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Messages - Prophetly

#16
Mods / Re: My game constantly crash, please, help me
March 06, 2019, 09:14:03 PM
if u r playing with vanilla and getting crash again; go appdata with CTRL + R, then go ludeonstudios, delete config folder and go again.
#17
Mods / Re: My game constantly crash, please, help me
March 06, 2019, 09:10:40 PM
i see you playing with many mods. did you consider any causing problem before playing with  all of those freking insane mods? and i read about output log and i say as i understand- theres alot of mods that you are running with, almost 200 of them. i think the game itself cannot handle all of them
#18
Mods / Re: [Request] Pawn Bodygaurd
March 06, 2019, 09:04:48 PM
did you forget it? more pawns cause slows your game down also theres no need for that mod. unless there aren't any roleplaying animelover sensei-like dreamers
#19
Mods / Re: [Mod Request] Chunk Stacker
March 06, 2019, 09:01:14 PM
this is completely nonsense. game is going to be too far away at this moment
#20
Releases / [v1.0] More Big Bases
March 03, 2019, 03:45:03 PM
                                          PROPHETLY'S BIG BASE



Hi Rimworlders, i've made a simple mod that bases will generated much more bigger.



     Bases will be generated four times bigger

     Bases will have more goods-stash

     More security and pawns

     
I suggest you to use it while in ur in late & endgame. Because of that, there is no other possible way to get them out.
Edit; U can use either way feel free.

This is my first mod ever i've made. So if you see any unsymetrical desing in generated settlement map, dont be scared about your savegame because it's not the end of the world :)

This mod is compatible all other mods and old saved files.


Have Fun :)
LATEST VERSION
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[attachment deleted due to age]
#21
Mods / [Mod] Prophetly's Bigger Bases
March 03, 2019, 11:09:59 AM
                                            PROPHETLY'S BIG BASE



Hi rimworlders, i've made a simple mod that provides bigger bases


     Bases will be generated four times bigger

     Bases will have more goods-stash

     More security and pawns

     
I suggest you to use it while in ur in late & endgame. Because of that, there is no other possible way to get them out.

This is my first mod ever i've made. So if you see any unsymetrical desing in generated settlement map, dont be scared about your savegame because it's not the end of the world :)

This mod is compatible all other mods and old saved files.


Have Fun :)

LATEST VERSION
||||
||||
\\//


[attachment deleted due to age]
#22
Quote from: Limdood on March 02, 2019, 01:37:13 AM
No way to make this work.

You'd have to immensely scale up the size of computer generated bases to fit all the things a faction base might have.

That ALONE is a huge game-changing update (admittedly, one that has been asked for a lot, but the logistics of designing procedurally generated LARGE faction bases is fairly staggering).

On top of that the game would have to be able to dynamically change the amount of goods in a base.  Did you know you can attack and then run away?  What if you later befriended them, then attacked again?  The game saved their base when you last attacked it...should it have the old layout or the new layout?  How do you justify a vastly different base layout on the second visit?  What happens if the base has such a ridiculously huge amount of stuff, either naturally or through player trading, that there is no feasible way to make a storage room or two to hold it?

The logistics of this entire suggestion are absolutely staggering, WITHOUT even considering the unbelievable colony growth explosion from the ability to gain access to ALL the for-sale items and money of any given faction base.

This subject can be very very big investigation for new map generating for any bases also syncronize with traderkinds.

I believe this is technically possible

And let's say if i attack the base and run away, the base should have changing by time passing.
For example i attack a base and run away without defeating. the base should changing and repairing or building new stuffs around it day by day and it can calculate generation it's map when you try to attack again you can see something moved or built new. but base goods will be same as ever. i believe this can be done and it will be very logical.

#23
Quote from: derped on March 01, 2019, 06:00:54 PM
On the serious side,  I think this could be abused to easily (sell, then attack and get back everything), I'd rather think it's made like this on purpose.

but attacking is risky as always pal? isn't it? and why should i do that? lol
#24
Mods / About GenStep.
March 01, 2019, 06:01:28 PM
want to clearly know how to write genstep. i was thinking it is all about world generation and it will be so cool if i make my own mod that generates more complex labirynth-like ancient danger locations, precious lumps and pirate base size & designations & security also mountainus based pirates :)
spent more than two hours to find all about genstep, and it ends here. help me guys
#25
Make a Food restriction for them and manage food restriction for your pawns untick kibble thats all bruh  ;D
#26
Quote from: derped on March 01, 2019, 12:12:59 PM
They could have sold it already?  ;)

genius  8)
#27
General Discussion / Tynan, i found you xD
February 28, 2019, 07:27:25 AM
after spending nearly two hours for my tribe colony, i got a slaver caravan from nearby settlement realized there was a guy called Tynan, 70 year old, Punk childhood and Game Developer.

LoL, he was pyro btw xD










what a game dude!! i love it
#28
Ideas / <<<what you have sold, what they have got>>>HOT
February 24, 2019, 05:29:32 AM
i was thinking there is something and it should have changed after a16.

The point is when you send a caravan near to another settlement for some trades, you just trade and get your stuff. For example; if you sell x12 luciferium to your nearby neighbor you can buy it back later, but you can't steal if you raid them (image below)

"selling stuff"







"and boom?? what are those trashes? i just sold x12 luciferium to you?? where are they?"




thats not all the other thing is settlements should actually have in their base what they are selling in trade screen as you saw. if you see x320 steel they have got, you must see those resources in their bases and it will be very logical and super good.

this is not includes trader caravans what you get. they are just temporary as always. and very cool.


:P
#29
Unfinished / Re: [WIP] Persistent RimWorlds
February 23, 2019, 06:25:58 AM
can you send a caravan to another settlements?
#30
Quote from: ohgodspidersno on January 15, 2019, 07:47:02 PM
Why isn't there a mod that lets you create lots of smaller areas and assign pawns to several at a time?

I dislike that if I need to make a brand new area for a pawn that I only want to have access to the kitchen, rec room, part of the hospital, and his room (for instance).

It'd be great if I were able to just make an area for each room and then tell each pawn which of them they can use.

It seems like a rather common sense feature, and I'm surprised no one has already developed it. Is there some sort of technical limitation that makes it impractically difficult to develop?

Should I develop it myself or it a fool's errand?

(My plan was to make a unique 'virtual' area for each pawn that is hidden and cannot be modified directly by the player. When the player ticks off each area they want the pawn to have access to, the game modifies that pawn's personal area to be the union of all the selected zones. But I don't know much about modding so this might be a complete misunderstanding of how areas even work. )

Thanks!

i think you can manually create many areas to set discricts to your pawns for where should they be, and where should they work. but you didnt mean that right?