So i got a new pc harddrive was waiting for the sendowl link to be emailed to my account on yahoo via the usual methods to re bookmark it. a17 dropped no email. or i deleted it on accdent. do you think you can send another one myway tynan/techsupport.
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#2
Mods / Request for mod [Hesco's]
May 14, 2017, 10:24:25 AM
Does anyone think they can make a advanced sandbag mod one that cant be climbed over easily and is better cover aka Hesco Barriers
http://4.bp.blogspot.com/_pPsuc9rvU4Y/TFRR6V7gLHI/AAAAAAAAB3A/id-QsjMcuiU/s1600/hesco-barrier1.jpg
https://sc01.alicdn.com/kf/HTB1Wu4fGpXXXXa2XFXXq6xXFXXXY/200507070/HTB1Wu4fGpXXXXa2XFXXq6xXFXXXY.jpg
https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwiq89WJy-_TAhUP8YMKHQ_MDbQQjRwIBw&url=http%3A%2F%2Fwww.ghqmodels.com%2Fstore%2Ftmb63.html&psig=AFQjCNG4An2Sxnhp1Sx42kCfUwXA1MDZVg&ust=1494858164239908
http://4.bp.blogspot.com/_pPsuc9rvU4Y/TFRR6V7gLHI/AAAAAAAAB3A/id-QsjMcuiU/s1600/hesco-barrier1.jpg
https://sc01.alicdn.com/kf/HTB1Wu4fGpXXXXa2XFXXq6xXFXXXY/200507070/HTB1Wu4fGpXXXXa2XFXXq6xXFXXXY.jpg
https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwiq89WJy-_TAhUP8YMKHQ_MDbQQjRwIBw&url=http%3A%2F%2Fwww.ghqmodels.com%2Fstore%2Ftmb63.html&psig=AFQjCNG4An2Sxnhp1Sx42kCfUwXA1MDZVg&ust=1494858164239908
#3
Ideas / Possible River Generation in the new 16A update
November 05, 2016, 11:58:01 PM
Title is self explanitory i was wondering if tynan can program some sort of rivers system into the game so that we could have small channels of water generate on our Tile sets so we can say... build a tribe on the river and defend from raids on the otherside. rivers of varying size. i want to make a Egypt type town out of sandstone in tribal. its really the only thing missing in land generation. FYI i think the new world is amazing.
#4
Bugs / Just Noticed Mathmatical Errors
April 29, 2016, 08:55:18 AM
So im lookin at the age and relationship stuff right... i got a Female who is 65 (780) with a son that has entered that is only 65... no chronological.... how is this possible. also noticed a 32 (45) with a son that is 68 (67) which is weird. there seems to be an Age vs Family Relation mathmatical error or two.
#5
Bugs / Dog Nuzzeling Interupts Jobs
April 10, 2016, 09:07:37 AM
Dog nuzzled my chef and kept nuzzeling him causing him to not be able to cook XD
#6
Bugs / Perma Death World Save Name Bug
April 07, 2016, 10:33:01 PM
Otherwise known as PDWSNB for short [lol]
The bug is that when you play a permadeath game and save the coloniest name as say... [Omega Site] it will save as something completely diffrent in the load and save area. mine was as below.
Colony named Terris-5 world name something like Phi-omegatron- urn or something another.
Saved as Luite(Permadeath) in game folder. made it confusing to figureout which save is mine as i share pc with a relative and we both have towns.
The bug is that when you play a permadeath game and save the coloniest name as say... [Omega Site] it will save as something completely diffrent in the load and save area. mine was as below.
Colony named Terris-5 world name something like Phi-omegatron- urn or something another.
Saved as Luite(Permadeath) in game folder. made it confusing to figureout which save is mine as i share pc with a relative and we both have towns.
#7
General Discussion / Medical Question
January 30, 2016, 09:12:01 PM
In rimworld if someone is missing their ARM does that mean their HAND is also missing by proxy or is it weird like it was in A10 still. wanting to know either sticking hook hands on my Steel Arm'ed Personel will increase her manipulation the slightest XD.
#8
Bugs / Pine Tree's and Cliff Walls
September 30, 2015, 12:21:48 PM
sorta ocd so it bugs me but the tops of tall pine tree's adjacent to cliffs will be chopped off or under the mountian. this bug has been around for a while and it also effects other tall tree's im suprised it hasnt been patched... could ya patch it tynan... could ya.
C
P
c= cliff p=pine
C
P
c= cliff p=pine
#9
Bugs / Strange Red Squares.
August 26, 2015, 11:04:13 AM
So im playing rimworld newest build... just playing and suddenly all the Terrain Artwork that is within my screen disapears. so i see a weird blurry red mass and grass and walls... only the terrain disapears and only within my zoomed in area if i zoom out after it stutters no other terrain is gone. no error was compliled in the Logs. if anyone has any idea of what might be going on let me know.
#10
Ideas / Workzones instead of Jobs
May 28, 2015, 03:44:12 PM
To explain this instead of having jobs have workzones and assign people to said work zones.
Example 1.
Doctors assigned to medical area's they would travel there during "work" time schedual. and do watever needs to be done in that area wether it be healing making meds or crafting prostetic limbs.
Example 2.
Construction workers Set to individual projects to no longer be hopping back and forth wasting materials on projects that dont need to be done immediatly.
Example 3.
Cooks and Growers being seperated.
Final Conclusion.
This idea would help reduce the clutter of the Workgiver menu as currently its kind of a mess. tho the work giver would still be needed for patient firefighter and flicker. but it would reduce the massive amount of jobs freeing up that menu for more sub things. such as guard or something.
Example 1.
Doctors assigned to medical area's they would travel there during "work" time schedual. and do watever needs to be done in that area wether it be healing making meds or crafting prostetic limbs.
Example 2.
Construction workers Set to individual projects to no longer be hopping back and forth wasting materials on projects that dont need to be done immediatly.
Example 3.
Cooks and Growers being seperated.
Final Conclusion.
This idea would help reduce the clutter of the Workgiver menu as currently its kind of a mess. tho the work giver would still be needed for patient firefighter and flicker. but it would reduce the massive amount of jobs freeing up that menu for more sub things. such as guard or something.
#11
Ideas / Food Filter for colonists
April 29, 2015, 08:13:59 PM
Just as the Subject says a filter on what foods can be eaten by colonists. no more will my colonist eat raw potatoes before the cook can use them to make meals..... or eat raw meat because the cooked meals are being used by someone else who is far away and multiple people cant use the same item stack.
#12
Ideas / New Biome idea's Rivers/Borders
April 25, 2015, 01:22:22 PM
Border Regions and Rivers
1. Border Regions when two biomes are next to eachother "similiar to ocean or coastlines" the map should have 50/50 or something like 20/80 half and half biomes of both regions for instance if you are in a grasslands next to a desert 80% is grassland 20% is desert or something like that.
2. Rivers add thin blue lines from mountian area's that when you start on them will have a big river threw it. This idea is based on the roadmap on the wiki stating water will be a resource or is planned to be.
1. Border Regions when two biomes are next to eachother "similiar to ocean or coastlines" the map should have 50/50 or something like 20/80 half and half biomes of both regions for instance if you are in a grasslands next to a desert 80% is grassland 20% is desert or something like that.
2. Rivers add thin blue lines from mountian area's that when you start on them will have a big river threw it. This idea is based on the roadmap on the wiki stating water will be a resource or is planned to be.
#13
I dont know if this is core or modded but im pretty sure its core. that is if you have altered the sound or audio files at all last update but since 10f i will be playing and suddenly get a 8bit fart from my speakers that shuts the sound off in rimworld and rimworld only. its almost as if the games audio just desides to have a stroke.
Frequency
[rarely happens but happens]
2 times in about a week
any information or tips on how to fix this would be much appreciated.
Strange doesnt seem to be and log file in the dev box. maybe its a speakers set to a specific hertz thing.
running 24bit 24000 Hz Studeo Quality.
Lowered it testing now if it fixed my issue.
Frequency
[rarely happens but happens]
2 times in about a week
any information or tips on how to fix this would be much appreciated.
Strange doesnt seem to be and log file in the dev box. maybe its a speakers set to a specific hertz thing.
running 24bit 24000 Hz Studeo Quality.
Lowered it testing now if it fixed my issue.
#14
Ideas / General Work "Zones"
April 22, 2015, 12:45:57 PM
I got a doctor who instead of crafting medical supplies and harvesting herbal meds is running around in the machine shop while 2 of my people have malaria in the medical bay... then it hit me... Why not have restrictive zones
A zone that restricts the toggled personel to have it as a "Work Space" while working on the new and lovely work chart they go and only work in the assigned zone.
A zone that restricts the toggled personel to have it as a "Work Space" while working on the new and lovely work chart they go and only work in the assigned zone.
#15
Ideas / Weapon Parts
January 25, 2015, 11:53:05 AM
I would like to see weapons have class"bodyparts" more or less parts of the gun such as handle barrel and stuff that can become damaged in a firefight you could break guns down to repair others or they could be destroyed all together.
also add Maintenance Table for... well self explanatory.
Also on a side note i had an idea for a new critter [adds unhappyness] [only in unclean area's] Cockroaches have like 5 or six spawn per unclean area.
also add Maintenance Table for... well self explanatory.
Also on a side note i had an idea for a new critter [adds unhappyness] [only in unclean area's] Cockroaches have like 5 or six spawn per unclean area.
#16
Help / Mod Request : Resource
January 24, 2015, 09:48:14 AM
Was wondering if any modder would like to make a Massive Resource repository everything from to. ill make a list below
This includes RAW and REFINED versions
Iron [Light grey]
Steel [Grey]
Titanium [Lighter color gray then iron]
Copper [Raw copper is green but turns orange when in contact with oxygen for long amounts of time]
Lead [Heavy and is used to reduce radiation levels]
Tungstun [used in production of tools / brittle and darkgrey color]
Cadmium [radioactive and refined uranium rod like apearance]
Salt [can be used to preserve food]
tin [weak whitish metal]
Cobalt [blu-ish metal high durability]
Carbon [Blackish mineral]
Sulfer [Yellow powder]
Sand [... yeah sand]
Zinc [White powder]
Coal
Charcoal [ Lighter black left behind from fire's placed but same as coal]
personal request
Gunpowder [ Combination of sulfer salt coal is]
There used to be a mod like this out there but its long outdated so if we could get a Mineral Resource EVEN if not all of them are going to be used it could help out alot, not just for me but for other modders too.
This includes RAW and REFINED versions
Iron [Light grey]
Steel [Grey]
Titanium [Lighter color gray then iron]
Copper [Raw copper is green but turns orange when in contact with oxygen for long amounts of time]
Lead [Heavy and is used to reduce radiation levels]
Tungstun [used in production of tools / brittle and darkgrey color]
Cadmium [radioactive and refined uranium rod like apearance]
Salt [can be used to preserve food]
tin [weak whitish metal]
Cobalt [blu-ish metal high durability]
Carbon [Blackish mineral]
Sulfer [Yellow powder]
Sand [... yeah sand]
Zinc [White powder]
Coal
Charcoal [ Lighter black left behind from fire's placed but same as coal]
personal request
Gunpowder [ Combination of sulfer salt coal is]
There used to be a mod like this out there but its long outdated so if we could get a Mineral Resource EVEN if not all of them are going to be used it could help out alot, not just for me but for other modders too.
#17
Help / Project Eons Looking for C# Coder
January 23, 2015, 02:41:10 PM
We are in need of someone to do coding in C# or C++ whichever this game uses I have heard both are used.
dont really care if your new to it you can use us as practice its just we are unable to make any progress in starting this mod until we get at least 1 of the following
Coder [C#]
Coder [C++]
Artist [Any]
dont really care if your new to it you can use us as practice its just we are unable to make any progress in starting this mod until we get at least 1 of the following
Coder [C#]
Coder [C++]
Artist [Any]
#18
Unfinished / [Shelfed]Project : Eon's The Gameplay Overhaul
January 22, 2015, 05:58:19 PM
Welcome to Project EONS
![](http://i.imgur.com/cSb6RyG.jpg)
What EONS is
Project EONS Project EONS aims to overhaul the gameplay of RimWorld to bring new culture and technological advancements to the game. You begin your trek with no advanced tech and must advance from the very basics of civilization, beginning in the stone age. Progressing through the ages, your citizens will learn how to create fire, forge weapons, create castles and other buildings, research advanced technology, and explore the world.
Future Plans
Stone Age Art = 5%
Stone Age Complete = 10%
Bronze Age Art = 15%
Bronze Age Completion = 20%
Medieval Age Art = 25%
Medieval Complete = 30%
Renaissance Art = 35%
Renaissance Complete = 40%
Industrial Rev Art = 45%
Industrial Rev Complete = 50%
Modern Age Art = 55%
Modern Age Complete = 60%
Advanced Age Art = 65%
Advanced Complete = 70%
Forming XML = 80%
Forming .dll = 90%
Finalization and Rebalancing Complete = 100%
Steps we are going to take
Art first and Tech Tree Design for all era's
after all art is compiled and feature removal and adding we will make sure we have everything we will need
Collect and or create XML's and .dll's for features and additions we are using. [including permission and licenses.]
Peice these lovelys together into a working mod file broken into 3 parts if nessesary as to not cause to much problems. [Part 1 Agriculture] [Part 2 Tech] [Part 3 Assets] all 3 mods will be needed to run. if not all in one file.
Testing will Begin and alterations will be made to xml data to balance the mod out as to make it not Completely unplayable like random randy on Serious challange![Cheesy :D](https://ludeon.com/forums/Smileys/default/cheesy.gif)
after testing we will release the lovly v0.1 of EONS to the awaiting mass's in RELEASED section.
Testing will include first 3 difficulties of all Story Tellers.
if you are interested in being a tester or are able to fill any of the blank roles in red above the SPECIAL thanks please send me a PM.
StoneAge -> CopperAge
Mods
Hermit's Farm Mod
Evul's Project Armory
Roles
Project Lead: Kolljak
Artist:
Artist:
Artist:
C# Coder:
C# Coder:
C# Coder:
Tester:
Tester:
Tester:
Code Checker:
Code Checker:
Special Thanks To..
Remus For assisting in the organization and process of creating this mod.
EatKenny for helping me start Artwork Tinkering prossess.
Winter Hermit for allowing me to use his Hermit's Farm Mod
EdB for letting me use his EdB mods such as EdB ModOrder EdB PrepareCarfully and EdB Scenarios
Celthric Aysen For giving me access to IndustrialRim's Assets
![](http://i.imgur.com/cSb6RyG.jpg)
What EONS is
Project EONS Project EONS aims to overhaul the gameplay of RimWorld to bring new culture and technological advancements to the game. You begin your trek with no advanced tech and must advance from the very basics of civilization, beginning in the stone age. Progressing through the ages, your citizens will learn how to create fire, forge weapons, create castles and other buildings, research advanced technology, and explore the world.
Future Plans
Stone Age Art = 5%
Stone Age Complete = 10%
Bronze Age Art = 15%
Bronze Age Completion = 20%
Medieval Age Art = 25%
Medieval Complete = 30%
Renaissance Art = 35%
Renaissance Complete = 40%
Industrial Rev Art = 45%
Industrial Rev Complete = 50%
Modern Age Art = 55%
Modern Age Complete = 60%
Advanced Age Art = 65%
Advanced Complete = 70%
Forming XML = 80%
Forming .dll = 90%
Finalization and Rebalancing Complete = 100%
Steps we are going to take
Art first and Tech Tree Design for all era's
after all art is compiled and feature removal and adding we will make sure we have everything we will need
Collect and or create XML's and .dll's for features and additions we are using. [including permission and licenses.]
Peice these lovelys together into a working mod file broken into 3 parts if nessesary as to not cause to much problems. [Part 1 Agriculture] [Part 2 Tech] [Part 3 Assets] all 3 mods will be needed to run. if not all in one file.
Testing will Begin and alterations will be made to xml data to balance the mod out as to make it not Completely unplayable like random randy on Serious challange
![Cheesy :D](https://ludeon.com/forums/Smileys/default/cheesy.gif)
after testing we will release the lovly v0.1 of EONS to the awaiting mass's in RELEASED section.
Testing will include first 3 difficulties of all Story Tellers.
if you are interested in being a tester or are able to fill any of the blank roles in red above the SPECIAL thanks please send me a PM.
StoneAge -> CopperAge
Mods
Hermit's Farm Mod
Evul's Project Armory
Roles
Project Lead: Kolljak
Artist:
Artist:
Artist:
C# Coder:
C# Coder:
C# Coder:
Tester:
Tester:
Tester:
Code Checker:
Code Checker:
Special Thanks To..
Remus For assisting in the organization and process of creating this mod.
EatKenny for helping me start Artwork Tinkering prossess.
Winter Hermit for allowing me to use his Hermit's Farm Mod
EdB for letting me use his EdB mods such as EdB ModOrder EdB PrepareCarfully and EdB Scenarios
Celthric Aysen For giving me access to IndustrialRim's Assets
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