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Messages - Farhca

#1
Mods / Looking for ideas for a simple-to-make mod
March 19, 2018, 05:41:16 AM
Hello, I recently took up computer science as a major and started learning C.
In order to get myself used to programming I thought it would be a good thing to start a small project I can work on when I have free time and making a simple mod for one of my favourite games seemed like the uncontested best candidate for the project.
And so I was hoping that you guys could help me by suggesting a few mod ideas that would be doable for someone who has basic knowledge of C and XML.
#2
Hello. I want to thank you so much for the mod. It's really fun with all the possible infusions one can get and trying to outfit all the pawns with the best infused gear can be a great late game objective which adds quite a bit of gameplay. 10/10 will use in every playthrough.

I have a possible bug to report though, in the mod's description it says all apparel and weapons, except personal shields, can be infused whereas I noticed that some raiders come equipped with infused personal shields, is this intended?

Also, I crafted like 7 plasteel longswords but none of them were infused, are they uninfusible (I made this word) or was I just unlucky with rng? (I use don't tempt me mod so I can't dev spawn stuff to check)
#3
Quote from: CannibarRechter on December 31, 2017, 09:03:02 AM
> Thanks a lot for the suggestion but I honestly don't want to change anything apart from making hyperweave obtainable/sold more often.

You could create a patch, adding a inventory line to the exotic goods trader.

Edit: I went ahead and made the trader mod for you. You can find it in my downloads directory.  Two trader types will reliably sell hyperweave now: the Orbital Exotic Goods trader, and the land based Outlander Exotic Goods trader.

Thank you so much, I really appreciate it!
#4
Quote from: Kbforss on December 30, 2017, 12:10:13 PM
You could delete all the other things from the Veg Garden mod unless the hyperweave thing, message me if you dont manage this

I just tried to do this but I very much doubt that I did it correctly as I have 0 experience with programming, can I upload the modified mod somewhere so you can have a look?

Quote from: BlackSmokeDMax on December 30, 2017, 12:41:37 PM
I think Extended Fabrics allows this: https://ludeon.com/forums/index.php?topic=14177.0

Not sure if it updated for B18 yet, you may need to look within thread to see if someone has updated it if main file is not up to date.

This would have been perfect if not for the part where you have to process plants to get devilstrand and cloth. That's just useless grinding in my opinion and I prefer it the way it is in vanilla.

Quote from: Albion on December 30, 2017, 04:38:32 PM
I would also like to mention my mod 'Sparkling Worlds'  https://ludeon.com/forums/index.php?topic=35373.0

It adds the possibility to craft a lot of items like hyperweave, synthread and neutroamine usually not craftable in the vanilla game while still being balanced.
There are also additional traders selling slightly larger quantities of uncommon items.

Thanks a lot for the suggestion but I honestly don't want to change anything apart from making hyperweave obtainable/sold more often. Having stuff like neutroamine become craftable will change the way I play the game a lot so I'll save your mod for another playthrough!
#5
As the title says, I hope someone can make a mod that allows getting hyperweave in sufficient quantities. As of b18, the only way to get it is through buying it from traders who very rarely have it and even when they do it's like 200 or 300 max.
(I know that hyperweave can be obtained through recycling apparel too but I've never gotten an amount that is worth mentioning through this method).

I'm also aware that for instance Vegetable Garden and EPOE allow getting hyperweave but I'm trying to keep my game as vanilla as possible because it becomes unbearably laggy each time I use too many mods or use mods that are huge like the two I mentioned before.

What I'm looking for is a simple mod that makes hyperweave obtainable in a balanced way that won't ruin the game.
#6
Really great mod, thank you very much! I have a small request though, is there any chance of adding the option of selling items whose value is below x amount of silver? It would be really handy, really hope it's doable and not hard to implement, thanks again!
#7
Ideas / Regarding Scythers.
September 27, 2016, 06:56:29 AM
While I was defending against a mechanoid raid the other day and looking at the Scythers getting mowed off by the turrets, I felt that it was a huge waste letting such cool robots die like that.

My suggestion is, why can't we capture the Scythers and teach them to do dumb labor?

Usually mechanoid raids start mid to late game, at which point things like cleaning and hauling become a huge waste of time for a colonist to do, which is why many of us rimworld players, myself included, use mods which allow some different entities, namely robots, to do those things. I personally think that Scythers are way cooler looking than the robots I use for dumb labor, moreover, I feel that compared to humanoid raids especially pirate raids, mechanoid raids are rather lacking loot-wise especially taking into consideration that mechanoid raids are a little harder to defend against than humanoid raids, might be just me but regardless I'd really love to be able to capture Scythers and turn them into laborers!
#8
I'm having issues with Misc. Robots.
I just downloaded this mod in addition to Misc. Mai and Misc. Facility as well as Misc Core.
Problem is I can't even access my colony now, when I press "load save", it gets a bit stuck on loading map then some warning shows up about extra mods that wasn't there when I saved the colony and when I press "OK" it pushes me back to main menu. It should be mentioned too that if I disable Misc. Robots all the other mods work perfectly.
And by the way I'm playing on A15b.