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Messages - Anarcraft

#16
Quote from: BlackSmokeDMax on January 11, 2017, 04:29:29 PM
5. At this point go back to Steam and un-subscribe from the mods. You don't want to leave them subscribed as having two versions of the mod has the possibility for messing things up. I would suggest making the mods a "Favorite" to make it easy to find them again.

This isn't needed.  RimWorld will always load the manually installed mod (In the "Mods" folder) over the Steam copy of the same name.
#17
I noticed power armor was renamed "Marine Armor".  What "marines" are on a RimWorld, there are no governments?  I suggest naming the two items "Power Helmet" and "Power Armor".
#18
Outdated / [B18] Prisoner Ransom 1.0
December 10, 2017, 12:39:22 PM


This mod allows you to demand ransom, in silver, for prisoners at the comms console.
It will give you a slight relationship boost. This doesn't work if the faction is very hostile to you.
I believe the threshold is => 90%.
Leaders are worth more and will likely be more friendly to you after that.
If the faction doesn't take your demands seriously they will raid you and you will lose 10 faction goodwill.
Originally created by erdelf.

The following settings can be configured in "Mod Settings":
Ransom amount factor: Range -5 to 5. Determines the factor that the value of a prisoner is multiplied with (I've fixed the typo of it not saying -5 for the next version, but it doesn't affect performance).
Goodwill effect on success: Range -50 to 50. Determines the value the relationship get's affected with on success.
Goodwill effect on failure: Range -50 to 50. Determines the value the relationship get's affected with on failure.
Chance of failure: Range 0% to 100%. Determines the probability of a ransom failing.



FAQ:
Can I add your mod to my save game, remove it?
Yes, it can be safely added to, and removed from, saved games.

Why is there a faction goodwill increase when ransoming a prisoner?  Shouldn't it be a decrease?
The faction is grateful that you are sending back their colonist instead of eating them, harvesting their organs or selling them into slavery. If the ransom fails you willl lose 10 goodwill so it is a risk. These settings can be changed in "Mod Settings".

Can I add your mod to my modpack?
Yes, so long as the mod is included in it's entirety. You do not need to ask or notify me.

Can I make an edited copy of your mod?
Yes, so long as you include the MIT license.

Download

Steam Workshop

Change Log
#19
Unfinished / Re: [WIP] Britnoth's experiments thus far
December 02, 2017, 08:19:55 AM
Hmmm, OK, perhaps what I thought was vanilla behavior was tweaked by mods as I always play with a lot of mods.  Thanks for the update!
#20
Unfinished / Re: [WIP] Britnoth's experiments thus far
November 29, 2017, 08:26:00 AM
No, what I mean is it indirectly prevents infection.  If they rest their injury heals faster, and the faster it heals the less time it exists (less ticks) thus less chance of getting infected.
#21
Unfinished / Re: [WIP] Britnoth's experiments thus far
November 28, 2017, 07:45:38 AM
The only thing that doesn't make sense with that is they will go to bed and rest to recover sleep but not do the same thing to heal from injury and prevent an infection (which is more critical than just recovering sleep), if I'm understanding this correctly.
#22
Unfinished / Re: [WIP] Britnoth's experiments thus far
November 27, 2017, 08:20:31 AM
I know, there's always so much info I didn't know where to start.  I would have bed rest set to priority 1 and cleaning set to 4.  I didn't notice any other job types that were affected.  I can provide you a complete mod list but I'll have to test this again as I've updated my pack a few times.  I do also have Patient Sanity installed.  Yes, I was doing the "rest until healed" forced rest.  I don't know about them going to bed on their own, I only noticed this issue when I was forcing them to rest.  I'll test it again and give you an update.
#23
Unfinished / Re: [WIP] Britnoth's experiments thus far
November 26, 2017, 08:28:59 AM
I had to disable Work Flex because my pawns would not "rest until healed".  They kept getting up to shovel snow or clean.  I had it near the bottom of the load order.  I'm running 181 mods.
#24
Quote from: Spoonbandit on August 12, 2017, 10:13:09 PM
Maybe its just me but I would settle for stable gameplay after about 2 years in game time. It's a great game, I have spent like 250 hours on it, it gets annoying however when your colony effectively becomes unplayable because it will only run smooth on speed one, and even then it's still laggy. Seems to most often be an issue with visiting factions or caravans, or maybe it's my mods. Either way my rig is pretty good, 7700k with 1080ti, and I don't see how it is this CPU intensive, it just doesn't seem optimised after a certain point.

Even that mod that supposedly fixes and frees up resources doesn't work for me, perhaps I am in the minority for this issue, who knows.

I should point out this happens on even the small maps with all three storytellers on difficulties from rough to extreme, but i usually play on the 325x325, and yes the point of the game is to build and ship and get off planet, but I would much rather build a fortress somewhere.

So yeh, if the point of major updates is to add new functionality, why not make it more stable first?
Check out this mod.  http://steamcommunity.com/sharedfiles/filedetails/?id=962732083
#25
Hunting Alert: He had a machine gun in his hands.  All he had to do is stop constructing and shoot the mosquito.  Thank you for this!
#26
Idea for Pawn GC: Remove all relationship information from tamed animals.  I don't care who my pets are related to if it will speed up the game...
#27
Stories / Two "Visitors" Stories
March 01, 2017, 06:35:56 PM
1. This was on my very first A14 colony.  Two visitors arrived, one of them was the Mother of a colonist and the person she came with was extremely stressed out (I forgot about what).  He went berserk very soon, they started meleeing each other and on exactly the same game tick they killed each other!

2. On my current A16 world now.  I have a huge, amazing recreation room.  I have the Hospitality mod installed and visitors come (5 I think?) and proceed to party it up (the guest beds are in the amazing rec. room).  I have joints and beer in the rec. room and two of the visitors party a little too hard and end up dying!  When they leave it's a score of "100" and they are "extremely impressed and will be coming back soon".  I just imagine some of the dialog:
"But two of your men died!"
"Yea, but don't worry about it, things happen.  I mean holy crap, your megascreen TV is incredible with that huge couch!!!"
"But really, two people DIED!!"
"It's cool bro, it's cool, this place is incredible!"

P.S. The chief was angered... twice.
#28
Releases / Re: [A16] Better Pawn Control (v1.4.2)
February 16, 2017, 10:01:12 PM
I believe I have 1.4.2 as my Steam updated "BetterPawnControl.dll" 45 minutes ago (20:15 CST) and I'm having the stuck animals/assign tabs.

Update: Reverted my save file (because I noticed it was bad) and upgraded to 1.4.3 and things are working so far.
#29
I said something wrong before.  You add either "False" or "True" as the fifth item in "wantedTrainables" using whatever the fourth item is.  For "steps" always do "0".
#30
YESSS!  Thanks for the clear advice on how to fix.  I did a search and replace for any "<wantedTrainables>" array that only had four values and replaced each unique set down to "</steps>" adding the fifth item "<li>False</li>" and "<li>0</li>" as needed.  Works great now.  Time to hunt some meat! :D