The video make it seem really complicated but it's not really. You can ignore most of it if you like.
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#16
Mods / Re: Is there a mod that makes zones for cutting any trees that pop up?
April 30, 2019, 05:32:48 PM #17
Mods / Re: Is there a mod that makes zones for cutting any trees that pop up?
April 29, 2019, 10:19:49 PM
Fluffy colony manager.
#18
Releases / Re: [1.0] Simple Slavery
April 13, 2019, 12:51:58 AM
Ooops.
Love this mod. Glad you're still enhancing it.
Love this mod. Glad you're still enhancing it.
#19
Ideas / Re: Shelves why only 2 square?
April 11, 2019, 06:27:28 PM #20
Mods / Re: Looking for "more animals" framework
April 07, 2019, 11:35:33 PM
Cheers - will look it up.
#21
Mods / [Mod request] Detect weather events (rain/radiation) and change pawn zones
April 07, 2019, 09:32:22 PM
I'd like a bit of c# to detect different environment events (e.g. rains) and then set pawn zones to something suitable for that event. If it is raining, I'd like all my pawns to move to a zone that I call "Dry Zone" so they don't get wet. When it stops raining, they pawns are then set to "Unrestricted" zone and they go about their business. The zones are custom made and custom named. A GUI would be needed to set up different events:
- when event = rain, zone = xxx
- when event = radiation, zone = yyy
- when event = volcano, zone = www
You can even extend to normal events:
- when event = raid, zone = vvv (bunker)
Of course I can do this manually but it's a PITA switching zones when it rains and then switching back when it stops. I often get distracted, don't notice the rain stop and then realise my pawns are all getting antsy because I've restricted them to the dry zone even though it's not raining. Cheers.
- when event = rain, zone = xxx
- when event = radiation, zone = yyy
- when event = volcano, zone = www
You can even extend to normal events:
- when event = raid, zone = vvv (bunker)
Of course I can do this manually but it's a PITA switching zones when it rains and then switching back when it stops. I often get distracted, don't notice the rain stop and then realise my pawns are all getting antsy because I've restricted them to the dry zone even though it's not raining. Cheers.
#22
Mods / Re: Looking for "more animals" framework
April 05, 2019, 09:11:05 AM
Nothing special - just normal animals. Looks like I can get away with XML. Will suck and see - thanks!
#23
Mods / Re: Looking for "more animals" framework
April 05, 2019, 04:58:22 AM
Oh, nothing as fancy as that! I just want more vanilla animals. The dumb type that mosey onto a map, mosey out and occasionally go mad.
I'll need textures of course but I'm hoping it's 100% xml edits. I'm not near a pc to check.
I'll need textures of course but I'm hoping it's 100% xml edits. I'm not near a pc to check.
#24
Releases / Re: [1.0] Simple Slavery
April 04, 2019, 08:41:23 PM
Oh - drafting!! I have seen them enroute before the alert (I set a 'prison' zone so it is very obvious when I spot them outside that zone) and just out of habit arrest them. I didn't think to simply draft them to interrupt that escape plan!
#25
Mods / Looking for "more animals" framework
April 04, 2019, 08:29:59 PM
I've seen alien races framework and other animal frameworks that let animals do extra things but I'm mulling over the idea of making a highly niche animal mod and wasn't sure if there was a framework that does the heavy lifting.
I don't want to make a new race - I want to make a range of new animals. Or is there even a difference?! Cheers.
I don't want to make a new race - I want to make a range of new animals. Or is there even a difference?! Cheers.
#26
Releases / Re: [1.0] Simple Slavery
April 04, 2019, 08:19:41 PM
I've noticed that escaping slaves will leave their assigned zone, move towards an "outer" door and as soon as they are 'free' (outside the colony) an in-game alert will be raised as they head for the edge of the map.
Just questioning if that is vanilla behavior with traditional prisoners or is that introduced in the mod? If it is introduced then I assume that is by design. Depending on colony design it can be very hard to intercept a prisoner when the "exit" is near the maps edge and the message comes very late. I've had to redesign my colony to make my "exit's" further away from the map edge to counter that. And that is not necessarily a bad thing.
Just curious on intention.
Just questioning if that is vanilla behavior with traditional prisoners or is that introduced in the mod? If it is introduced then I assume that is by design. Depending on colony design it can be very hard to intercept a prisoner when the "exit" is near the maps edge and the message comes very late. I've had to redesign my colony to make my "exit's" further away from the map edge to counter that. And that is not necessarily a bad thing.
Just curious on intention.
#27
Help / Re: Concept for a Colonist Scoring Mod - Need Tips/Help on the Coding End
April 04, 2019, 05:27:48 AM
I would start with looking at the numbers mod and then try adding a column to that. Start with hard coded weightings and then work up from there.
#28
Releases / Re: [1.0] Level Up! 1.0
April 02, 2019, 05:11:59 PM
I didn't realise how much I wanted this!
#29
Releases / Re: [1.0] Simple Slavery
April 02, 2019, 05:10:15 AM
Slaves already have a chain icon (or something) so ... yeah.
#30
Mods / Re: Mod Request Digimon in rimworld?
April 01, 2019, 12:36:04 AM
You could have different 'creatures' inhabit different zones/climates/biomes. If you did want to catch them all - or a specific one - you'd have to travel to find them.