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Messages - Hydromancerx

#16
Mods / [Mod Request] Cooling Pool in Caves
April 03, 2020, 08:54:46 PM

It would be a pool of water that acts like a Passive Cooler in naturally generated caves. The pools would never need to be refueled like a normal passive cooler. While they could be deconstructed they could not be moved.

#17
Releases / Re: [1.0/1.1] Early Times mod
April 01, 2020, 11:31:10 PM
Quote from: vovik on April 01, 2020, 03:52:49 PM
Quote from: Hydromancerx on March 31, 2020, 01:46:36 PM
So i have been very hopeful for this project...
Also i cannot obtain 1.1 version of zars tribalism through steamworkshop.download, i will remove stuff from it - so compat should be made from zars tribalism side(i remember you said its your mod, so its up to you). Of course i would make compat if i had access, but, sadly, i have access only to 1.0 version for now.

ZARS Tribalism is by dracoix and includes diffrent mods within it much like yours. One of the mods (Primitive Floors) was mine yes, but the mod is by dracoix. He lists stuff in the credits ...

- CREDITS -
- 3DGrunge (Tribal Armor Breastplates)
- Bacon Bits (Pitfall Traps)
- CuproPanda (Earthen Mounds)
- ItchyFlea (Log Walls)
- MasterDihtung (Pottery)
- Mouf (Psychoid Tea and Patchwork Leather)
- Tammabanana (Smokepit)
- Telkir (Stone and Wood Floors)
- TrueDestroyer (Double Sleeping Spot)
- Hydromancerx (Primtivie Floors)
- Diana (Kitty) (Animal Hoods)
- RimRue and Rainbeau Flame (Tribal Raiders)
- Fierydraken (Hay Skirt)
- RimRue, for putting it all together in the first place!
- Rainbeau Flambe for porting it to B18
- dracoix for porting it to B19
- Midnight for unofficially porting it to 1.0
- dracoix for officially porting it to 1.0
#18
Both of those links are to Core.
#19
Releases / Re: [1.0/1.1] Early Times mod
March 31, 2020, 06:59:05 PM
Oh also one recomednned mod that goes well with all of these pre-Instustial mods is this ...

Burn It for Fuel
https://steamcommunity.com/sharedfiles/filedetails/?id=1823276856

You can set any item as fuel and set what fuel-able item uses what. So for instance the Fertile Fields mod gives Plant Scraps so I have fire and stuff be able to use it as a fuel source. In the Apothecary Mod they have tallow so I use those from the RIMkea primitive lamps. And in Dubs Hygiene Mod i can use their water item as fuel for the Passive Cooler. Or from Ancient Rim i can use their Olive Oil for various lamps.

In short this is more of a tip than a request for those like me who like to play the Tribal game in Rimworld.
#20
Releases / Re: [1.0/1.1] Early Times mod
March 31, 2020, 06:51:38 PM
Well one thing i noticed recently is that the Stone Oven in ZARS Tribalism was broken by Early Times. Which is a shame since that oven works with more recipes from other mods than ET mod's Stone Oven. So I reversed the order from ZARS Tribalism then Early Times to Early Times then Tribalism and it seemed to fix the problem at least for the ZARS Tribalism Stone Oven. One other difference between the two is that ZARS Tribalism Stone oven is a 1x2 while Early Times Stone oven is a 2x2.

As for the Totem Pole i really like that. it makes it not just some decorative thing. Which is why i have still been trying to keep this mod as opposed to just going back to ZARS Tribalism and Medieval Times only. I have been tempted to put the Medieval Times mod back on my mod list and see if i set it after Early Times if it will fix all the Medieval content. Or if it will just crash my game.
#21
Releases / Re: [1.0/1.1] Early Times mod
March 31, 2020, 01:46:36 PM
So i have been very hopeful for this project. However the way is been done has been bothering me a bit. So much is just re-releasing existing mods. I was hoping it would be more of like a synergy with them. In addition other mods i very much like to use have been conflicting. Such as ZARS Tribalism. And as i can see Medieval stuff is not doing so well. So I have a bit of a strange request. Could you make a "Lite" version that only includes new content? What i mean is content not in any other released mod. It basically would include ...

- Totem Pole Shrine
- Neolithic Table and Stool
- Neolithic Beds
- Neolithic Tools and Toolbox

That's about all i can think of that is not already covered in Medieval Times, ZARS Tribalism or other mods out there. In short perhaps rather than including all of these mods into your mod you should instead add dependencies to them. Then do your tweaks to the mods. That way you have less to fix.
#22
Releases / Re: [1.0/1.1] Early Times mod
March 23, 2020, 09:44:08 PM
I see it now. Before you could directly build it. Thanks!
#23
Releases / Re: [1.0/1.1] Early Times mod
March 23, 2020, 04:19:25 PM
@vovik

Was the Totem Pole (aka Nature Worshiping spot) removed? I cannot find it anymore in the architect menu.
#24
*removed*
#25
Releases / Re: [1.1] ZiTools Objects Seeker
March 15, 2020, 10:46:32 PM
Is there a way to cycle to the next time? For instance I was looking for animal corpses to collect up when predators ate them. It takes me to the first one but I can't seem to jump to the next one.
#26
Releases / Re: [1.0/1.1] Early Times mod
March 14, 2020, 05:47:17 PM
@vovik

Both ZARS Tribalism and Tribal Instruments got an update to 1.1 recently. Though you might want to be aware for compatibility and synergy.
#27
Stories / Re: Caveman to Cosmos Self Imposed Rules
March 12, 2020, 03:22:20 PM
In the scenario settings you should be able to.

Also a preview of my current play through.

The Obsidi Tribe in the Prehistoric Era.
#28
Stories / Re: Caveman to Cosmos Self Imposed Rules
March 11, 2020, 07:49:36 PM


Here are my disabled events. However I have the Scenario Amender mod now so I could potentially add back in events as i advanced. While before this mod I was stuck with what I originally limited.
#29
Stories / Re: Caveman to Cosmos Self Imposed Rules
March 11, 2020, 05:51:39 AM
@CyberianK
The first eras are quick, but once I reach say Prehistoric then it slows way down. I also "drag my feet" to try to explore and test the eras. Like my last run with 1.0 lasted over an year and I only got to the Dark Age before 1.1 came out. In short this type of play is a marathon, not a sprint.

In the 1.0 play through i posted my Mod List here. I have been slowly rebuilding it for 1.1. One trick i use is the Faction Control mod paired with the Faction Discovery Mod. Basically you turn off the factions you don't want and then turn them on when you are ready. I generally turn them on an era ahead of me. Such the Ancient Rim factions when I am in the Copper Age and the Medieval factions when I am in the Bronze or Iron Age. You have to be very careful about pirates. If they sneak in there I will god mode delete the raids if they appear.

As for techs, I usually just research the tech tree as normal, but  just because i researched it doesn't mean I can use it yet. In fact while in the Iron age I had basically Renaissance level research going but couldn't use any of it yet because it was inappropriate for my current Era. And that's basically the kinda of on the fly stuff you got to do. Ask yourself or look up if something existed yet. If so then you can use it, if not then you have to wait.
#30
Releases / Re: [1.0/1.1] Early Times mod
March 10, 2020, 07:34:58 PM
Of course not. You do things the way you planned. i am just sharing for you or anyone else who wants to try my style of play. Your mod just makes it easier for me to play that way. In short great job!