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Messages - Ruisuki

#961
Quote from: AngleWyrm on March 09, 2017, 08:30:20 PM
Probably thinking of Skullywag's Extended Fabrics mod
Yeah i didnt link it. Ill link the other mod I suggested as well https://ludeon.com/forums/index.php?topic=12934.0

Thats vegetable garden, theres a link for just the garden resources at the bottom but idk if thats for just crops or just fabrics
#962
Outdated / Re: [A16] Prison Extensions
March 09, 2017, 07:26:48 PM
Do beds still designate prison rooms or only cameras now? Either way im glad to see somebody taking over from where improvements left off. I would suggest adding more items to be used in the courtyard. Maybe even ways made to improve skills for prisoners exclusively? Like increase melee by lifting weights or the like.  Or increase at a slower rate if its for prisoners and made available generally.

I dont really know what I want to see in this regard but something to mimic prison economy and make it more unique, smuggling smokeleaf joints, bribing guards for items? I'll be thinking along these lines for future suggestions its a bit hazy for me right now.
#963
When you have 3 colonies or more the icons get much, much smaller. So much that I can barely see the aging and hair improvements aesthetic mods like Facial Stuff add. Seeing as how A) the way I move between bases is clicking the portraits at the top and that once you get growing it can be a bit confusing as to differentiating between colonies...I would suggest instead of all of your colonists showing at the top of the bar at once, showing only the ones that are in your current colony. And to the right of those icons adding an icon thats meant to represent the current colony you are in(Colony 1). By clicking the colony icon you'd be able to cycle between colonies(colony 2, 3 etc) and thus different colonists would appear as you cycle between active colonies.
#964
Outdated / Re: [A16] Exotic Armory
March 09, 2017, 06:32:38 PM
whoa dude the image movement looks so fluid
#965
if you need hyperweave i believe vegetable gardens fabrics(i THINK its a standalone module if you dont want the whole mod) allows you to create hyperweave from vanilla plants, along with other types of cloth. Skullywags Extended fabrics also allows the creation of hyperweave i believe. So I think it'd be a good idea to check out if you are having trouble finding those mats.
#966
Yes being able to choose teachers is something I'm hoping happens in the future. Is this mod compatible with psychology mayor position though? How do they interact?
#967
Quote from: Tanelorn on March 09, 2017, 04:36:20 PM
Quote from: jacob814 on March 08, 2017, 10:11:17 PM
And those types of comments keep encouraging me to  update this mod. Thank you.

I enjoy this mod as well. I only wish that a glass mod could allow for the construction of greenhouses. Did you investigate the mod I mentioned earlier that emulates outdoor light getting in, allowing for glass greenhouses without grow lights?
Wait whats the point of the skylight if it doesn't let light in? Don't the windows in this mod also allow you to open windows or am I thinking of clutter- structures?
#968
is the garden resources standalone referring to garden fabrics section, the new crops added by the mod or both? There seem to be 3 different reclaim fabric mods far as I can tell. I'd be interested in trying the textilework as a modular since the scope of this project, while exciting, terrifies me at the same time lol. If you ever do add more standalones i'd probably ease into it slowly.
#969
Quote from: dookie on August 05, 2016, 08:26:07 PM
Quote from: DyDkaPro on August 05, 2016, 04:24:22 PM
A14? any ideas?

Killface's fork/update of this mod works for A14:

Quote from: Killface on May 07, 2016, 03:26:17 AM
New thread for future development here: https://ludeon.com/forums/index.php?topic=19941.0
Sorry to bump an old thread but since Killface deleted his account on here I can't find a new version of this mod. Its a shame he makes great mods
#970
Snagged the stand alone zip of fishing industry from the cave biome thread, but now that I want the mining mods i downloaded the master zip here. Inside the fish industry folder from it theres a sushi zip that the original fishing industry folder I dwld didnt have, though it did have the about assemblies defs and texture folders. Just wondering if I need to extract the sushi zip as well? Which folder do I paste?
#971
Quote from: Lethe on February 17, 2017, 08:42:54 PM
So, for the invisible hat mod, could you add an option in like mod settings or hotkey shortcut to enable and re-enable the mod while you're playing the game live? Or can you not really modify the running config like that? Because I, too, like hats on my pawns on the map, but also want to see their hair on portrait, but sometimes it's nice to have hatted portraits to check what hats (if any) everyone is wearing. We'll just refer to this dilemma as Schrodinger's hats.

So, um, here's some other mods ideas that seem up your alley.

A mod to strip and bury the dead. Or strip and haul, or strip and consume; you know, whatever floats your colony's boat. Basically when you have a corpse on your hands you're gonna wanna do something to it after you strip it. It just makes sense to combine it into one order issued.

A 'Clean your fucking room' mod which is exactly as it sounds. Forces non-cleaners to clean within X tiles of their own assigned bed. They still won't clean anywhere else, just their rooms. I see it playing out like this:

"Sammy, you keep complaining about this place being dirty. Why don't you just clean it up?"
"I don't clean. I cook and research. I can't possibly clean."
"You're seriously claiming you can't take a rag with water and scrub the dirt off the ground?"
"Yes, exactly!"
Fred pauses, then stares at Sammy.

"I'm stuck cleaning the entire colony everyday for two hours straight! I just want you to help out a little."
"I refuse to clean up other people's messes. Even my own. I'm far too skilled for such lowly work."

Fred picks up his gun.
"Sam, you're ugly, no one likes you here and you're unarmed. Just fucking do it or I'll shoot your god damn brains out."
A brief struggle ensues. Fred is able to press a gun against Sammy's head without much difficulty.
"Wait! Don't! What if... what if I just clean my room?"

'...'

"What's your cooking level again?"

< />

The last idea is for a mod that lets you makes tables not tables, but they're still tables, of course. You just can't use them. You're able to mark tables as do not use. They're just decorative, non-functioning tables.

Tables can have high beauty, thus placing them in colonist bedrooms for buffs is useful, but then they don't eat together and get buffs for that.
just wondering is there any issues that arise from disabling it from the mod menu mid game?
#972
Quote from: jmababa on January 19, 2017, 01:26:28 AM
Quote from: buder5 on January 02, 2017, 01:00:57 PM
if you unpack do you get back the steelplate?

No and thats why I wont use this again its better to use rimfridge even without electricity attached to it
that true? Sounds like this mod still offers other features no? Couldn't the same argument be said against rimfridge with extended storage? Canned meals are cool, and OP planning on more features too.
#973
Mods / Re: [Mod Request] 2 Tile Wide Doors
March 08, 2017, 10:45:48 PM
Nooooooooooooooooooooo *gains depressed trait*

If I was a child, this revealation would be part of my characters tragic backstory, giving me +10 coding skill, and double fire burning passion for research, and art so I could make the mod myself. Unfortunately, I joined the colony as a teen so will get no adult background. And so this thread comes to a painful end.

[Shout out if you are reading this thread after 2017 and there is still no double doors in rimworld! ;)]
#974
Teaching should be a skill!
#975
Oh well, it looks like a nice mod man. I'll get to it one day