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Nut to Butt
Apr 13, 2009

by FactsAreUseless

boner confessor posted:

he's said in the past that islam poses a threat to western civilization. he's a big time right wing shithead but he's at least learned to keep his mouth shut and not stir up controversy about it so he's smarter than most big right wing shitheads on the internet

i wont forgive him for refusing to make this game into an open ended base simulator instead of his dumb vision of a race against time

So what? It very well may pose a threat, and millions of people ranging from Muslims to Christians to renowned political scientists like Samuel P. Huntington would argue that case. Maybe in this instance it's the left wing shitheads on the internet who should keep their mouths shut instead of repeatedly making GBS threads up an otherwise good thread for a great game. Consider it. And for what it's worth, I'm with you on your edit. I want graphical dwarf fortress, not some tacked-on win condition. As a peace offering, I'll recommend you check out a Kickstarted game in that vein called "King Under the Mountain." They don't have much yet, but I'm hopeful that it turns into something like we want. (I kinda hate the blobby bodies, but I can get over it if necessary.)

https://www.youtube.com/watch?v=CL7ARZDO-bk

(USER WAS PUT ON PROBATION FOR THIS POST)

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Nut to Butt
Apr 13, 2009

by FactsAreUseless
There's also the mind altering device mod, which you can use to roll a new set of (random) traits.

https://steamcommunity.com/sharedfiles/filedetails/?id=727626696 (MAD)
https://steamcommunity.com/sharedfiles/filedetails/?id=747313773 (Psychology)

Nut to Butt
Apr 13, 2009

by FactsAreUseless
I'd like to be able to burrow into a mountain without discovering huge internal valleys that gently caress up my stronghold plans. Does anyone know of a mapgen mod that tones these down? Or perhaps there's a dev console command I've overlooked? I tried using the 21x21 rock tool, but it doesn't generate overhead mountains, which is really what I'm after.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

enraged_camel posted:

I think you can switch to developer mode and remove fog of war.

Thanks. I tried a dev-mode button that sounded related to that yesterday, but it didn't seem to do anything. I'll fool around with it some more.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

Flesh Forge posted:

It's a checkbox "Draw Fog" on the dev view filter menu.

Thanks. I found it yesterday when I got home. I was in all kinds of wrong menus and just tore up from the floor up the other day when I couldn't find it.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

enraged_camel posted:

As far as I can tell, they haul what is closest first regardless of what it is.

I use both of these. One changes work priorities (including hauling priorities) and the other lets you slap a designator on things you want hauled ASAP.

https://steamcommunity.com/sharedfiles/filedetails/?id=774989162
https://steamcommunity.com/sharedfiles/filedetails/?id=933645080

I've wanted a mod to have miners/choppers haul a load on their return to base for a long time, but have yet to see one.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

buglord posted:

Lol it might need a tad bit of balancing.
Lol! I've always just used MT- Everyone Hauls. It allows all colonists, regardless of backstory, to haul and clean. No insane debuffs, just pop idols with functional hands.

https://steamcommunity.com/sharedfiles/filedetails/?id=933216311

Nut to Butt
Apr 13, 2009

by FactsAreUseless
The fridge mod is great. I recall some people wondering about storage solutions earlier in the thread, and they were steered towards Stack XXL. It's a good solution, but I've preferred something more organic. Extended Storage adds things like pallets that act as a furniture-based solution. I think it's a more balanced and enjoyable choice than simply increasing stack sizes. I didn't speak up at the time because Extended Storage hadn't been updated for A17 yet (it still hasn't on the workshop :argh:) but now it is on Github, and here are the relevant links if anyone wants to check it out.

https://ludeon.com/forums/index.php?topic=14177.0 (Ludeon forum)
https://steamcommunity.com/sharedfiles/filedetails/?id=731732064 (Steam)
https://github.com/Skullywag/ExtendedStorage/releases/tag/ExtendedStorage2.1 (Download)

Nut to Butt
Apr 13, 2009

by FactsAreUseless

Keeshhound posted:

They probably also shouldn't try to beat each other to death over it.

What's with the funny look, tough guy?

Nut to Butt
Apr 13, 2009

by FactsAreUseless

The General posted:

Is there any way to prevent nudists from putting on clothing? It's really annoying that they hate clothing, so you tell them to take them off, only for them to wander away and get dressed again.
Make a nudist outfit with all clothes disabled, and assign it to your free spirits.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
Mods have been available for Rimworld pretty much since the beginning, and I think an unusually large portion of the playerbase uses them. It would be cool to see stats from Ludeon.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

bird food bathtub posted:

Is there a way to freeze your local version so I can stick with what I have until most/all my mods are udpated when A18 comes out?
You'll wanna make separate copies of all your mods, and change to the A17 beta opt-in once A18 launches.

Workshop mod location is <steam>\steamapps\workshop\content\294100, copy those and drop in <steam>\steamapps\common\RimWorld\Mods to load your local versions rather than the variably updated Steam versions.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
Extended Storage is the light and the truth. (And updated for B18. No steam version yet.)

It's my preferred solution for storage woes. I don't like the stack size increasers or the super high tech solutions like quantum storage. I think this hits a nice middle ground.

https://github.com/DoctorVanGogh/ExtendedStorage/releases

Nut to Butt
Apr 13, 2009

by FactsAreUseless

HelloSailorSign posted:

I'm having issues getting Extended Storage to work. When I add the mod, it just hangs on start up, eventually freezing at Initializing. I'll have to go through my modlist to see if something in particular is screwing things up... any advice on how to do that or am I hosed going through the 30 or so mods I've got added?
Odd, I haven't had any issues with it. I'll throw up my modlist when I get home, that might help you with figuring out compatibility/load order. I'm pretty sure I just slapped it on to the tail end of the ~40ish(???) mods I'm running and had no problem.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

HelloSailorSign posted:

Alright, so I cleared my modlist and just put the latest ExtendedStorage from Github in...

...and it still crashed.
Verify your game data in Steam, and maybe try the B18 version prior to the [B18]Fix target version. That's the one I've been using. Here's that modlist, though, given your clearance, it seems likely something else is going on.

https://pastebin.com/2Vb99ipa

Turns out I'm running 106 mods, not 40ish, lol. Plays pretty error-free as far as I can tell.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

Dusty Lens posted:

I know that you can rebuild a "destroyed" colony with a randomly joining wanderer. I wonder if the "wealth" of the colony will persist in determining attack values if you take that survivor to another part of the map to rebuild your forces in an attempt to retake your first base.

Meaning if the 50,000 silver sitting in the husk of your old base with 5859 bugs sitting over it will count against a colony in another part of the map or if attacks on that new group would be calculated only on the value of what's happening in that specific area.

Sounds like the foundation for an interesting scenario.
It seems like it would make sense, but I've never actually read anyone saying they've had a colony resurrect like that. I know I gave it a whirl many alphas ago, and was unsuccessful over maybe like a season before I gave up, but perhaps I was unlucky or it's been added since. I haven't seen it anywhere, though, and I keep up with patchnotes, this thread, etc.

As for the old base issue, I imagine you could just delete your stockpiles/home area as needed to bottom out your wealth. I don't think it accounts for stuff outside those areas, but I haven't checked.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
I'd happily be wrong, but I thought it was all just speculation.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
Just make an LP, ffs.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
They can be great in another thread.

E: 15 images on this page alone, mostly solo posts.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

Flesh Forge posted:

Well if these are cluttering up the thread I can post them somewhere else :shrug:
Thank you. :) I liked them at first, but it got a little excessive. If you're not up for an LP, an Imgur album might be a good fit.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
There's a mod that allows tech advancement.

https://steamcommunity.com/sharedfiles/filedetails/?id=735268789

Nut to Butt
Apr 13, 2009

by FactsAreUseless

misguided rage posted:

I like having slower research for the first year or two but it gets kinda tedious waiting around for stuff to finish once you're into the end of the tech tree. If the upgrading tech level mod left you one level behind what it does now it'd be perfect I think.
You can configure the conditions for tech advancement in the mod options. I like the default settings just fine, but I think the whole package is pretty flexible.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

Trogdos! posted:

Wild Cultivation is nice, it adds more plants into the wild to forage. You can find hops etc as well in the wild.

I personally turned Bone Mod off since I didn't want to build a bone castle so it just accumulated and there was a ton of it to haul. It's cool for statues but since I mainly play on Boreal there's wood aplenty already.
I turn most bone into plasteel, eventually, but I also like it for flavor purposes.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
I always preferred Cheaper Components over the maintenance mod.

It drops the steel cost from 25 to 10, and cuts the crafting time by a similar ratio.

https://steamcommunity.com/sharedfiles/filedetails/?id=725488168

Nut to Butt
Apr 13, 2009

by FactsAreUseless
You're all reported.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
A small word about the Warhammer 40k mods- they're fun and detailed, but I would note that some of the guns are... rather powerful. I played with them a fair bit, but ended up dropping them because I found the guns made combat trivial.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
1.0 sounds dope, and I get to retire my mod. :cheers:

Nut to Butt
Apr 13, 2009

by FactsAreUseless

ShadowHawk posted:

Prepare Carefully seems to be orphaned if you'd like to give a stab at porting it

https://github.com/edbmods/EdBPrepareCarefully
Prepare Carefully is like multiple orders of magnitude more complicated than any of the mods I've ever worked on. It totally eclipses my very modest skill, unfortunately.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

Ratzap posted:

Ah I see what you mean now. I mistook 'space refugee' for a faction and rescued her to a hospital bed thinking I'd get a raise of it. I should have just let her rot and taken any stuff once she died.
I usually mod out the dead man's clothing designation, but if you don't, you should strip space refugees before they die.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

Asimo posted:

I saw a mod a while back that removed the random flavor debris and pebble graphics from smooth stone floors, but I didn't grab it at the time and I can't seem to find it again. Anyone else remember what it was called? :ohdear:

It's called No Debris.

Original mod (0.18, still works)
https://steamcommunity.com/sharedfiles/filedetails/?id=953263771
1.0 update (version number update)
https://steamcommunity.com/sharedfiles/filedetails/?id=1523001773

Nut to Butt
Apr 13, 2009

by FactsAreUseless

Nalesh posted:

Is there a mod that lets me have a sneak peek at what's beyond some rocks? like a ground scanner or something.

I don't think so, but you can go into your game options, activate dev mode, click on the fourth dev mode icon, and disable fog (it's in the bottom left). That'll reveal everything.

If you just want a peek, do that, and then turn fog back on after you've looked.

E: Fourth icon, not third...

Nut to Butt fucked around with this message at 03:03 on Feb 1, 2019

Nut to Butt
Apr 13, 2009

by FactsAreUseless

HelloSailorSign posted:

The mod "Pick Up and Haul" allows you to tell colonists to pick things up, from what I've seen they don't tend to put them back down until you tell them to.

However it also changes how hauling works and is a major game changer - basically, pawns will now use their weight limit inventory to carry things and will load themselves until they're full (or nearby items are exhausted). I still like it because instead of a colonist grabbing a single pistol at the end of the raid I get to think of the comical colonist balancing pistols, rifles, and rocket launchers precariously while carrying them all back.

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Nut to Butt
Apr 13, 2009

by FactsAreUseless

OwlFancier posted:

ludeonarrative dissonance

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