oh yea those bases should have called capital city for outlanders, stronghold for pirates hell yea xD
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#31
Mods / Re: [request] huge pirate base (comes with its much more treasure)
January 19, 2019, 10:10:38 AM #32
Mods / Re: [request] huge pirate base (comes with its much more treasure)
January 19, 2019, 10:09:09 AM
used dev tool for what i mentioned like for example
#33
Mods / Re: [request] huge pirate base (comes with its much more treasure)
January 19, 2019, 06:23:18 AM
pirate band should have three Strongholds, and x1 Capital City which is the main one (as i called) the other outposts are will be like all we know, standard.
here is my some of the ideas;
Capital City should have much more complex structure for lets us many many different spots to backdoors to get in the main hall while generated in mountain. (image below)
theres alot of stuff to get, which is much more precious.
check this, it can be done guys. and it will be very interesting...
here is my some of the ideas;
CAPITAL CITY
Capital City can be in Mountainus terrain.Capital City should have much more complex structure for lets us many many different spots to backdoors to get in the main hall while generated in mountain. (image below)
theres alot of stuff to get, which is much more precious.
check this, it can be done guys. and it will be very interesting...
stuffs
#34
Mods / Re: [request] huge pirate base (comes with its much more treasure)
January 19, 2019, 01:00:00 AM
you can use only one superweapon targeters. and you must to fight them with your pawns.
#35
Mods / Re: [request] huge pirate base (comes with its much more treasure)
January 19, 2019, 12:54:55 AM
yes...Capital or Main Base idea is a bit enough i think.
i also think when you reach for example four years in game, your friendly outlander gives you the quest that stays with you permanently that which if you destroy the pirate's capital base, you get many masterwork grade precious items, also one or two legendary ones. It can be done
also they wont be fleeing while when you are attacking and killing them in their capital city, cuz it is like "i defend for my life" xD
the capital city has prisoners inside of it. and they must be very special pawns like 16 cooking 11 shooting 20 researching...also they have bionics (without body purists) logically it must have this. and you can save them to get colonists.
the capital city has big stockpile stash, you cannot see them unless you discovered. that stash should contained minimum_ ai persona core, x10 thrumbo horns, some uraniums, plasteels neurotrainers and many artifacts.
pirates capital city should have minimum 4 uranium slug turrets for defend itself.
in capital base, there must be many uranium spike traps around it. seperated.
i also think when you reach for example four years in game, your friendly outlander gives you the quest that stays with you permanently that which if you destroy the pirate's capital base, you get many masterwork grade precious items, also one or two legendary ones. It can be done
also they wont be fleeing while when you are attacking and killing them in their capital city, cuz it is like "i defend for my life" xD
the capital city has prisoners inside of it. and they must be very special pawns like 16 cooking 11 shooting 20 researching...also they have bionics (without body purists) logically it must have this. and you can save them to get colonists.
the capital city has big stockpile stash, you cannot see them unless you discovered. that stash should contained minimum_ ai persona core, x10 thrumbo horns, some uraniums, plasteels neurotrainers and many artifacts.
pirates capital city should have minimum 4 uranium slug turrets for defend itself.
in capital base, there must be many uranium spike traps around it. seperated.
#36
Mods / [request] huge pirate base (comes with its much more treasure)
January 13, 2019, 05:47:42 PMSTORY IS;
there are many late game players out here, i had had a pirate base, destroyed it. got some meals and devilstrands with it, is that all? no i think not
it should change, i mean the pirate base size and more pawns. can anyone interest with this? may i get help to make my own mod like this?? any help i get appreciated. my request is, pirate bases have a bigger base and comes with more pirates with it like this;
and more treasure
#37
Mods / [request] "fair precious minerals"
January 13, 2019, 04:55:38 PM
firstly, i greet you all of modmakers. the late game lovers are complaining to get six[6] tiles of precious uranium lumps before spending too much time to have those, with long range scanner.
this is unfair, also they get ganked by raiders or manhunters and especially sleeping mechanoids in there.
you can say "this is ruinworld bruh" but yes you right, i am talking about late gamers and looks vanilla.
well, i need a mod if anyone can a little help to share it i appreciate. and please, dont forget this PLEASE, MAKE ALL OF PRECIOUS MINERALS HAVE A GREAT DANGER AROUND THEM.
i found this file, adjusted a little bit, result below;
\Mods\Core\Defs\Sites\Cores\PreciousLump.xml
<GenStepDef>
<defName>PreciousLump</defName>
<linkWithSite>PreciousLump</linkWithSite>
<order>450</order>
<genStep Class="GenStep_PreciousLump">
<mineables>
<li>MineableGold</li>
<li>MineableSilver</li>
<li>MineableSteel</li>
<li>MineablePlasteel</li>
<li>MineableComponentsIndustrial</li>
<li>MineableUranium</li>
<li>MineableJade</li>
</mineables>
<totalValueRange><min>30000</min><max>40000</max></totalValueRange>
<nearMapCenter>true</nearMapCenter>
</genStep>
</GenStepDef>
so satisfying right?
turn all of this back to the normal below;
make your discussion. i need a mod for that, dont want to change rimworld's own files. thanks im waiting for response.
this is unfair, also they get ganked by raiders or manhunters and especially sleeping mechanoids in there.
you can say "this is ruinworld bruh" but yes you right, i am talking about late gamers and looks vanilla.
well, i need a mod if anyone can a little help to share it i appreciate. and please, dont forget this PLEASE, MAKE ALL OF PRECIOUS MINERALS HAVE A GREAT DANGER AROUND THEM.
i found this file, adjusted a little bit, result below;
\Mods\Core\Defs\Sites\Cores\PreciousLump.xml
<GenStepDef>
<defName>PreciousLump</defName>
<linkWithSite>PreciousLump</linkWithSite>
<order>450</order>
<genStep Class="GenStep_PreciousLump">
<mineables>
<li>MineableGold</li>
<li>MineableSilver</li>
<li>MineableSteel</li>
<li>MineablePlasteel</li>
<li>MineableComponentsIndustrial</li>
<li>MineableUranium</li>
<li>MineableJade</li>
</mineables>
<totalValueRange><min>30000</min><max>40000</max></totalValueRange>
<nearMapCenter>true</nearMapCenter>
</genStep>
</GenStepDef>
so satisfying right?
turn all of this back to the normal below;
Quote</mineables>
<totalValueRange><min>3500</min><max>5000</max></totalValueRange>
<nearMapCenter>true</nearMapCenter>
</genStep>
</GenStepDef>
make your discussion. i need a mod for that, dont want to change rimworld's own files. thanks im waiting for response.
#38
Mods / [req] faster long range mineral scanner
October 13, 2018, 12:44:33 PM
is anybody here to suggest me a mod or show me where the def of long range mineral scanner's spawning site interval days thing? i mean i am bored to waiting 100 years for generate a precious jade useless d(l)ump.
i want my long range mineral scanner work faster thats it.
i want my long range mineral scanner work faster thats it.
#39
Mods / Re: how to put AI persona core into pawn's dead brain
October 12, 2018, 11:11:26 AM
thank you, i have finally found my problem anyway.
#40
Mods / Re: how to put AI persona core into pawn's dead brain
October 12, 2018, 10:35:18 AM
i have been searching ai persona core (as plantable hediff def link) for a long time in game's own core folder. and i just saw one thing about Ai persona core, that is ThingDef_items/exotic named file that it contains only ai core's statisctic about item value, mass, and where it should to be found (tag). thats it.
i wonder if i make my own plantable hediff def which is about ai persona core in to brain. i am worried about my all edited mods would be crashed (which is i lived that before). so i am helping for skilled mod makers here.
i wonder if i make my own plantable hediff def which is about ai persona core in to brain. i am worried about my all edited mods would be crashed (which is i lived that before). so i am helping for skilled mod makers here.
#41
Mods / Re: how to put AI persona core into pawn's dead brain
October 12, 2018, 10:27:58 AM
aah yea my game version is beta 19. i post mod topic here because of crowded people here for help me. to be honest, i use my own taste mods i just edit few things like t-expanded crop mod's only food recipes (like a Cook Simple Meal x3 recipe) and glitter tech's alpha poly's, titanium's as resources because of high level beauty and used to craft sharp melee weapons.
i just want to know, can you guys make me just one mod that provides me to use ai persona core can be planted in brain hediff please?
i just want to know, can you guys make me just one mod that provides me to use ai persona core can be planted in brain hediff please?
#42
Mods / Re: how to put AI persona core into pawn's dead brain
October 12, 2018, 06:18:13 AM
this is not vanilla thing. this version is 1.0!
#43
Mods / how to put AI persona core into pawn's dead brain
October 11, 2018, 09:51:45 PM
as you can see over here image below; i have an ai core, i have also fnished research (which you can search it first, before use it) and i can't use this ai computer core in my pawn's brain as implant. what is the solution? there is no option to use it?
https://ibb.co/nAWSYp
https://ibb.co/dJzgtp
https://ibb.co/nAWSYp
https://ibb.co/dJzgtp
#44
Mods / Re: in trouble for adding multiple hediffs into the PawnKind
May 13, 2018, 05:38:02 PM
not epoe exactly. Glitter tech mod. but im trying to compare glitter tech and Mechalit core mod together im going well about that now xD creating new faction that the members have only mecha implated monsters
#45
Mods / Re: in trouble for adding multiple hediffs into the PawnKind
May 13, 2018, 05:20:08 PM
thank you i appreciate. any suggestion about that ai persona core implant? also i tryed your code and they have still only one cybernetic body parts. i want to see them like a bionic human for example:
Brain: Mecha Brain implant
Left Eye: Bionic Eye
Right Hand: Advanced Bionic hand
...etc.. i want to see them just one piece of bionic monsters
Brain: Mecha Brain implant
Left Eye: Bionic Eye
Right Hand: Advanced Bionic hand
...etc.. i want to see them just one piece of bionic monsters