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Messages - TheWrongColonist

#16
Quote from: Kori on January 28, 2018, 11:37:01 PM
Any chances for an updated version for B18? :)

Quote from: Harry_Dicks on January 29, 2018, 05:02:58 AM
This might be perfect for what you are looking for https://ludeon.com/forums/index.php?topic=35017.0

The reason i haven't updated yet is i'm not really playing the game anymore as i can't have a bigger colony because the game only uses a single core and there was a mod with a bit more options already like he mentioned, but if you and/or more people really want an update i'll do it.
#18
Mods / Re: [Mod Request] Rain washes away blood.
December 06, 2017, 02:08:20 PM
It's funny that when it rains sometimes i look to see if the dirt on unroofed areas will go away...

This should be a feature of the game, when it rains wash away like 40%/60% of dirt/blood, on unroofed areas of course.
#19
Quote from: Heymom on December 05, 2017, 02:36:47 PM
Is James still playing? if anyone can update the JTexport mod.. i be grateful, its a must have for me :(

He hasn't played Rimworld in more than 3 months, i think someone should take over.
#20
You can use the 'remove roof' tool in the dev tools, if i want a flat open map i just mine it all, plus using the tool to permanently remove the mountain.
#21
Releases / Re: [A17] Animals Logic 🐾
October 02, 2017, 02:48:55 PM
Oblitus can you add a feature that sets the animals designed to "Slaughter" to not be rescued at all? A lot of times i set some animals to be slaughtered and put them in the fridge zone, sometimes the Handler doesn't come right away and after some time colonists start to "rescue" the animals supposed to be killed and feeding them...
#22
Ideas / Re: Your Cheapest Ideas
October 02, 2017, 12:17:17 AM
Animals designated to "Slaughter" should not be rescued but killed instead, i lost count on how many times i want to butcher for some meat and i catch the colonists rescuing and feeding animals supposed to be killed...
#23
This suggestion is so subtle but "game changer" QOL level specialy with Stack XXL, this would allow us to spread the items across the colony the way we want to.

I think this should be a feature of the game though.
#24
Taking into account that the mods are so small it's kinda strange and annoying...
#25
Updated v1.1.1

Added a patch for BaconBits Animal Feed Trough.
Thanks to Empherasu.
#26
Quote from: Kori on September 27, 2017, 01:29:15 AM
I always wanted better kibble! :)

But could you please add a research requirement, so that regular kibble doesn't become meaningless? Maybe around 500-700 research points..

For my own game I've added Agriculture 3 from Vegetable Garden as a requirement for now.

Updated to v1.1

Research added, i have set it to 750 research points as having a bigger amount of animals isn't that probable in the game beginning.
#27



v1.1.1


Description



This mod basically is a enhanced kibble that costs 50% more ingredients & work to make but it has triple the nutrition of kibble. Don't feed it to colonists they hate it.

You can also craft x4 Nutrikibble at a time(based on Feed the colonists mod), when crafting x4 the amount of work is 75% of what it would normally take to make 4.
Requires research.

For people that wanna have a farm but the animals keep eating kibble too fast.




Compatible with:

Animal Feed Trough Patch by: Empherasu


There shouldn't be any incompatibilities with other mods, just load this mod as low on the list as possible.
It is save game compatible, in case you wanna remove the mod try to remove all the nutrikibble from the map to avoid errors.


Changelog:


V1.1.1 [27/09/2017]
Added patch for Animal Feed Trough.

V1.1 [27/09/2017]
Added research.


Oops i think i made a mod for the wrong species...
#28
V1.0 released, please report any bugs, thank you.
#29
This happens on game load, i haven't saved or loaded any "game saves" yet. But i did change a defname 1 time while the game was on, but since i reloaded the game only with my mod ON, that's when i got this errors.

Edit:

Ok so apparently the files in RecipeDefs & ThingDefs were on the wrong folders...
#30





Description

This mod basically is a enhanced kibble that costs 50% more ingredients & work to make but it has triple the nutrition of kibble. Don't feed it to colonists they hate it.

You can also craft x4 Nutrikibble at a time(based on Feed the colonists mod), when crafting x4 the amount of work is 75% of what it would normally take to make 4.

For people that wanna have a farm but the animals keep eating kibble too fast.






There shouldn't be any incompatibilities with other mods.
It is save game compatible, in case you wanna remove the mod try to remove all the nutrikibble from the map to avoid errors.