3d/Ludeon Studios/RimWorld/Config"
  • For Mac users: "/Users/[your user name]/Library/Application Support/RimWorld/Config"
Delete(or move/backup) all the files that exist in that folder and copy the new "ModsConfig.xml" file, which is at the root of the attached mod pack archive.
3. Extract the rest of the archive(i.e. only the folders) into the "\Rimworld\Mods" directory.
4. Start the game, check that the mods appear correctly (through the menu) and play!




ORDERED MOD LIST:

  • Core
  • CCL - by - CCL Team - LINK
  • CCL Vanilla Tweaks - by - CCL Team - LINK
  • EdB Mod Order - by - EdB - LINK
  • Darkness Revamp(SB) - by - Panggul_mas&Cram&Viceroy - LINK
  • Darkness Revamp Lights - by - Panggul_mas&Cram - LINK
  • Power Switch - by - Haplo - LINK
  • Miscellaneous CORE - by - Haplo - LINK
  • Miscellaneous Map Generator - by - Haplo - LINK
  • Miscellaneous Incidents - by - Haplo - LINK
  • More Sun Lamps - by - Rock5 - LINK
  • Heated Sun Lamps - by - Dismar - LINK
  • Recycle - by - Encode - LINK
  • RoofBomb - by - Skullywag - LINK
  • Enhanced Tabs - by - Fluffy (l2032) - LINK
  • Dermal Regenerator - by - Skullywag - LINK
  • Additional Lighting - by - Skullywag - LINK
  • Vein Miner - by - Julia Ellie & Gentz & Jackarbiter - LINK
  • Allow Tool - by - UnlimitedHugs - LINK
  • Smart Bears - by - Scaphismus - LINK
  • Less Incident Trolling - by - MarvinKosh - LINK
  • RT Fuse - by - Ratys - LINK
  • RT Solar Flare Shielding - by - Ratys - LINK
  • Hospitality - by - Orion - LINK
  • EdB Colonist Bar - by - EdB - LINK
  • DE Surgeries - by - DarknessEyes - LINK
  • Trade-12 - by - Shurp - LINK
  • ED-Autoloader - by - Jaxxa - LINK
  • ED-Omnigel - by - Jaxxa - LINK
  • ED-SubspaceTransponder - by - Jaxxa - LINK
  • ED-Moat - by - Jaxxa - LINK
  • ED-Embrasures - by - Jaxxa - LINK
  • ED-Laser Drill - by - Jaxxa - LINK
  • ED-Plants 24H - by - Jaxxa - LINK
  • ED-Reinforced Stuff - by - Jaxxa - LINK
  • ED-Shields - by - Jaxxa - LINK
  • ED-ClosableVent - by - Jaxxa - LINK
  • ED-PoweredVent - by - Jaxxa - LINK
  • ED-ReverseCycleCooler - by - Jaxxa - LINK
  • Better Coolers - by - Skullywag - LINK
  • Better Vents - by - Skullywag - LINK
  • ED-ReverseCycleCooler patch for BetterCoolers - by - Jaxxa - LINK
  • ED-ClosableVent patch for BetterVents - by - Jaxxa - LINK
  • ED-PoweredVents patch for BetterVents - by - Jaxxa - LINK
  • Extended Fabrics - by - Skullywag - LINK
  • No Fighting! - by - Happydacat - LINK
  • Fences - by - ItchyFlea - LINK
  • Modular Tables - by - ItchyFlea - LINK
  • Numbers! - by - Koisama - LINK
  • Area Unlocker - by - Fluffy (l2032) - LINK
  • Blueprints - by - Fluffy (l2032) - LINK
  • Medical Info - by - Fluffy (l2032) - LINK
  • BiomeSpawnTweak - by - Igabod - LINK
  • Ocean Biome - by - Jakub k. & Knainoa - LINK
  • Bulk Meals - by - Igabod - LINK
  • M&Co.: Mobile Mineral Sonar - by - Rikiki - LINK
  • Caveworld Flora - by - Rikiki - LINK
  • LT_NoCleaningPlease - by - Latta & Fluffy(l2032) - LINK
  • LT_Soiling - by - Latta - LINK
  • More Traits - by - TheFlameTouched - LINK
  • More Vanilla Turrets - by - Jaxxa & Marnador - LINK
  • Combat Realism - by - NoImageAvailable - LINK
  • Combat Realism Defence - by - NoImageAvailable - LINK
  • ED-Shields patch for CombatRealism - by - Jaxxa - LINK
  • ED-Embrasures patch for CombatRealism - by - Jaxxa - LINK
  • Expanded Prosthetics and Organ Engineering - by - Ykara - LINK
  • Combat Realism EPOE Patch - by - NoImageAvailable - LINK
  • High Caliber - by - eatKenny - LINK
  • High Caliber Combat Realism patch - by - eatKenny - LINK
  • Rimfire for CombatRealism - by - Alistaire - LINK
  • Rimworld Westernization Project - by - JackeryFox - LINK
  • Miscellaneous CORE patch for CR - by - Haplo - LINK
  • CompletTechSolution - by - Kexici - LINK
  • Solars Stuffed - by - Skullywag - LINK
  • Thermals Stuffed - by - Skullywag - LINK
  • Batteries Stuffed - by - Skullywag - LINK
  • Conduits Stuffed - by - Skullywag - LINK
  • SmallSolars Stuffed - by - Skullywag - LINK
  • Fast Floors - by - Igabod - LINK
  • Stonecutting Tweak - by - ItchyFlea - LINK
  • SkilledBuilder (Off) - by - Shadwar - LINK
  • Trade Request: Caravans - by - Kaizyn - LINK
  • Animu Hair - by - Shinzy - LINK
  • Rimsenal Hair - by - Rooki1 - LINK
  • Xeva Hair - by - Orion - LINK
  • Rimsenal Storyteller - by - Rooki1 - LINK
  • More Furniture - by - Anonemous2 - LINK
  • Mad Skills (Tiered) - by - Ratys - LINK
  • Component Factory - by - Wildcard82 - LINK
  • Extended Storage - by - Skullywag - LINK
  • AnimalHideWorking - by - ItchyFlea - LINK




CHANGELOG:

  • 13. Date: 02-06-2016 - Pack version v9.1 - Changed the assembly of CombatRealism to fix an issue with the automatic turrets (they were not firing anymore).
  • 12. Date: 01-06-2016 - Pack version v9 - Updated Hospitality mod to v1.13b and VeinMiner. Re-enabled ED-Autoloader. Made a few changes to the assemblies of LT_NoCleaningPlease and CombatRealism to try and fix some of the reported errors. Added the Extended Storage mod. Might require a new colony to play! Make sure you read the "IMPORTANT" section!
  • 11. Date: 24-05-2016 - Pack version v8 - Updated Hospitality mod to v1.13 (now has CR compatibility) and the KNOWN ISSUES section; disabled DarknessRevamp and AreaUnlocker mods to prevent some reported issues - if you want/need them, do enable them again(check the mods' list for ordering)!; added the AnimalHideWorking mod, and the CombatRealism patch for ED-Shields.
  • 10. Date: 20-05-2016 - Pack version v7.1 - Updated CCL to version 0.13.2.1. This will get rid of the bug with loading saved games!
  • 9. Date: 19-05-2016 - Pack version v7 - Updated CCL to v0.13.2; updated CR to v1.6.51. Added more mods: LT_Soiling, DarknessRevamp(brighter)+more lights addon, More Traits. Updated the KNOWN ISSUES section.
  • ...
  • 1. Initial release

#24
Hello! I would like to know if it's possible to create the following mods:

1. Animal pens. Basically I would like to be able to build an enclosed area in which animals can do their thing, maybe according to their type. For example, I want my chickens to stay in one place AND have a specific "hopper" that colonists can fill up with food. Alpacas, for example, should require a larger space to feel comfortable. If their area gets too crowded or the living conditions are bad, there should be an increasing chance that the animals go mad and start wrecking the enclosure to try and kill the colonists. If, on the other hand, they are happy with their space, mending, food,etc, they should get a bit of improved production(eggs, wool, milk, etc).

2. Colonist management (different from the colony management mod).
I would like to see a modifyable list, based on activity, comprised of the colonists that have that activity's priority set to 1(or highest among their own jobs). For example: colonists X and Y both have construction priority set to 1, thus they should appear on this list. Below, there should be the jobs that need finishing, based on this activity(i.e. everything that needs to be constructed, with the posibility to click on the item and center/select it on the map). Next up, I want to be able to assign these 2 colonists to do their activity(e.g. construction) only for the items I choose to. In other words, I want each pawn to work on what I tell them to, when the "need" to do that work arises (based on the priority), instead of doing it randomly(e.g. I want only certain people do build the furniture I've put on the map). Also, multiple item selection would be really useful (e.g. selecting all the wall tiles and assigning them to one guy, instead of one by one). Of course, the same colonist may appear at more than one activity (the categorization based on priority is needed to not clutter the list).

3. I want my pawns to actually finish their damn job that I'm forcing them to do, before going to do anything else. Right now I need to constantly force a guy to mine a plasteel tile for example, because it takes a lot of time and he gets tired etc. Is it possible to make this forcing action stick until the job is finished?

4. Expanding on no. 3, is it possible to force colonists to work an area rather than a single tile?(e.g. force him to mine all the compacted steel tiles, from an area I select[that is also previously marked as "to be mined"], instead of one by one).

5. Can a mod be done to prevent the colonist stupidity of, for example, building 3 out of 5 tiles that are near each other, then assigning another colonist for the 4th, and another for the 5th??? (Especially when there is a lot more work to be done in the colony anyway).

Thank you!
#25
Mods / [Mod Request] Crafting Priority
April 29, 2015, 05:30:30 PM
With all the crafting tables that we have from everywhere I believe we need a mod that assigns a "Priority" property to each of them so that you can set exactly which stuff to craft firstly. I hate colonists only caring about the cooking stove and barely touching bionics workbenches for example, or tailoring.

On the same idea, a priority system for whatever you construct would be nice. This should work as in keeping materials to construct your stuff in the order you set up, instead of bringing them all over.
#26
Mods / [Mod Request] Pretty walls
April 26, 2015, 05:55:30 PM
It would be nice to have a mod that adds some kinds of tapestries to the walls of a room. Currently, these walls have a -2 beauty factor. Steel walls don't seem to have any factor. The idea is to not be forced to tear down all the walls after digging into a mountain, just to build some steel ones that don't have a negative beauty factor.
#27
Mods / [Mod Request] MegaMOD!
April 26, 2015, 04:52:36 PM
Hi folks. I'm new here and I have a small idea (that I didn't see posted yet).
Currently I'm using several mods to play Rimworld closer to what I want, but i'm not sure whether some things from other mods apply to objects created withing others. I'm going to copy-paste some stuff from different mods. In the end I'd really like to have a mod combining everything (thus a MegaMOD).

So, here goes nothing:

1. Superior crafting by Abrexus (https://ludeon.com/forums/index.php?topic=11741.0). Basically, at the end of the first page is what
the mod brings, and I can say that everything is awesome.
+ Weapons Crafting by Brunayla (sorry I can't find the link; this mod was in Alpha7 i think).

2. Rimfire (https://ludeon.com/forums/index.php?topic=9536.0)
+ Rimsenal (https://ludeon.com/forums/index.php?topic=11160.0)
+ Plasma Weapons (https://ludeon.com/forums/index.php?topic=12352.0)
+ Laser Weapons (https://ludeon.com/forums/index.php?topic=12369.0)
+ OmniWeapons(see below)

3. Turret Collection (https://ludeon.com/forums/index.php?topic=6895.0)
+ More Vanilla Turrets (https://ludeon.com/forums/index.php?topic=9521.0)
+ Turrets Pack by Kilroy232 (https://ludeon.com/forums/index.php?topic=6770.0)
+ manned turrets (sorry, can't remember the exact name)

4. Biodiversity (https://ludeon.com/forums/index.php?topic=9532.0)
Regarding this one, it's not compatible with alpha 10, and there are also some other mods that could add to it (e.g. adding more trees, different types of wood, alpha muffalos etc). I'm sorry I can't remember their names right now.

5. Skullywags OmniPack (https://ludeon.com/forums/index.php?topic=12203.0)
Here, i'll quote what I like mostly about this mod (in terms of weapons): 

QuoteAll weapons that are "ballistics" have a chance to jam based on their quality, it ranges from about 16% at awful to 0% at legendary. All weapons come with top down graphics for use when they are attached to turrets, which all ranged weaponry (including bows, excluding rockets) can do...

In other words, the possibility to create turrets by mounting weapons on a support frame, and a chance for each weapon to jam!
Everything this mod brings is awesome; the only gripe I have with it is that there are no more automatic turrets at the start, which makes it awkward and unnecessarily complicated in my opinion. This is what actually gave me the idea to request this mega-mod.

6. Enhanced Defense (https://ludeon.com/forums/index.php?topic=6636.0)
I'd like to use several features from this mod too, like reverse cooler, shields, embrasures, and probably omnigel (though this should be very far in the research tree).

7. Animal Hide (https://ludeon.com/forums/index.php?topic=2569.0)

8. Expanded Prosthetics and Organ Engineering (https://ludeon.com/forums/index.php?topic=10571.0)
Note that the "Superior Crafting" mod also has stuff related to organs and prosthetics.

9. The Finer Things (https://ludeon.com/forums/index.php?topic=10865.0)

10. I don't remember the name of this mod, but in earlier alpha versions of the game you could create different types of furniture, like smaller tables, more types of beds, different chairs etc.

11. Any other mods that simply add things to the game! I'm sorry I don't know all of them to write them here.
------------------------------------
To sum up everything, there are basically lots of weapons, lots of turrets, lots of crafting items, (hopefully) lots of new animals and plants to harvest/hunt, and lots of general additions or upgrades to existing systems.

Combining it all, I would like to play with a mega mod that: 
- first of all, adds all the items from these mods (hopefully with the possibility to remove any of them)
- secondly, applies the additions/upgrades from all the mods to these items
- thirdly, puts them within a nice research tree, providing some form of progression
- lastly, rebalances everything to better fit the idea of a "new mod" (in terms of crafting requirements, damage, range, sell price, etc)

Just as an example, I'd love to have all of the weapons, with the chance to jam from OmniWeapons, the crafting requirements from OmniCrafting (i think), everything put within a proper research tree (like in Superior Crafting), and adding to everything a proper progression and rebalance! Same for everything else - a redo of their "place in the world", to call it so  ;D

I'd also like to have a way to defend at the start (and not be forced to research something even before my colonists have their own rooms), then to progress step by step towards a late game which should be pretty interesting. I'll give this example as a general idea:  regarding weapons, at the beginning you can have only ancient era weapons or pre-World War 1, then progress to WW1 ones, then to World War 2 weapons, get to modern day stuff, then to futuristic arsenals (e.g. plasma and laser weapons). Turrets can have a similar progression system; their weapon supports could be craftable and of different types (i.e. to not put a plasma weapon on a common tri-frame), but before you could mount weapons there should be some weak(er) automatic turrets (i.e. not manned and not requiring to attach a weapon). This also implies a complete redesign of the weapons in terms of damage/range. Some weapons could also require ammo to use, have their weight matter in terms of colonist speeds, etc.

Last but not least, thanks to all the mod authors out there!
#28
I've just finished a game on the largest map (i'm also playing with mods, the bigbang pack, but without additional power generation buildings). I'm posting this here because the bugs do not seem to be related to the mods but rather inherent to the game.

I closed off a huge area (i.e. walls were at a very large distance away from the main base) and left only several tiles open at one side. Before doing that i had to use metal walls so i included them in the home region. After researching stone walls, i put a second layer of these inside that huge region, and touching that metal wall. After that i deconstructed the metal walls. Initially i modified the home region to include the whole stone wall (i.e. before deconstructing the metal one), but after seeing the first bug (follows below) i removed the home region from those stone walls. Then the second bug occurred.

1. When a colonist wanted to repair the stone wall perimeter he almost always took the extremely long way around; i.e. he went through the opening i left at one side, then moved for more than 2 map lengths  just to reach the "outer" side of the stone wall and repair it. Obviously, the shortest path would've been a straight line from the "base" to the stone wall, for a bit over half a map length (i.e. to repair it from the "inside"). So i think repairing needs a rework in terms of path finding, to simply consider both(or all 4) sides of a structure all the time when looking for the shortest path.

2. Seeing the very annoying bug from above and not wanting to make colonists not repair anything automatically, I decided to remove the "home region" from those outer walls. But guess what?! They still went to repair them! I tried adding the HR again and removing it but nothing changed. It's like something remained "read-only" somewhere in code and changing regions had no effect.

Also, i suppose this isn't a bug, but raiders appearing very far away and near the outer wall, were just attacking it instead of trying to find a path towards my inner base. I was trying to funnel them through a small area but it seems there is a certain distance this can't be done. I wonder if it can be "cheated in" by building some empty rooms linked to power until you reach the outer perimeter of the base in all directions :)
#29
Ideas / Micromanagement and gameplay ideas
April 28, 2014, 03:37:19 AM
Hi. Currently I'm really annoyed for not being able to do the following things:

1. Prioritization over an AREA. When you tell your colonists to prioritize work on something they only do it for that one tile you clicked on. I believe we really need this for a selectable area (e.g. prioritize hauling ALL the stuff from one zone instead of having to click each resource at a time). I can't stress the importance of this enough. We really really really need it.

2. Multiple colonists orders. When right clicking on something with more colonists selected they should all do that order (instead of having to select each one and give them the same order each and every time). This will be helpful when attacking someone for example (i.e. if i want to melee someone with 5 colonists at a time), AND especially for point 1 above - with more people selected, giving a prioritization order over an area will make all of them do it to speed up things. If some colonists can't perform certain orders then they simply won't do them; other than that, the orders are EXACTLY THE SAME for everyone, so as long as someone can do it, the order should appear in the right-click menu when more colonists are selected.

3. Roof deconstruction. When mining something large we need a way to remove the roof before it collapses. It doesn't matter if it just gets "included" in the mining order. Also why does getting debris from a roof that was destroyed cause another collapse?? this is just stupid.

4. Raiders that throw rocks should really stop doing comparable damage to guys with pistols and rifles. Especially against turrets. And those guys really throw them with great accuracy.  :o :o

5. It would be a nice idea to be able to build drones! Fully automatic and having specific roles, like repairing, fighting, hauling. They wouldn't be able to use actual weapons, but they should have different versions of certain weapons already built-in. Extensive research will be needed, lots of metal and silver, and, of course, POWER (i.e. drones will need to remain somewhat near your colony). Which leads to this:

6. Wireless power generators/transmitters. Think about a turret which instead of fighting raiders inside its radius, it instead provides power. Has to be researched, of course ;) This should have a power conduit link to the main power generators, and the radius for the wireless transmission should be large enough to justify its utility. With further research there could be another wireless adapter that transmits power in a 60 to at most 90 degrees cone in front of it (the facing should be customizable by the player), but with larger range.

7. Orders for turrets. Why can't I attack a muffalo with a turret for example??? It's not like I'm telling it to grow potatoes...

8. We need some defensive structures that work during solar flares!  >:(

Hopefully some of this stuff will be implemented soon (and not soonTM)