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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 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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# ¿ Apr 11, 2017 00:29 |
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# ¿ Apr 19, 2024 09:56 |
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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)
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# ¿ Apr 25, 2017 15:42 |
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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.
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# ¿ May 30, 2017 20:53 |
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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.
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# ¿ May 30, 2017 21:40 |
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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.
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# ¿ May 31, 2017 18:40 |
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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.
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# ¿ Jun 12, 2017 19:46 |
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buglord posted:Lol it might need a tad bit of balancing. https://steamcommunity.com/sharedfiles/filedetails/?id=933216311
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# ¿ Jun 20, 2017 16:23 |
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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 ) 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)
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# ¿ Jun 28, 2017 21:29 |
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Keeshhound posted:They probably also shouldn't try to beat each other to death over it. What's with the funny look, tough guy?
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# ¿ Jul 6, 2017 08:23 |
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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.
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# ¿ Aug 16, 2017 00:17 |
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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.
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# ¿ Sep 8, 2017 01:10 |
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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? 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.
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# ¿ Oct 27, 2017 23:27 |
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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
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# ¿ Nov 27, 2017 22:41 |
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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?
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# ¿ Nov 29, 2017 21:22 |
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HelloSailorSign posted:Alright, so I cleared my modlist and just put the latest ExtendedStorage from Github in... https://pastebin.com/2Vb99ipa Turns out I'm running 106 mods, not 40ish, lol. Plays pretty error-free as far as I can tell.
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# ¿ Nov 30, 2017 00:48 |
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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. 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.
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# ¿ Dec 4, 2017 23:40 |
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I'd happily be wrong, but I thought it was all just speculation.
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# ¿ Dec 5, 2017 00:32 |
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Just make an LP, ffs.
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# ¿ Dec 11, 2017 20:10 |
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They can be great in another thread. E: 15 images on this page alone, mostly solo posts.
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# ¿ Dec 11, 2017 20:17 |
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Flesh Forge posted:Well if these are cluttering up the thread I can post them somewhere else
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# ¿ Dec 11, 2017 20:38 |
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There's a mod that allows tech advancement. https://steamcommunity.com/sharedfiles/filedetails/?id=735268789
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# ¿ Dec 18, 2017 23:15 |
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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.
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# ¿ Dec 19, 2017 15:43 |
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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.
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# ¿ Dec 19, 2017 23:51 |
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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
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# ¿ May 24, 2018 16:13 |
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You're all reported.
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# ¿ Jun 1, 2018 14:38 |
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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.
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# ¿ Jun 4, 2018 01:43 |
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1.0 sounds dope, and I get to retire my mod.
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# ¿ Jun 22, 2018 01:07 |
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ShadowHawk posted:Prepare Carefully seems to be orphaned if you'd like to give a stab at porting it
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# ¿ Jun 22, 2018 13:36 |
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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.
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# ¿ Jul 5, 2018 03:15 |
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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? 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
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# ¿ Jan 24, 2019 01:31 |
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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 |
# ¿ Jan 24, 2019 15:42 |
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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.
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# ¿ Feb 1, 2019 03:02 |
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# ¿ Apr 19, 2024 09:56 |
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OwlFancier posted:ludeonarrative dissonance
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# ¿ Aug 12, 2019 14:32 |