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Messages - Barik Morloc

#1
Quote from: Alenerel on October 25, 2017, 04:50:49 AM
I think that ancient dangers are random so while you get the same map you get ancient dangers in different positions with different things.

Although that might be how it was in A17 I can tell you with certainty that is not correct. I tested it 5 times before I posted the mod, every time same ancient danger locations with the same events "downed friendlies" in both locations.
and restarted the map another 5 times with same results. (the pawns that come out of the caskets ARE randomized however)

Rich Soil locations and amount as well as Vent locations are randomized. (Not sure if vent amounts are randomized though)
#2
Seed = 0
30.72N 44.55E
30% Planet Size
Large 300x300
Normal Rainfall/Tempature Coverage

Features:
+12 Cryosleep Caskets with nothing guarding it and friendlies that need saving or are dead. (Tested this 5 times each time 12 caskets with friends and nothing guarding it)

+Mountainious terrain bottom side completely blocked off
+Nonintruisive caves that doesn't open up the bottom side to invaders
+Marble/Granite (Best combo for vanilla play)
+Large number of vents places randomly
+Lots of minable ores
+Connrected to road network with a dirt road.

-On the far side east on the map away from the main clusters of civilization (there are 4-5 friendlies within launch distance though)

Full Map Screenshot
http://steamcommunity.com/sharedfiles/filedetails/?id=1180195219

Planet Screenshot with Terrain Details and landing spot indicator (red circle)
http://steamcommunity.com/sharedfiles/filedetails/?id=1180205066

Tip: Wall of the cave areas and add a door (than forbid the door) This will stop pawns from going into the caves and getting slaughtered by bugs.
#3
Mods / Re: [Mod Request] Disable Alt + F4
October 24, 2017, 08:49:29 AM
Quote from: Canute on October 21, 2017, 06:47:54 AM
But seriously when someone play permadeath and think about such methods to cheat, why does he even start a permadeath game ?

Becuase I enjoy the excitement that every action is permanent and there is no going back. If you know there is a way out of that though it diminishes the excitement. FTL, for example, disabled ALT F4 and knowing I couldn't undo made the game very enjoyable. I guess gaming a long time, I learned to recognize weaknesses in systems in a game and taking advantage of it. Usually, I don't exploit systems outside of the gameplay and mechanics itself but with this game, the storyteller AI can be very random in it's events that I feel a bit cheated so I am more inclined to press ALT F4 because it's so easy to do and feels somewhat justified. I know it isn't though and that is why I asked for a mod that disables ALT F4
#4
Mods / Re: [Mod Request] Disable Alt + F4
October 24, 2017, 08:20:35 AM
Quote from: swefan on October 21, 2017, 06:16:33 AM
You don't need a mod for this, download AutoHotkey and write in the script file
!F4::Return
This simple script will temporarily disable Alt+F4 for all programs, you can also command to use this block only when run a specific program, or simply suspend the block when you don't need it:  click File > Suspend Hotkeys in AutoHotkey
Ohhh cool thanks I will use this!
#5
1.) Circumstance: After embarking, during map generation with Permadeath enabled.

2.) What happened: The game returns to the main menu with error: "Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.RulePackDef.get_RulesImmediate..." (continues to list error)

3.) What you expected: The map to load.

4.) Steps to take: Enable Permadeath option and embark on a tile on the planet to generate the map.

5.) Savegame: N/A

Log Attached



[attachment deleted by admin: too old]
#6
Mods / [Mod Request] Disable Alt + F4
October 21, 2017, 01:00:44 AM
I like playing on perma-death but I feel it is too easy to just press alt +f4 when something goes wrong. Anyway anyone can make a mod to disable it?
#7
Quote from: Slimy_Slider on October 18, 2017, 11:09:28 PM
World Size, Map size and temp options too please.

Default world size, map size and temp options.

Quote from: spyderwebsc on October 17, 2017, 10:17:32 AM
Found this one on Reddit.
seed: mommy     (world size = 50%)
coordinates: 33.10S 7.43E
map size: 325 x 325 (note: I've had up to 5 geysers spawn in that area on the north side of map)

That area is still there at map size 275 x275 and 300 x 300 though you will have to mine your way in.


Just had a look on this map. It's awesome! I love the area up at the top for making a base! Thanks for the seed/coords!
#8
Also, consider using the Infused mod. It gives armour/weapons a chance to have additional effects. There not to op stuff like work-related boost and also a fairly common imbuement that adds HP to the durability of an item.

https://steamcommunity.com/sharedfiles/filedetails/?id=731287727
#9
Quote from: spyderwebsc on October 17, 2017, 10:17:32 AM
Found this one on Reddit.
seed: mommy     (world size = 50%)
coordinates: 33.10S 7.43E
map size: 325 x 325
Ohh cool thanks will check it out!

Quote from: Kirby23590 on October 17, 2017, 12:41:37 PM
I always land with mountains or large hills in the road or nearby....  i pick the good ol' temperate forest

You might like this new one I found while randomly picking for a game.
Seed: camiƱo  (copy and paste works if you wanna try it.
Coordinate:  27.25N 26.96 W
It is a temperate forest with marble/granite mountainous and a stone road.
3/4 of the sides of the map are covered by mountains. There is only 2 entrances into the dome
http://steamcommunity.com/sharedfiles/filedetails/?id=1172457125
Really good for mountain base... also not sure if the spawning for spiders is consistent but with the spiders mod they spawn at the top entrance which is good for raiders cause they get stuck in web and spiders sometimes take them out or damage them alot for me.
#10
My current favorite seed and map is
Seed: Korath (Capital K, lowercase orath)
Coordinates: 24.27N/24.09W
Default Map Size and 30% Global Coverage.* (edit)

It is a mountainous terrain with only Granite/Marble. I like it because of the mountain formation which splits the map in half:
http://steamcommunity.com/sharedfiles/filedetails/?id=1170454211

I'm looking for some fun maps to play on. One with a large area surrounded by mountains, with only one entrance. But I'm curious to know other peoples favorite seed and landing site coordinates.
#11
Mods / Re: EVERY STEAM MOD ORGANIZED INTO CATEGORIES
October 14, 2017, 12:10:08 AM
Quote from: dburgdorf on October 13, 2017, 02:48:10 PM

Hey there, thanks for the advice. I went ahead and made those changes. I'm considering making an extra category for set-up mods. Although Fertile Fields is a terrain mod, it has heavy focus for farming and farming features so I kept it in farming and added it to terrain as well.

Quote from: tonsrd on October 13, 2017, 08:37:15 PM
does each steam page have a ludeon furom page/link dropbox

are each steam mod the original forum modder or are there clones/re-uppers in the mix

mod makers will update there own mods clones/re-uppers nevere update there mods coz they did no code work on it.

For now, I just organized all the mods that on steam without bias as to where they originated from. If it had the tag "Mod" and "0.17" I sorted it. When 0.18 comes out I will probably archive the collections into a hyperlink word document and change the collections to 0.18 and only add mods that are made/updated for 0.18
#12
Mods / EVERY STEAM MOD ORGANIZED INTO CATEGORIES
October 13, 2017, 01:38:56 PM
http://steamcommunity.com/sharedfiles/filedetails/?id=1167566230

I organized every 0.17 Rimworld Steam mod into different categories to make browsing for mods easier. I will continue to update and modify the collections to make them easier to use

Any constructive criticism or advice is greatly appreciated.

To:do
- Sort mods in each category to place similar mods next to each other
- Link each category with similar categories
- More detailed category descriptions and more intuitive categories headers
-Make Japanse its own category
- Make Combat Extended mods/patches its own category


Any constructive criticism is greatly appreciated. ALthough every mod has been placed... I still got a lot of work to do. Like renaming some of the categories to better names, reordering mods within categories. But I've been working on this for 3 days x 8 hours a day so I'm a take a break for a couple of days and actually play the game.
#13
Hi, so I am in the process of categorizing all the 0.17 mods by using the collections feature steam has. I will be done categorizing by tomorrow (24 hours from this post). I plan on maintaining these collections and keeping them up-to-date until 0.18 when I will either delete the collections to make room for 0.18 or I will compile them into a post here for archiving purposes.

These are the categories that I have been putting them into:

Hairstyle Mods 0.17
A collection of mods that add new hairstyles into the game.

Animals and Creature Mods 0.17
A collection of mods that add new animals or creatures into the game for 0.17

Clothing and Armour Mods 0.17
A collection of all clothing and armour mods for 0.17

Weapon Mods 0.17
A collection of all 0.17 mods that add in weapons to the game

Item Packs Mods 0.17
Mods that add items from multiple categories like weapons, armours, etc.

Overhaul Mods 0.17
A collection of mods that alter different systems of the game.

Decoration, Furniture, and Flooring  0.17
Mods that add decorations, furniture or flooring into the game

Lighting Mods 0.17
Mods that have add lights or change lighting in the game

Medical and Health Mods 0.17
Mods related to Health or Medical aspects of the game.

Race and Faction Mods 0.17
Mods that add new factions or races

Crafting and Production Mods 0.17
Mods that add or alter things having to do with crafting and production.

Structure Mods 0.17
Mods that add, change or have to do with structure like walls, roofs etc

Farming, Plants and Terrain Mods 0.17
Possibly another placeholder. Mods that have to do with Farming, Plants or Terrain

Event Mods 0.17
Mods that alter events or add custom events.

Cooking and Food Mods 0.17
Mods that add new foods, structure, or mechanics involved with food.

Ease-of-play Mods 0.17
Probably another placeholder name but mods that make the game easier to play... don't know might divide these into AI mods and UI mods or something.

Power and Energy Mods 0.17
Mods that add have to do with power/energy for the game.

Security Mods 0.17
Mods that add in security things like turrets and other stuff

Social Mods 0.17
Mods relating to social aspects of pawns.

Trait Mods 0.17
Mods that alter or add traits

Storyteller Mods 0.17
Mods that add or alter the Storyteller AI's in the game.

UI Mods 0.17
Mods that add to or alter the User Interface.

Graphics Mods 0.17
Mods that alter graphics either by adding new models, textures, or effects.

Music and Sound Mods 0.17
Mods that add or change music/sounds

Modding Utilities and Libraries 0.17
Items that are used for modding or improve modding capabilities.

Miscellaneous Mods 0.17
More of a placeholder till I figure out a better category. But mods I can't really put into a category

Translation/ non-English mods 0.17
Mods that translate the game or are in a different language than the supreme language.

Patches Mods 0.17
Patches to for compatibility between mods

Combat Changes Mods 0.17
Mods that change combat ai or alter stats having to do with combat

Ease of Play - AI Mods 0.17
Mods that change pawn AI to ease the micromanagement




I would just like to know what you guys think of the categories? Are there any categories that you think I should add/split? Some mods add multiple things like both armour/weapons/factions etc...
I have been putting them in the overhaul section for now.  As of right now, I have only kept mods in 1 category. Should I change that and go with adding mods in multiple categories if I belong.... sorry late for work gtg but I would really appreciate the advice thanks!
#14
Quote from: Canute on October 09, 2017, 06:58:50 AM
Quote from: Barik Morloc on October 09, 2017, 06:52:40 AM
Quote from: CruelBanana on October 07, 2017, 01:02:33 PM
For some reason I can't generate a world, it just goes back to world setting...

I had the same problem when I first used this mod. What I did to fix it was, arrange my load order as:
-Core
-HigsLib
-Humanoid Alien Races 2.0
-Combat Extended
-Core SK

If you NEED to arrange the mod order, you didn't read the install-instruction of this modpack anyway and no wonder you got problems.

The ModConfig that I used had the incorrect order.
#15
Quote from: kukrihaha on October 07, 2017, 12:59:44 AM
the game can't spawn raids anymore.

I would try deleting the game and all contents in C:\Users\YOURPROFILENAME\AppData\LocalLow\Ludeon Studios
Than reinstall the game. Make sure mod config file from modpack is put back into location listed above.
Make sure load order is
-Core
-HigsLib
-Humanoid Alien Races 2.0
-Combat Extended
-Core SK