How do you make an offering? I selected the correct diety and amount but when I select the make an offering button, it gave me a message "Failed to find any offering". Do I have to setup a stockpile next to it or something?
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#211
Releases / Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
March 12, 2017, 09:40:07 AM #212
Outdated / Re: [A16] More Mental Breaks
January 16, 2017, 10:44:03 PM
So perhaps the term "minor mental break" isn't particularly accurate in this situation, but having ways for your pawns to say "nuts" to your orders for just a little while would still spice up the game nicely. Call it what you want, but in the end we all just want an interesting game.
#213
Outdated / Re: [A16] More Mental Breaks
January 16, 2017, 12:49:34 PM
In the context of Rimworld, and in particular minor breaks, I always figured mental breaks were a way of saying "Pawn has had enough and decides to disobey orders". They do whatever they want, particularly things that they enjoy, to relieve stress. Perhaps the breaks listed don't qualify as breaks in the medical sense, but they're (mostly) things you might see someone doing when they need stress relief, and they would, for the most part, make the game more interesting, not less; that is the essence of game design.
#214
Outdated / Re: [A16] More Mental Breaks
January 15, 2017, 01:14:08 PM
Well, I thought I would submit a few mental break ideas to spice up the game a little.
Minor breaks
Personally, I think there should be more minor breaks which don't really threaten the colony, but annoy you nonetheless and don't give much catharsis.
Hugs!
The pawn has had enough of all the harshness around here and goes around hugging people without warning.
Hugged pawns get a random mood bonus (I was hugged! That was nice) or penalty (Someone hugged me without warning! That was weird)
More likely if : Kind, Optimist, Sanguine, psychically sensitive
Less likely if : Pessimist, Depressive, Psychopath
Bad food
The pawn is tired of the bad food; they immediately cook and eat a lavish meal.
More likely if : cooking passion
More greenery
The pawn goes outside and grows plants. They can plant any plant that will grow in the current biome, including plants that aren't normally plantable (grass, bush, raspberry).
More likely if : Green thumb, growing passion, ugly environment
Less likely if : hostile weather
Hoarder
The pawn moves gold and silver to their bedroom. It will be forbidden until the break ends.
More likely if : Greedy, rich colony
Fire good
The pawns starts a fire! Outside. With firewood.
The pawn started a campfire.
They will stay around it for some time, gaining social and meditative joy.
More likely if : pyromaniac, heat lover
Runner
Enough sitting down! Time for a race! The pawn runs around (extra move speed while this is in effect), gaining joy and decreasing rest quickly.
More likely if : Jogger, fast walker
Less likely if : slowpoke
Need some lovin'
The pawn grabs their partner and carries them to their bed for some lovin'.
Pet play
The pawn finds colony pets and goes to play with them. May accidentally form bonds.
More likely if : animals skill passion
Taming
The pawn goes out to tame non-hostile animals.
More likely if : animals skill passion, colony has no animal
Less likely if : hostile weather
Player
The pawns starts hitting on every colonist available. Some more than once. Will stop if successful. Does not get a "rebuffed" penalty from this because, seriously...
More likely if : Beautiful, Pretty, Ugly, Staggeringly ugly (yes, all of them)
Cosmic voices
The pawns starts hearing cosmic voices that only they can hear. No, really! Stop laughing!
They will walk around performing random tasks (hauling, cleaning, socializing). Requires Psychically sensitive/hypersensitive.
More likely if : psychic event underway, too smart
This looks tasty
The pawn eats food they really shouldn't eat - raw meat, kibble, hay, hops, healroot. They will get food poisoning.
More likely if : ascetic, cannibal, masochist
Less likely if : high cooking skill
Do it right!
The pawn deconstructs a low-quality piece of furniture (below normal quality) and reconstructs it.
More likely if : construction passion, neurotic, very neurotic
Less likely if : lazy, slothful
Eureka!
The pawn is convinced they can find something useful. They will rush to a research bench, displacing whoever is using it, and research until food or rest gets low.
Produces nothing, or a small amount of research in a random research.
More likely if : too smart, research passion
Ugly stone chunks!
The pawn is tired of ugly stone chunks everywhere. They will break down stone chunks (removes stone chunks and produces debris).
More likely if : low beauty, mining passion
Less likely if : ascetic
I'm a therapist
The pawn goes to talk to other pawns, getting them to open up. Other pawns stop what they're doing for a while and get a small cathasis mood bonus.
More likely if : social passion, medicine passion, kind, sanguine, optimist
Less likely if : psychopath, abrasive, pessimist, depressive
Singing mood
The pawn sings... poorly. Anyone within earshot will get a mood penalty.
More likely if : annoying voice, creepy breathing, optimist
Moderate breaks
Crafting
A pawn starts making an item, and doesn't stop until it's done. Said item should be something that can be done in one sitting and requiring a crafting skill which the pawn has a passion for.
More likely if : crafting passion, Too smart, Neurotic
Drugs bad!
The pawn starts grabbing any drug and burning them. Will stop if arrested or out of drugs.
More likely if : teetotaller, someone is addicted, recovering from addiction
Less likely if : chemical interest
Drugs good!
The pawn starts taking drugs, and will invite others to partake. Others who partake can be stopped, but it'll give the breaking pawn a mood penalty.
More likely if : Chemical interest, addicted
Conquering nature
The pawn goes to hunt a dangerous animal. Will not stop unless arrested.
More likely if : shooting/melee passion, low food, bloodlust, psychopath
I did bad
The pawn sets themselves as prisoner and locks themselves up. Requires available prisoner bed (obviously).
More likely if : pawn accidentally harmed another pawn (friendly fire, failed surgery)
Depression
The pawn is depressed, and nothing seems to cheer them up. Lasts for days, and gives a movement speed penalty
More likely if : pessimist, depressive, nervous, volatile
Less likely if : Steadfast, iron willed, optimist, sanguine
Sick
The pawn's unhappiness has caused them to get sick. Pawns catches the flu.
More likely if : pessimist, depressive, naked
No medication
The pawn is refusing treatment for their injury (non-bleeding only) or disease.
More likely if : abrasive, masochist, teetotaler
Less likely if : too smart
Self medication
The pawn believes they are sick and will use medication in "treat" themselves. May use drugs in the process.
More likely if : chemical interest, chemical fascination
Less likely if : teetotaler
The pawn starts insulting and chasing (men/women). Requires the Dislikes men/women trait.
More likely if : psychopath, bloodlust, abrasive
Less likely if : kind
This is not art!
The pawn finds offence with a piece of artwork and will attack it until it breaks or until they get arrested.
More likely if : artistic passion
Extreme breaks
Unhygienic
The pawn has been too unhappy to follow basic hygiene guidelines and has gotten sick. Catches the plague, malaria, sleeping sickness or a random limb infection.
More likely if : lazy, slothful
Less likely if : neurotic, very neurotic
Mad science!
The pawn was experimenting with mechanites and accidentally released some in the colony. Several pawns catch a mechanite-based disease, starting with those closer to the breaking pawn.
More likely if : psychopath, too smart, prostophile, research passion
Less likely if : can't research, prostophobe,
Poisonous food
The pawn poisons a food stack. The stack isn't marked as poisoned, but will likely give food poisoning to anyone who eats from it.
More likely if : psychopath, chemical interest, chemical fascination
Awaiting the "most of them aren't feasible" reply.
Minor breaks
Personally, I think there should be more minor breaks which don't really threaten the colony, but annoy you nonetheless and don't give much catharsis.
Hugs!
The pawn has had enough of all the harshness around here and goes around hugging people without warning.
Hugged pawns get a random mood bonus (I was hugged! That was nice) or penalty (Someone hugged me without warning! That was weird)
More likely if : Kind, Optimist, Sanguine, psychically sensitive
Less likely if : Pessimist, Depressive, Psychopath
Bad food
The pawn is tired of the bad food; they immediately cook and eat a lavish meal.
More likely if : cooking passion
More greenery
The pawn goes outside and grows plants. They can plant any plant that will grow in the current biome, including plants that aren't normally plantable (grass, bush, raspberry).
More likely if : Green thumb, growing passion, ugly environment
Less likely if : hostile weather
Hoarder
The pawn moves gold and silver to their bedroom. It will be forbidden until the break ends.
More likely if : Greedy, rich colony
Fire good
The pawns starts a fire! Outside. With firewood.
The pawn started a campfire.
They will stay around it for some time, gaining social and meditative joy.
More likely if : pyromaniac, heat lover
Runner
Enough sitting down! Time for a race! The pawn runs around (extra move speed while this is in effect), gaining joy and decreasing rest quickly.
More likely if : Jogger, fast walker
Less likely if : slowpoke
Need some lovin'
The pawn grabs their partner and carries them to their bed for some lovin'.
Pet play
The pawn finds colony pets and goes to play with them. May accidentally form bonds.
More likely if : animals skill passion
Taming
The pawn goes out to tame non-hostile animals.
More likely if : animals skill passion, colony has no animal
Less likely if : hostile weather
Player
The pawns starts hitting on every colonist available. Some more than once. Will stop if successful. Does not get a "rebuffed" penalty from this because, seriously...
More likely if : Beautiful, Pretty, Ugly, Staggeringly ugly (yes, all of them)
Cosmic voices
The pawns starts hearing cosmic voices that only they can hear. No, really! Stop laughing!
They will walk around performing random tasks (hauling, cleaning, socializing). Requires Psychically sensitive/hypersensitive.
More likely if : psychic event underway, too smart
This looks tasty
The pawn eats food they really shouldn't eat - raw meat, kibble, hay, hops, healroot. They will get food poisoning.
More likely if : ascetic, cannibal, masochist
Less likely if : high cooking skill
Do it right!
The pawn deconstructs a low-quality piece of furniture (below normal quality) and reconstructs it.
More likely if : construction passion, neurotic, very neurotic
Less likely if : lazy, slothful
Eureka!
The pawn is convinced they can find something useful. They will rush to a research bench, displacing whoever is using it, and research until food or rest gets low.
Produces nothing, or a small amount of research in a random research.
More likely if : too smart, research passion
Ugly stone chunks!
The pawn is tired of ugly stone chunks everywhere. They will break down stone chunks (removes stone chunks and produces debris).
More likely if : low beauty, mining passion
Less likely if : ascetic
I'm a therapist
The pawn goes to talk to other pawns, getting them to open up. Other pawns stop what they're doing for a while and get a small cathasis mood bonus.
More likely if : social passion, medicine passion, kind, sanguine, optimist
Less likely if : psychopath, abrasive, pessimist, depressive
Singing mood
The pawn sings... poorly. Anyone within earshot will get a mood penalty.
More likely if : annoying voice, creepy breathing, optimist
Moderate breaks
Crafting
A pawn starts making an item, and doesn't stop until it's done. Said item should be something that can be done in one sitting and requiring a crafting skill which the pawn has a passion for.
More likely if : crafting passion, Too smart, Neurotic
Drugs bad!
The pawn starts grabbing any drug and burning them. Will stop if arrested or out of drugs.
More likely if : teetotaller, someone is addicted, recovering from addiction
Less likely if : chemical interest
Drugs good!
The pawn starts taking drugs, and will invite others to partake. Others who partake can be stopped, but it'll give the breaking pawn a mood penalty.
More likely if : Chemical interest, addicted
Conquering nature
The pawn goes to hunt a dangerous animal. Will not stop unless arrested.
More likely if : shooting/melee passion, low food, bloodlust, psychopath
I did bad
The pawn sets themselves as prisoner and locks themselves up. Requires available prisoner bed (obviously).
More likely if : pawn accidentally harmed another pawn (friendly fire, failed surgery)
Depression
The pawn is depressed, and nothing seems to cheer them up. Lasts for days, and gives a movement speed penalty
More likely if : pessimist, depressive, nervous, volatile
Less likely if : Steadfast, iron willed, optimist, sanguine
Sick
The pawn's unhappiness has caused them to get sick. Pawns catches the flu.
More likely if : pessimist, depressive, naked
No medication
The pawn is refusing treatment for their injury (non-bleeding only) or disease.
More likely if : abrasive, masochist, teetotaler
Less likely if : too smart
Self medication
The pawn believes they are sick and will use medication in "treat" themselves. May use drugs in the process.
More likely if : chemical interest, chemical fascination
Less likely if : teetotaler
The pawn starts insulting and chasing (men/women). Requires the Dislikes men/women trait.
More likely if : psychopath, bloodlust, abrasive
Less likely if : kind
This is not art!
The pawn finds offence with a piece of artwork and will attack it until it breaks or until they get arrested.
More likely if : artistic passion
Extreme breaks
Unhygienic
The pawn has been too unhappy to follow basic hygiene guidelines and has gotten sick. Catches the plague, malaria, sleeping sickness or a random limb infection.
More likely if : lazy, slothful
Less likely if : neurotic, very neurotic
Mad science!
The pawn was experimenting with mechanites and accidentally released some in the colony. Several pawns catch a mechanite-based disease, starting with those closer to the breaking pawn.
More likely if : psychopath, too smart, prostophile, research passion
Less likely if : can't research, prostophobe,
Poisonous food
The pawn poisons a food stack. The stack isn't marked as poisoned, but will likely give food poisoning to anyone who eats from it.
More likely if : psychopath, chemical interest, chemical fascination
Awaiting the "most of them aren't feasible" reply.
#215
Mods / Re: How to mod out tolerance?
September 15, 2016, 03:07:46 AM
A bit late but...
In .../Mods/Core/Defs/Drugs/DrugBases.xml look for the following lines.
If you leave the max severity at 1.0 and change the levels for small, large, and massive to any number greater than 1.0, you effectively remove tolerance for all drugs.
In .../Mods/Core/Defs/Drugs/DrugBases.xml look for the following lines.
Code Select
<HediffDef Name="DrugToleranceBase" Abstract="True">
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(179,86,132)</defaultLabelColor>
<maxSeverity>1.0</maxSeverity>
<scenarioCanAdd>true</scenarioCanAdd>
<stages>
<li>
<minSeverity>0</minSeverity>
<everVisible>false</everVisible>
</li>
<li>
<minSeverity>0.20</minSeverity>
<label>small</label>
</li>
<li>
<minSeverity>0.50</minSeverity>
<label>large</label>
</li>
<li>
<minSeverity>0.80</minSeverity>
<label>massive</label>
</li>
</stages>
</HediffDef>
If you leave the max severity at 1.0 and change the levels for small, large, and massive to any number greater than 1.0, you effectively remove tolerance for all drugs.
#216
Releases / Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
July 21, 2016, 05:53:58 AM
With https://ludeon.com/forums/index.php?topic=3612.0 not work. When turn off the Miscellaneous w MAI+Robots, EdB works.
#217
Releases / Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
February 28, 2016, 06:58:02 AMQuote from: Canute on February 27, 2016, 09:48:17 AM
In the Modpack https://ludeon.com/forums/index.php?topic=16735.0
these robots got expanded to do these job you mention .
awesome thank you.
MVP doesn't use some mods I love, so I just took the robots mod from the .zip file.
#218
Releases / Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
February 27, 2016, 09:13:47 AM
Hi, I love this mod, MAI and Robots, but I'm desperately looking for a robot that will harvest/grow crops, cook, construct, mine, things like that.
Are you going to add these into the mod or is there a guide or something I can follow so I can add them myself?
Thanks, love the work.
Are you going to add these into the mod or is there a guide or something I can follow so I can add them myself?
Thanks, love the work.
#219
Tools / Re: [Tool] (Alpha 12) Simple Save Editor
February 22, 2016, 10:35:18 PM
delete this crap!!!
User was warned because of violation of rule 1 and 2.
Do not insult others and keep it constructive.
User was warned because of violation of rule 1 and 2.
Do not insult others and keep it constructive.
#220
Support / Re: Combat trader screen blank for some reason
February 16, 2016, 07:33:50 AM
wow, no one knows the answer to this huh?
Also started a new game with the above mods and the combat supplier is still blank. So one of those is affecting it.
Found out the mod that affects combat supplier is the combat realism industrialization mod.... possibly because I have the other combat realism on for defense?
[attachment deleted by admin - too old]
Also started a new game with the above mods and the combat supplier is still blank. So one of those is affecting it.
Found out the mod that affects combat supplier is the combat realism industrialization mod.... possibly because I have the other combat realism on for defense?
[attachment deleted by admin - too old]
#221
Support / Combat trader screen blank for some reason
February 15, 2016, 01:29:06 PM
Hi guys,
So I just got into modding Rimworld (using not making ) and have installed a bunch of mods (see attached) and game works wonderfully with the order I currently have, except that the Combat Trader now no longer works, all I see is a blank trade screen with my silver at the top.
I have CCL and EDC Trader (last loaded) but something is replacing the Combat Trader, and not giving me a different trader in return.
Please help, all these Pila's are piling up!
[attachment deleted by admin - too old]
So I just got into modding Rimworld (using not making ) and have installed a bunch of mods (see attached) and game works wonderfully with the order I currently have, except that the Combat Trader now no longer works, all I see is a blank trade screen with my silver at the top.
I have CCL and EDC Trader (last loaded) but something is replacing the Combat Trader, and not giving me a different trader in return.
Please help, all these Pila's are piling up!
[attachment deleted by admin - too old]
#222
Ideas / Re: Tone down centipedes?
April 16, 2015, 10:48:10 AM
Send a single pawn with a good personal shield behind as much cover as you can near the centipede, and it'll waste all its shot trying to take it down, allowing your other pawns to shoot it without risk.
#223
Ideas / Re: Tone down centipedes?
April 15, 2015, 11:32:10 PM
This thread is several months old and no longer relevant to the current danger levels.
#224
Outdated / Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
January 15, 2015, 01:28:29 PM
Can you, please, move raw water to separate food group? Because atm it's possible to craft simple meal with only 11 buckets of water and zero actual food, which is plain ridiculous.
#225
Outdated / Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
January 13, 2015, 11:16:23 AM
Indicator gate is completely useless, and whole project desperately need some kind of a memory cell: an RS-gate, with Set, Reset, Output and, optionally, with inverted output. Without it all this is more or less useless. A counter would be nice to have, too. And a toggle gate.
Also, would be nice to have BS-controlled power switches, akin to those in PowerSwitch mod.
And door control (look into DoorControl mod).
Also, would be good to have a gate that detects if there is any item lying on the floor "in front" of it.
And a gate that can suspend a workbench upon receiving a signal (if that's even possible).
Also, would be nice to have BS-controlled power switches, akin to those in PowerSwitch mod.
And door control (look into DoorControl mod).
Also, would be good to have a gate that detects if there is any item lying on the floor "in front" of it.
And a gate that can suspend a workbench upon receiving a signal (if that's even possible).