Recent posts
#91
Help / Re: Texture Masks for bodies
Last post by KEBW1144 - April 07, 2024, 03:39:03 PMWell answered my own question for anyone looking to do just this check out this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2889514606&searchtext=Mask
As it seems to have solved my issue.
https://steamcommunity.com/sharedfiles/filedetails/?id=2889514606&searchtext=Mask
As it seems to have solved my issue.
#92
Help / Texture Masks for bodies
Last post by KEBW1144 - April 07, 2024, 03:28:22 PMIs there any way to utilize texture masks for body textures? Did a search but was not able to come up with anything.
#93
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ...
Last post by Skynert - April 07, 2024, 01:28:46 PMDragon is good name for vodka. About Krovi. Finally a worthy opponent, our battle will be legendary. (I will use artillery and CAS of course...)
Made vodka craftable, potato + uranium Im joking
Made vodka craftable, potato + uranium Im joking
#94
Releases / Re: [1.5] LC-Hairs
Last post by Lee Chin - April 07, 2024, 03:41:15 AMUpdated to version 1.5 and redesigning all hair and adding 1 hair, several new hair will come asap as I could.
Code Select
Changelog :
[07/04/2024]
-Redesign all hair again
-Add 1 hair
#95
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ...
Last post by Chicken Plucker - April 07, 2024, 12:38:55 AM1.5 Updates: Google Drive Link
Mods updated:
Mods updated:
* [RH2] Faction Task Force 141
* [RH2] Faction Militaires Sans Frontieres
- Balaclava now renders under other fullhead helmets in RH2 (i.e. VOID helmet)
Rimmu-Nation 2 - Clothing
- Balaclava now renders under other fullhead helmets in RH2 (i.e. VOID helmet)
1.5 Updates: Google Drive Link
Mods updated:
* [RH2] Faction Militaires Sans Frontieres
- Added Venom Snake's scarf (1.5 only)
- Touched up Venom Snake hair for south view
* [RH2] Chicken Mitchell 2 - Hairstyles
- Touched up Venom Snake hair for south view
Mods updated:
Mods updated:
* [RH2] Faction Task Force 141
* [RH2] Faction Militaires Sans Frontieres
- Balaclava now renders under other fullhead helmets in RH2 (i.e. VOID helmet)
Rimmu-Nation 2 - Clothing
- Balaclava now renders under other fullhead helmets in RH2 (i.e. VOID helmet)
1.5 Updates: Google Drive Link
Mods updated:
* [RH2] Faction Militaires Sans Frontieres
- Added Venom Snake's scarf (1.5 only)
- Touched up Venom Snake hair for south view
* [RH2] Chicken Mitchell 2 - Hairstyles
- Touched up Venom Snake hair for south view
#96
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ...
Last post by Chicken Plucker - April 06, 2024, 09:52:42 PM1.5 Updates: Google Drive Link
Mods updated:
Faction Mods updated:
* [RH2] Faction Task Force 141
* [RH2] Faction Rangers
* [RH2] Faction V.O.I.D.
* [RH2] Faction Militaires Sans Frontieres
* [RH2] Faction Utilitarian
* [RH2] Faction Bounty Hunters
Changelog:
- Hiring pawns now have cooldown before it can be done again
- VOID now expands every 5-16 days instead of 7-30 and makes new settlements every 28 days instead of every year
Uncle Boris' - Brainwash Chair
- Backstory related fixes
- Wildman/Woman being automatically taken to chair when imprisoned has been fixed
- Halved brainwash speed
EDIT:
[RH2] VOID Faction
- Updated headgear again since old version of it got rolled back
Mods updated:
Faction Mods updated:
* [RH2] Faction Task Force 141
* [RH2] Faction Rangers
* [RH2] Faction V.O.I.D.
* [RH2] Faction Militaires Sans Frontieres
* [RH2] Faction Utilitarian
* [RH2] Faction Bounty Hunters
Changelog:
- Hiring pawns now have cooldown before it can be done again
- VOID now expands every 5-16 days instead of 7-30 and makes new settlements every 28 days instead of every year
Uncle Boris' - Brainwash Chair
- Backstory related fixes
- Wildman/Woman being automatically taken to chair when imprisoned has been fixed
- Halved brainwash speed
EDIT:
[RH2] VOID Faction
- Updated headgear again since old version of it got rolled back
#97
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ...
Last post by Chicken Plucker - April 06, 2024, 05:54:01 PM1.5 Updates: Google Drive Link
Mods updated:
Randy Burger
- 1.5 update
EDIT: Added modicon.png (Forgot to add last update before you saw this edit. Please re-download if you wish.)
EDIT: Uncle Boris - Used Furniture
- Removed brainwash .dll to prevent errors and bugs (Currently causes crashes, had to be removed)
Metal Gear Solid
- 1.4 error fixes with styleDef
- Added explicit requirement for Harmony
Rimmu-Nation 2 Clothing
- Missing hulk side texture from Crye G2 fixed
Gruppa Krovi progress report:
Mission Button UI
Here's the following onskins available to the faction:
- Gorka 4
- Gorka 4 Anorak
- Gorka 4 ESSO
Will be used by basic to intermediate troops. Those ones will have red army infantry backstories, Gruppa Krovi consists of mostly male conscripts. I am likely to only include female troops in their caravans and bases, the majority will be male.
The KMLK, done by Odz. Odz has actually retired from modding, but he had left me some uniforms that he never got to use for anything, I suppose you could say he lives on so long as we're using his equipment.
I plan on giving this to the marksmen of Gruppa Krovi, we don't have a Ghillie Suit which I originally wanted but we have time and budget constraints here.
So here we have the Spetsnaz set for Gruppa Krovi. Their Spetsnaz will have Crye G3, TOR-D helmet with a multicam cover and the Crye CAGE in multicam configuration. I was going for a "shock and awe" approach seeing as this is realistically what they have worn, and if they appear in your colony during a raid (if they are your enemies) then you will see that they're dressed like western soldiers. I will also give them exclusive backstories, and the AK105 will be exclusive to these pawnkinds and the leader.
This is a tracksuit. Enough said. The leader will wear it, I will give the leader a nickname which is always "Volkov", and their leader will always wear this tracksuit.
Unfinished helmet by Fiendakko
SVKS by TMC, he's also working on an AK74 now so we can have one more rifle.
Juggernaut suit, by BlackMarket420.
Yes, Gruppa Krovi will have minigun wielding juggernauts. The outfit is based off the MW2 (Remake one) juggernaut outfit, and they will have a soviet minigun, you bet your butt they will always spawn with a minigun and the full juggernaut set. I am also thinking about giving this a unique touch, "Exo Juggernaut Suit" or something that has an internal spine support, so there's no loss in movement speed or too much weight penalty outside of the minigun. I'm not restricted by the source material, this is an original faction.
Red Army Rations:
Gruppa Krovi contractors aren't Red Army but it's very obvious they are backed by the government so a lot of their supplies are from their government
As per Skynert's suggestion, the vodka has been renamed from "FSSR" Vodka to "Dragon" Vodka.
Glad to hear you like it! I wasn't sure about the reception I'm gonna get considering the world's current affairs, but I hope people will like it when it's out.
Thanks for reminding me, all I needed to do was add a new version number!
"Bolshevick" is a bit too wordy and long so I chose "Dragon". Thanks for the suggestion
Mods updated:
Randy Burger
- 1.5 update
EDIT: Added modicon.png (Forgot to add last update before you saw this edit. Please re-download if you wish.)
EDIT: Uncle Boris - Used Furniture
- Removed brainwash .dll to prevent errors and bugs (Currently causes crashes, had to be removed)
Metal Gear Solid
- 1.4 error fixes with styleDef
- Added explicit requirement for Harmony
Rimmu-Nation 2 Clothing
- Missing hulk side texture from Crye G2 fixed
Gruppa Krovi progress report:
Mission Button UI
Here's the following onskins available to the faction:
- Gorka 4
- Gorka 4 Anorak
- Gorka 4 ESSO
Will be used by basic to intermediate troops. Those ones will have red army infantry backstories, Gruppa Krovi consists of mostly male conscripts. I am likely to only include female troops in their caravans and bases, the majority will be male.
The KMLK, done by Odz. Odz has actually retired from modding, but he had left me some uniforms that he never got to use for anything, I suppose you could say he lives on so long as we're using his equipment.
I plan on giving this to the marksmen of Gruppa Krovi, we don't have a Ghillie Suit which I originally wanted but we have time and budget constraints here.
So here we have the Spetsnaz set for Gruppa Krovi. Their Spetsnaz will have Crye G3, TOR-D helmet with a multicam cover and the Crye CAGE in multicam configuration. I was going for a "shock and awe" approach seeing as this is realistically what they have worn, and if they appear in your colony during a raid (if they are your enemies) then you will see that they're dressed like western soldiers. I will also give them exclusive backstories, and the AK105 will be exclusive to these pawnkinds and the leader.
This is a tracksuit. Enough said. The leader will wear it, I will give the leader a nickname which is always "Volkov", and their leader will always wear this tracksuit.
Unfinished helmet by Fiendakko
SVKS by TMC, he's also working on an AK74 now so we can have one more rifle.
Juggernaut suit, by BlackMarket420.
Yes, Gruppa Krovi will have minigun wielding juggernauts. The outfit is based off the MW2 (Remake one) juggernaut outfit, and they will have a soviet minigun, you bet your butt they will always spawn with a minigun and the full juggernaut set. I am also thinking about giving this a unique touch, "Exo Juggernaut Suit" or something that has an internal spine support, so there's no loss in movement speed or too much weight penalty outside of the minigun. I'm not restricted by the source material, this is an original faction.
Red Army Rations:
Gruppa Krovi contractors aren't Red Army but it's very obvious they are backed by the government so a lot of their supplies are from their government
As per Skynert's suggestion, the vodka has been renamed from "FSSR" Vodka to "Dragon" Vodka.
Quote from: ZomDoc on April 06, 2024, 04:16:53 AMThe new faction is looking sick bro. Can't wait.
"Wish Me luck.... That I won't be left to die in this grass."
Glad to hear you like it! I wasn't sure about the reception I'm gonna get considering the world's current affairs, but I hope people will like it when it's out.
Quote from: Skynert on April 06, 2024, 12:27:26 PMIm to much consumed by writing my book to play RimWorld. Also im waiting for [RH2] Randy Burger - Fast Food set to update so I could in theory continue my save. I have one feedback that I was able to test, it's nice that SAM launchers back in store.
And maybe rename vodka to Bolshevick Vodka?
Thanks for reminding me, all I needed to do was add a new version number!
"Bolshevick" is a bit too wordy and long so I chose "Dragon". Thanks for the suggestion
#98
Ideas / Some reworking I see in the ga...
Last post by NigelMChamlers - April 06, 2024, 03:27:28 PMHello,
I play RimWorld occasionally and have under 1000h. I have encountered some things in the game that I feel should be updated, because of inconsistency with already established systems in the game, or give me a reason to feel frustrated while playing and that does not include Randy or Cassandra that hate me.
I am aware that You (developers) can't implement suggestion/ideas because of some lawsuits? We can write up a quick note that I will sell it to You for a DLC or free, if it is needed. I just want some mechanics of the game to work better, to make the game less frustrating:
- Party called off, because pawn that has started it got flu and had self tending on.
- Party is not working properly, I'm getting non stop micro management headache because I need to constantly change pawn schedule to recreation, draft it and undraft it, because if they don't have recreation they walk away from the party, I have same issue with weddings.
Solution: Maybe create an option like in ideology, You do a 'social ritual' that you could start party or wedding. You could get a pop up, that pawn X want to start a party because of a reason "defeated raid, pawn joined, got healthy, created masterpiece" and so on. It would be great for the story, and of course creating memes
That way it would lock pawns up in that activity.
- Feeding injured animals, feeding animal tab!!! I'm sick of pawns that feed animals the best meals or animals that do hauling going for best meals or killed colonists. If someone has a suggestion it would be a huge help.
Just yesterday I had a situation where my pawn got killed, I made a zone to haul him near resurrection serum and what do You know. Animal overrided my command to resurrect, so he can eat the corpse instead of feeding on meat in the freezer or kibble, or literary anything else.
Solution: Make the same meals tab that colonist have and system where they override it when They're starving, or make a new furniture "bowl" or something.
- Pawns should lock more stacks when hauling, if they have capacity, and the stacks are near each other so it won't be like there are 2 stacks of 1 quantity and 2 pawns are going instead of 1, so it would be a 'pawn' override, but weaker than 'player' override order.
- Haul work as a priority to production building, if 5 spaces or so around taken item, reason? Pawns leave 1/2 quantity of the item instead of hauling it, and leaving it for other pawn to pick up and taking it near production building that has shelves for that item. I think it would work with bellow suggestion for shelves exclusive for production building.
- Togglable notification about restock when buying form towns.
Now not so important:
- Automilker, in real life caws are going themselves to milkers, there is no reason to do it in RimWorld where there are tons of more exotic technology.
- Link a group of shelves with a production building, so pawns don't take resources from them for other tasks than production. It would help with sculptures, metal for shells etc.
- In shelves and zones there should be an option to get the number of items allowed, for example I need only 5 bricks to build a wall and want it ready, not 75. there should be a slider, or an option to write number manually. I understand that it is... Gimmicky, and not overall needed for most players.
- Add an option to name tasks, small change, but needed for those who like clean tabs in production.
- Darkness mood should have tiny cooldown.
- Make a certain quality furniture. a system where you choose a quality and they will construct furniture and deconstruct until quality is reached, also do shelves count to colony wealth? If they do that's my main reason to post this problem/idea. 'Planetary Master' that knows how to build masterpieces on daily basis, should know how to make an awful item.
- If shelf count and above can't be implemented and least make that, if they have quality maybe make it so the higher quality will be accommodating more things on shelves? Make my masterpiece shelf do something!
- Aurora is weak, non existent, maybe do a mood buff 'saw aurora' or make her last for longer?
- Reacon helmet description has 'built in computer' that gets no bonuses for pawn, change description or add something,
- Multiple partners buff, beds for monogamists, or getting multiple opinion of lovers and spouses, system for Poliamory is not flesh out as it should be and I believe it has more downsides than merit.
Ideas/issues that are good in my selfish opinion, but are probably not so much for you:
- Axes should be getting a bonus for chopping trees, and some other melee weapons should get a trait or gimmick to use them(knife for cooking etc.), otherwise it is just a game of looking at raw stats of damage per second or downed chance. Maybe spears should have attack range of 1,5? or 2? etc.
- There should be a way to clean clothes and armor of the dead, it is a quality of life addition, and it should be added a long time ago, it should be expensive, or require a washing machine. We have a way to manipulate genes, but not to clean an clothing/armor?
- There should be a way to train pawns in combat, sometime in the mid/endgame where I can afford a only good for fighting pawn, I want it to learn it in safe environment.
- Balista? Catapult? Scorpion? Early game non automatic defense system and a new primitive sieges/huge primitive raids. I think it would do more interesting gameplay, if player had some more sieges besides mortars, and had fun way to battle raids instead of rushing for turrets.
- Sometimes I feel, if weapons should be nerfed, using it should destroy it. However there should be a option to repair them. You make a legendary item, and the only nemesis is downed pawn that leaves it on the ground. It could be toggable in game options, if player desire more challenge in his runs.
I play RimWorld occasionally and have under 1000h. I have encountered some things in the game that I feel should be updated, because of inconsistency with already established systems in the game, or give me a reason to feel frustrated while playing and that does not include Randy or Cassandra that hate me.
I am aware that You (developers) can't implement suggestion/ideas because of some lawsuits? We can write up a quick note that I will sell it to You for a DLC or free, if it is needed. I just want some mechanics of the game to work better, to make the game less frustrating:
- Party called off, because pawn that has started it got flu and had self tending on.
- Party is not working properly, I'm getting non stop micro management headache because I need to constantly change pawn schedule to recreation, draft it and undraft it, because if they don't have recreation they walk away from the party, I have same issue with weddings.
Solution: Maybe create an option like in ideology, You do a 'social ritual' that you could start party or wedding. You could get a pop up, that pawn X want to start a party because of a reason "defeated raid, pawn joined, got healthy, created masterpiece" and so on. It would be great for the story, and of course creating memes
That way it would lock pawns up in that activity.
- Feeding injured animals, feeding animal tab!!! I'm sick of pawns that feed animals the best meals or animals that do hauling going for best meals or killed colonists. If someone has a suggestion it would be a huge help.
Just yesterday I had a situation where my pawn got killed, I made a zone to haul him near resurrection serum and what do You know. Animal overrided my command to resurrect, so he can eat the corpse instead of feeding on meat in the freezer or kibble, or literary anything else.
Solution: Make the same meals tab that colonist have and system where they override it when They're starving, or make a new furniture "bowl" or something.
- Pawns should lock more stacks when hauling, if they have capacity, and the stacks are near each other so it won't be like there are 2 stacks of 1 quantity and 2 pawns are going instead of 1, so it would be a 'pawn' override, but weaker than 'player' override order.
- Haul work as a priority to production building, if 5 spaces or so around taken item, reason? Pawns leave 1/2 quantity of the item instead of hauling it, and leaving it for other pawn to pick up and taking it near production building that has shelves for that item. I think it would work with bellow suggestion for shelves exclusive for production building.
- Togglable notification about restock when buying form towns.
Now not so important:
- Automilker, in real life caws are going themselves to milkers, there is no reason to do it in RimWorld where there are tons of more exotic technology.
- Link a group of shelves with a production building, so pawns don't take resources from them for other tasks than production. It would help with sculptures, metal for shells etc.
- In shelves and zones there should be an option to get the number of items allowed, for example I need only 5 bricks to build a wall and want it ready, not 75. there should be a slider, or an option to write number manually. I understand that it is... Gimmicky, and not overall needed for most players.
- Add an option to name tasks, small change, but needed for those who like clean tabs in production.
- Darkness mood should have tiny cooldown.
- Make a certain quality furniture. a system where you choose a quality and they will construct furniture and deconstruct until quality is reached, also do shelves count to colony wealth? If they do that's my main reason to post this problem/idea. 'Planetary Master' that knows how to build masterpieces on daily basis, should know how to make an awful item.
- If shelf count and above can't be implemented and least make that, if they have quality maybe make it so the higher quality will be accommodating more things on shelves? Make my masterpiece shelf do something!
- Aurora is weak, non existent, maybe do a mood buff 'saw aurora' or make her last for longer?
- Reacon helmet description has 'built in computer' that gets no bonuses for pawn, change description or add something,
- Multiple partners buff, beds for monogamists, or getting multiple opinion of lovers and spouses, system for Poliamory is not flesh out as it should be and I believe it has more downsides than merit.
Ideas/issues that are good in my selfish opinion, but are probably not so much for you:
- Axes should be getting a bonus for chopping trees, and some other melee weapons should get a trait or gimmick to use them(knife for cooking etc.), otherwise it is just a game of looking at raw stats of damage per second or downed chance. Maybe spears should have attack range of 1,5? or 2? etc.
- There should be a way to clean clothes and armor of the dead, it is a quality of life addition, and it should be added a long time ago, it should be expensive, or require a washing machine. We have a way to manipulate genes, but not to clean an clothing/armor?
- There should be a way to train pawns in combat, sometime in the mid/endgame where I can afford a only good for fighting pawn, I want it to learn it in safe environment.
- Balista? Catapult? Scorpion? Early game non automatic defense system and a new primitive sieges/huge primitive raids. I think it would do more interesting gameplay, if player had some more sieges besides mortars, and had fun way to battle raids instead of rushing for turrets.
- Sometimes I feel, if weapons should be nerfed, using it should destroy it. However there should be a option to repair them. You make a legendary item, and the only nemesis is downed pawn that leaves it on the ground. It could be toggable in game options, if player desire more challenge in his runs.
#99
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ...
Last post by Skynert - April 06, 2024, 12:27:26 PMIm to much consumed by writing my book to play RimWorld. Also im waiting for [RH2] Randy Burger - Fast Food set to update so I could in theory continue my save. I have one feedback that I was able to test, it's nice that SAM launchers back in store.
And maybe rename vodka to Bolshevick Vodka?
And maybe rename vodka to Bolshevick Vodka?
#100
Support / missing open ideogram
Last post by garyjacques - April 06, 2024, 04:26:51 AMHi
I just bought ideology DLC
wanted to keep playing with my existing colony but noted after loading my game
new needs come out
Missing open Ideogram
No Allamah
Missing Allah's Carving
Some people online said it's a bug ?
Could you kindly help me
I just bought ideology DLC
wanted to keep playing with my existing colony but noted after loading my game
new needs come out
Missing open Ideogram
No Allamah
Missing Allah's Carving
Some people online said it's a bug ?
Could you kindly help me