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 on: Today at 11:30:24 AM 
Started by BladeOfSharpness - Last post by Canute
I use the SciTE-Lite , delivered with the AutoIt package, from time to time.

 on: Today at 11:25:18 AM 
Started by Kikohi - Last post by Kikohi
New mod : Wave Survival

Wave Survival Mode adds an entirely new and unique game mode to RimWorld.

This mode is designed to be more fast-paced and combat-focused than the standard game mode. It allows you to skip most of the tedious early game resource grinding and slow buildup of vanilla RimWorld. Build your base quickly and then defend it from wave after wave of raiders until your colony inevitably collapses spectacularly.


Fast Buildup
- When you start the game, you will have 5 1/2 days to build up your base before the first wave hits. Use this time to bunker-down and make sure you are in a location that you can defend from invaders.

Waves of Raiders
- Once the raids begin, you will be raided every 48 in-game hours.
- Raids start out small and grow at a steady pace with each wave. The raid sizes are determined by the number of waves you have survived, as well as the wealth of your colony.
- A timer counts down the exact time until the next wave, so you always know exactly how long you have to prepare.
- Every 4th wave will be a special raid, which can be either sappers, siegers, drop pod raider (and their variants), psychic/poison ship part crash, manhunter pack wave.
- Each 30 waves, a tremendous raid happen. Raiders from one faction gather to attack you! Usually, at the start it's 2 times harder than normal raids.

Resource Drops and Reinforcements
- Resource drops happen every 12 in-game hours. These resource drops bring you random amounts of building materials, enough food to keep your colonists and prisoners fed, silver, and occasional medicine, weapons, armors.
You will also start to get prosthetic after the wave number 60.
- Hostile people might sneak in your supply, be safe! (low chance).
- Warning! The beacon need to be totally outside, or it might break your roof (no worries for inside beacons it will choose an outside one).
- New colonists will join on occasion to help you out. The lower your population is, the more likely you are to get reinforcements.
- Traders happen frequently.

No Interference With Standard Games
- Select the Wave Survival storyteller to play a Wave Survival game, or any other storyteller to play a standard game. Having this mod installed will not affect standard games in any way.

- To play the game mode, make sure you select the Wave Survival storyteller (not replaceable).
- The included Wave Survival Mode Default Scenario gives you the technology for turrets and for the Orbital Trade Beacon that is needed in order to receive the daily resource drops. You need to use this scenario, or any other if you add as a permanent game condition "Wave Survival Mode".

- Not any compatibility issue i'm aware of.
- Not yet compatible with already started save game (don't try to change the storyteller).

- Join me on discord:
I'm accepting mod request and will consider each one of them! (in #request or private message)

Special Thanks
This is basically a remake of the Justin C mod, idea goes to him as well as some part of code. Updated to work with 1.0, added a lot of other features.
Special thanks to Redfog, who tested the mod wich helped me make it stable, Mehni who helped me with some stuff.

 on: Today at 10:52:13 AM 
Started by BladeOfSharpness - Last post by BladeOfSharpness
I know quite well what I want and need, I already said so in the previous posts.

Somehow, I find np++ slow to load up and edit a Rimworld saved game XML. A file of 18 MB takes one minute to load then another one to save for each edit.

By the way I use daily np++ for my job, it is a good software and I have nothing but praise for it. Except in this case.

So, to rephrase. Is someone using an alternative to np++, a free software than can edit XML? I would like to try it. If not, I'll probably program for myself a little saved game editor.

 on: Today at 10:39:11 AM 
Started by Legionnairegames - Last post by Legionnairegames
It worked perfectly. Thank you so much. I am very new to C# coding and it took me a while to figure it out. But once I figured it out, it was super easy.

 on: Today at 10:31:21 AM 
Started by K - Last post by K
Now, do I need to somehow connect various workstations to the network?

It can be a little confusing, I know. Integrators connect to workstations that are directly adjacent to them and give only that workstation a bonus. However, integrators can only connect to buildings that can also connect to their vanilla "equivalent", for example, the workspeed integrator can only connect to buildings that also connect to the tool cabinet. If an integrator is connected, then it should state the workstation it's connected to in the description window and list the stat bonuses it's giving to it.

Also, I put a link to the quick guide in the OP now, which should answer most questions about how the mod functions.

 on: Today at 07:30:22 AM 
Started by bogen - Last post by gene
If anyone else has this issue, I resolved it by:

* Right click the game in Steam
* Click "SET LAUNCH OPTIONS" on the General tab
* enter "-force-glcore"

 on: Today at 06:08:14 AM 
Started by Oga88 - Last post by Sebateod
I am by your side this game is to expensive...

 on: Today at 05:57:36 AM 
Started by vovik - Last post by macbuk
When mending complex apparel, the apparel gets destroyed instead. Every time.

 on: Today at 05:54:57 AM 
Started by BladeOfSharpness - Last post by Canute
You should ask yourself what do you want/need.
Word isn't a texteditor, sure you can edit text documents too but his strenghts are at other areas.
If you just want view XML files, any browser works fine.
Only when you want to edit these XML files you need an editor.
Maybe you should tell us first what you don't like at np++, maybe you should use the default windows notepad first ! :-)

 on: Today at 05:05:50 AM 
Started by K - Last post by macbuk
I need to ask, as I'm not sure if I understand the way the mod works correctly. So I have built a GlitterNet Hub, a basic Processor and a few Integrators. Now, do I need to somehow connect various workstations to the network? Or are the integrators only supposed to be connected to the hub and it increases stats globally? I tried connecting workstations to the network or building the integrators next to them, but the only building I can connect them to is the Hub. Is this the way this mod is supposed to work?

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