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Messages - Flimflamshabam

#31
Outdated / Re: [A16] Camping Stuff v0.2.3
September 27, 2018, 03:10:49 AM
Quote from: Alias on September 26, 2018, 01:59:33 AM
Okay, so I was only off by a month, super sorry about that, but v5.0 is finally ready (I hope)! Here's all the new goodies and changes:

  • b19 support
  • Major XML rework to remove duplicated and unnecessary definitions
  • Portable stoves now inherit from campfires- this means that portable stoves should get any recipe that campfires get, modded or otherwise
  • Major rework to the tent generation code, it is now capable of generating tents of arbitrary rectangular (M x N) size and only requires definition of the South facing orientation in XML
  • Added a new 7x9 Long tent- for all your mobile medical, prison, and housing needs
  • Removed butchering spot as it is now a core feature

Please let me know if you encounter any bugs, issues, problems, or have general comments.
Pending anything major Snowy Trees is next up for an update.

GitHub link: GitHub

So where's the b19 download cause i get some errors trying to run the mod.

[attachment deleted due to age]
#32
Releases / Re: [0.19] Animals Logic 🐾
September 26, 2018, 01:45:07 PM
Any chance you'd be willing to take over Animal Overhaul? The author hasn't been online since july and i think it makes a good companion to animals logic.
#33
Mods / [Mod Idea]Cannibalism As an Addiction
September 22, 2018, 11:37:29 AM
I've been thinking some traits are better off as something that can be learned or lost with time, so a pawn whose experienced alot of fires may become a pyromaniac or if you feed your non-cannibal colonists human meat long enough they'll become cannibals, and these traits could possibly be worked in as addictions rather than traits, maybe pyromaniac would be more difficult but cannibalism could be easily worked in as an addiction.

How i see it:
Human meat can be eaten for 1-2 years before the risk of developing a cannibal addiction is possible.

The withdrawl can start within a week but takes again another year or two to kick, and will have a changing mood penalty that starts off small gets bigger around half way cured and tapers off close to full recovery, during which time they may become prone to social fights more frequently and possibly even go berserk trying to turn their fellow colonists into a snack, but no other withdrawl symptoms (like impaired movement etc).

No "cannibalism tolerance" since its not a drug therefore they aren't going to receive diminishing returns for eating.
#34
Releases / Re: [B19] Rainbeau's Mods
September 22, 2018, 11:26:12 AM
Got a rough estimate for which mods are up next for updates? I'm looking forward to wild cultivation personally, wanna do a caveman colony and what better for food than mushrooms that can grow in the dark.
#35
Here it is i knew this mod existed, I hope someone can update this to B19 if the author isn't available
#36
Releases / Re: [B18/A17/A16] Stack XXL
September 20, 2018, 12:31:38 PM
so exactly how do you get the "b19" version to work, github downloads are always a headache. I seem to have it installed but the functionality isn't there.
#37
Releases / Re: [0.19] Animals Logic 🐾
September 18, 2018, 10:11:15 PM
It's been a while since i messed with rimworld, for some reason i remember animals logic being the mod i used that made alpaca's milkable and let all egg laying animals lay eggs with or without fertilization or being part of the colony or am i thinking of another mod?
#38
Mods / [Mod Idea]Harvest & Haul
September 18, 2018, 12:19:35 PM
It kind of dawned on me how dumb it is that colonists will harvest a plant and leave the products their for haulers who are 9/10 busy with something else or hauling something far closer to home, so my thought is why don't pawns who are given harvesting type jobs such as harvesting berry bushes or other forageables, cultivated crops, or even something less obvious like stripping a downed person for their gear, rather than do the simple job of harvesting the source and leaving the products on the ground they pickup the products and stash them in their personal inventory and move on to the next harvestable and when their pack is full dump the stuff in the most appropriate stockpile before proceeding with their next job.
#39
Releases / Re: [B19] Rainbeau's Mods
September 17, 2018, 07:21:00 PM
so the guy who took over tribal essentials doesn't have download alternatives besides steam? That's frustrating.
#40
Quote from: rooki1 on January 19, 2018, 09:58:55 PM
Feral:
- No more human meat from mutants.
Then what are they made of?
#41
Outdated / Re: [B18] Orc Invasion 18.01.21
January 26, 2018, 05:53:51 PM
Would prefer if they could wear any clothes, also with different body sizes & females.
#42
Quote from: blizzardwolf420 on January 23, 2018, 02:07:08 AM
the birds and bees mod dose it for humans, I assume this is to help add it to custom races.
Birds and bees only adds genitals as a body part to people, how it will mingle with pregnancy mods is uncertain but on its own its mostly a mood thing for colonists and a means of spaying/neutering pets/livestock. Presumably if pregnancy for humans works similarly then colonists with damaged or non functional genitals wont get pregnant.
#43
So this is only effective if the race mod we use makes a pregnancy version then?
#44
Releases / Re: [B18]Effigy Mod
January 15, 2018, 01:38:55 AM
My cannibals needed some appropriate art
#45
Outdated / Re: [A17] Rainbeau's Fertile Fields
September 25, 2017, 06:17:07 PM
Quote from: SpaceDorf on September 25, 2017, 02:30:40 PM
How is it you don't have 2000 dirt lying around ?
well I was doing a sheet ice run. But even on a normal map there's always mud, or marsh, or sand that I need turned to usable soil and it's somewhat and without trashing terrain elsewhere which still doesn't give me all the soil I need it takes forever to get done, inbetween the already micromanagy regular gameplay. Its amazing how even with like 10 pawns with no disabled work shit still manages to not get done.

It would be nice to at least be able to revert fertile soil to regular soil for I guess a chance for some fertilizer, also maybe remove deteriorating without a roof for, well everything, aside from soil blowing away in the wind it just doesn't make much sense and makes me force my pawns to haul dirt over cooking or building to keep the dirt from being lost.