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Messages - ProfZelonka

#16
Mods / Re: 2-sided walls (mod idea)
May 28, 2020, 02:15:37 AM
Good question. It could be rotatable, or.. It could be a set of standalone action tools located in the structures menu with all the walls - you'd select which side, then select the wall/material, then apply it to the map. I'm not a coder, the visual aspect just really bugs me.. Can't imagine any structure with the exact same exterior as the interior, or a door with a huge indent on the inside and outside of the structure, or an interior floor tile visible halfway on the outside. lol

Plus this way we could have more of "wallpaper" options finally, rather than just stone/industrial walls for everything.
#17
Sounds like a "feature" from the mod, I would imagine? I don't know much tho..
#18
Mods / Re: 2-sided walls (mod idea)
May 23, 2020, 06:27:44 AM
To add to the idea: Doors shouldn't be in the middle of a tile like they are. You don't see half a floor tile outside of a room. Doors should be closer to the end of the block and rotatable!  :) :D This way, along with the 2-sided walls, we'll actually have rooms that look like rooms.
#19
I haven't tried the mod yet, but doesn't it only give the ability to edit stats? How would one deactivate an item from it's defs?
#20
You can pretty much play the game how you want.. :P

As far as efficiency, it's best to stay home and profit from wounded raiders or grow and craft your own things, just request friendly caravans to come to you. But again, that might not be fun for some, I personally just enjoy the sandbox for my own goals of colony perfecting.

It's really all up to you with how you prefer to play and what you want to do. Late-game just means a well established base with later technologies researched. The actual game end is to go to the ship across the planet, defend it and then press launch. So in theory, you can start and just caravan over to it right away. Not my thing personally.

Have fun!
#21
Say you have a race mod which includes 3 weapons. One of them is broken. How do you get rid of it out of the game? (at least make it not spawn)

We have so many mods that there's a lot bundles in some mods and often, there's items included which are undesired.

Would be nice if there was a way to disable items. Maybe toggle items off as a mod, like mod "Gizmo Begone!" does for furniture/benches, but this one for clothes/weapons. Would be even cooler if a pic of the item was next to the name.

Maybe there's already something like that? If not, just a mod idea for whoever is capable and willing.
#22
Mods / 2-sided walls (mod idea)
May 20, 2020, 03:09:58 PM
A home with wood walls on the inside, stone blocks on the outside. (for example) Same square space.

This could be done possibly by the same way that decorative floor tiles work - they act as a top layer above the floor tile. Maybe it's possible to take a wall and add a second wall on top of it. In the example above of a wooden wall and stone block wall, the wooden would burn but roof would not collapse as the stone wall would remain.

Why a mod for 2-sided walls?
Visual mostly - have rooms only have internal style of wall texture/material-type, have sterile walls in a medic room without the sterile walls seen on the outside. Of course the mechanical would be that you can protect wooden rooms from outdoor fires.
#23
Quote from: unfaventia on March 23, 2020, 02:41:32 PM
Created an account literally to add my two cents on this 'idea'. We already have sex in the game, but that's in an entirely different context between two consenting partners/pawns. So yeah, this game isn't already the height of purity with sex, cannabalism, slavery, etc.

But adding in rape for recreation is a whole nother step. And from the personal perspective of a rape survivor I'm honestly uncomfortable and a little horrified, even if it's in the context of a game.
I'm with newbie.

There's no experience that goes with such an addition. But there is already a mod that allows this (and more worse things) if you must have rape in your game.
#24
Ideas / Re: A proposal for better storage
March 21, 2020, 05:18:26 PM
I second this idea. It feels wrong starting out and hauling items to the floor yet that never changing through the game and needing to make huge warehouses for all the things. It also doesn't make sense to sort thru area permissions to dedicate clothing areas, metals areas, etc. Just make separate closets/racks for the few categories. Clothing is the worst category of all as a single what remains of a 3% tshirt does not equal a ton of silver for the same square space.
#25
Ideas / Interact with relatives that are passing by?
March 20, 2020, 12:29:45 PM
What's the point of getting those notification that a group of travelers is passing by and one of them is your colonists' mother, when she passes by and is gone. ???

Maybe we could have them clickable for interaction, to:
1. Say hello (quick mood boost)
2. Invite in to stay for a day or two (bigger boost but bigger risk since you could always get raided or something bad happening)
3. Insult (negative mood, but reduces relationship to the negative)
4. Dismiss?
#26
I miss the classic planet wallpaper with the broken ship.. A blown up rich hipster just isn't doing it for me.

There is an option, called RimThemes. BUT, it means loading 2 mods which have custom load screens and such extras. It's far from necessary, and I noticed even the wallpaper quality is reduced..

Could someone please create this "simple"-sounding mod?
#27
General Discussion / Re: 1.1 Broke my 6 year save
March 19, 2020, 05:38:29 PM
Well, technically, yes.

At first I bought from Ludeon.com and only downloaded mods manually and installed them manually. I use like 200+ mods... as you can imagine, it was very time consuming and tedious to do manually. Plus, every version change meant I needed to update all my mods..

So I activated it in Steam instead, went thru all of the mods for the latest version and installed them via simple "+" click to subscribe to the mod. Open RimWorld thru Steam and boom, all mods are there, just had to order them. Plus, with fluffy's mod manager, I instantly made offline copies of all my mods! So now I just launch RimWorld not even thru Steam but in offline mode [Make a shortcut from file: "C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin64.exe"] and I get uninterrupted working RimWorld.

The only concern now is, if I open Steam, it'll update RimWorld automatically if ever there's a major update in the future, which will likely break most mods. But hey, I suppose I can always just backup my Steam folder if I'm really concerned.
#28
General Discussion / Re: 1.1 Broke my 6 year save
March 19, 2020, 03:14:20 PM
Quote from: RicRider on March 19, 2020, 02:47:18 PM
Quote from: Bozobub on March 12, 2020, 08:46:10 AM
a) The Steam version runs just fine w/o Steam.


While this is true, it should be noted that Steam does not allow you to access your mods if you don't have Steam running. If you want I can post screenshots but you can just test yourself by looking at your subscribed mods on the Steam workshop and opening the game to see that none of your subscribed mods are in the list.

I definitely tried what you're suggesting because I didn't want to buy the game twice. But here's the thing, I did decide to buy the game twice because if I get a refund on Steam I understand that hurts Tynan directly (I'm also a small business owner and know the horror of chargebacks for no good reason). And I'm advocating that people just learn their mistake with Steam and buy the game from Ludeon if they want to play with mods.

Also I need to make a small note about how people are way too reliant for their entertainment options on third party services tied into the Internet these days. Music, movies, games... everything we like most of us have on cloud servers somewhere in the Internet and if the cable is cut one day we'll be staring at screens with no software on it that works except Microsoft Word. That sounds really dumb to me. I don't want a brick.

Fluffy's mod manager creates local versions of subscribed mods. See below.

Quote from: ProfZelonka on February 27, 2020, 03:40:28 PM
Quote from: Bozobub on February 27, 2020, 12:31:54 AM
Use Fluffy's Mod Manager and make local copies of any Workshop mods.  This will fully solve your problem, next time.

+1 It's a lifesaver with mods altogether! Here's the steam link too: https://steamcommunity.com/sharedfiles/filedetails/?id=1507748539
#29
Canute, I think what you're talking about is a mod using Royalty's "magic" abilities.

ethouiche, I do enjoy the different stat race mods too tho, thanks for making cool stuff! About to start a game this week with all of your mods, looking forward to it! Thanks again!
#30
Quote from: Canute on March 18, 2020, 03:53:59 AM
That wouldn't be that bad if the male just would be animals.
Like the Minions or Monstergirl which can do improved task like cleaning,mining,plant cut.
The Mantis just would have female pawns by default.
Once they become mature they will "eat" a male mantis (animal) then the egg process start and it lay 2+ eggs with a low chance for new extra female pawn.
Or some food/operation/training to transform a male into a female.
Hahahaha. I love how serious you are about the idea. That would be quite a unique scenario to play through, which indeed is worth a lot more than other modders' texture mods.