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Messages - etoire

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Mods / Re: Rimworld, steam, mods
« on: January 01, 2017, 12:33:42 AM »
They're stored in C:\Program Files (x86)\Steam\steamapps\workshop\content\294100, or wherever you keep your steam files at. You're welcome!

Outdated / Re: [A16] FireDepartment
« on: December 31, 2016, 09:36:14 PM »
Can I... kill... people... with these fire fighting tools? You described them as if they deal damage on impact, which poppers don't. Thanks for more information! Do you have any screenshots?

Releases / Re: [A16] Moody (v0.1.1) A colonist mood dashboard
« on: December 30, 2016, 01:40:30 PM »
I've unfortunately had to uninstall this mod. I think there's an incompatibility with one of the other mods i'm running, but it's been making it so my game black screens when i try to exit to menu or OS in a permadeath scenario.

Of course, I do run a lot of mods, so it could just be the inevitable conflict of mods, if it helps, this is what I'm running. I suspect it's one of the other UI mods that's clashing with it? No error logs, because black screen.

Code: [Select]
Autoclose Event Notifications
Better Pathfinding
Bulk Meals A16
Cooks Can Refuel
EPEO - HC 1.21
Floor Equality
Hand Me That Brick
High Caliber
More Vanilla Turrets
Natural Surgery
Refactored Work Priorities
Where Is Rich Soil

Mods / Mod Idea: Hunting Caravan incident
« on: December 30, 2016, 10:38:49 AM »
So I noticed recently on reddit there've been a lot of people asking about a mod/feature to allow caravans to hunt in order to refill their food stocks without leaving behind the abandoned base feature. I whipped together an idea, but I don't really code so I don't think I could do it myself.

Caravan incidents will spawn a 24 hour small map in which you either fight off bandits or manhunting packs. It'd be cool if someone could create a caravan incident that occurs on menu button press that would spawn a small 24 hour map for hunting purposes. I'll try to figure if i could do it from an xml in the meantime, but I don't think it's that easy.

Looked around the forums a bit, noticed that incident stuff is somewhat tied to c# coding. Guess this is an idea/request!

Stories / Re: Sea Ice Community Challenge!
« on: December 29, 2016, 09:26:15 PM »
Apparently I'm pretty bad at this style of game. I survived a few nights until some traders appeared. I sold them some stuff, bought some stuff, standard rules, you know?

Then all five of their muffalo barged into my room and started eating my survival rations. I whipped my charge rifle out and loosed a battle cry... shot down a muffalo, moved onto the next, and their handlers knew I was out for blood. It broke down into all out war, and in the end... well, blood loss.

Releases / Re: [A16] EPOE Hardcore Version 1.21
« on: December 29, 2016, 07:41:16 PM »
Ha, did you purposefully bleep out hardcore in the mediafire link? I thought that was entertaining. I'm about to try out the mod now, hoping it doesn't run any conflicts with Natural Surgery by Encode! I'll let you know in a bit. Very excited to see a vanilla friendly version of EPOE.

Releases / Re: [A16] AllowTool (2.5.2) Easily unforbid items
« on: December 28, 2016, 08:44:43 PM »
Is it possible to make it a right click menu option on the currently existing Tool buttons?

Releases / Re: [A16] AllowTool (2.5.2) Easily unforbid items
« on: December 28, 2016, 08:19:20 PM »
Harvest/chop/claim all would be amazing for lazy me.

I've been experiencing some minor issues with allowtool not loading into my game at times. Restarting or fumbling with my mod order sorts it out, so I'm sure it's just a conflicting mod, but other than that the mod works perfectly fine. Thanks for all your hard work!

Releases / Re: [A16] Stack XXL
« on: December 27, 2016, 08:14:28 PM »
Pretty great mod, even though it seems simple enough! I've been looking for a way to increase the stack sizes without having to manually go through every object! This was a great mod. If I could suggest something for the future, fumble with the workgiver AI so the pawns will automatically sort items into full stacks? Don't know how possible that is. I ended up with a lot of incomplete stacks.

I checked out the mod today, and I have to say it's a nice addition. I ran both this and numbers to do comparisons, they both have their merits. It definitely helped keep track of a few of my volatile colonists! Thanks for your hard work.

If I could suggest one thing it's to add a transparency option to the widget. No idea if that's possible, but it'd be cool.

Outdated / Re: [A15/A16] AlcoholV's Mod List
« on: December 25, 2016, 05:48:09 PM »
Hi, Alcohol! I was wondering if you were working on updating the Increased Stack Size mod. I really liked how you made it widely applicable. Cheerily waiting and wishing you happy holidays!

Zloibuka, you built the vanilla deep driller which needs to be placed over ore veins visible by clicking the scanner. You need to build the core drill, which is a different object. If you don't see it, fumble with your mod load order!

Hey, Kenny, I updated the RecipesDef files over to A16. I removed the melee weapons file and changed all instances of ArtilleryShell in HeavyWeapons over to MortarShell, the new name for that thing. Happy holidays!

Unzip RecipesDef into HighCaliber/Defs. Should look like

[attachment deleted by admin due to age]

Latest update removed all the SoundDef errors! Thanks for all your hard work, Kenny!

Mods / Re: What would make the game easier to mod?
« on: December 23, 2016, 08:05:38 PM »
An Object Testing Arena similar to the one in Dwarf Fortress to quickly get into a world to test a mod.

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