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Geokinesis posted:Balance: Adjusted frequency of tales so your statues aren’t all of people hunting and vomiting. Well well old friend, we meet again. I think my very first DF fortress had a room covered in engravings of the tenant vomiting and bleeding everywhere. Obviously here it wouldn't be out of spite like it would be in DF, but still! I got this as a gift, but clearly a new version just dropped. Any idea how quickly dudes update their mods? I'm still struggling to make a village succeed and fighting the system to make them clean and haul more, but I'd at least like the one that lets me turn all my dudes into cybernetic monstrosities.
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# ¿ Feb 21, 2015 07:31 |
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# ¿ Apr 26, 2024 10:58 |
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Any recommendation on one of the many cybernetics mods? I'd like to be able to make something more than a pegleg ya know?Pussy Snorkel posted:Ever since I started using a few mods, this game got even better. This one doesn't seen to have a download link any idea whats up with that? e; Jeez are you guys really arguing over a clear buggy age generation? Beyond some wonky cloning or something your bio age isn't going to slip last your chronological age in any scenario. You still gonna age at 99.999c, it ain't gonna go backwards. Synnr fucked around with this message at 14:30 on Feb 22, 2015 |
# ¿ Feb 22, 2015 14:16 |
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duck monster posted:Is it possible to update from an 8.x alpha to the current 9 wiithout losing save game? I can't seem to see my old world? Is it incompatible? I don't think its backwards compatible. I don't see anything in the mods forum to update saves and I'm not sure its possible.
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# ¿ Feb 22, 2015 14:47 |
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Pussy Snorkel posted:https://ludeon.com/forums/index.php?topic=10069.0 Oh god I hate that poo poo. Thank you.
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# ¿ Feb 22, 2015 21:53 |
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So if I got my dude crafting something (in this case, armor from a mod) and: 1. I can't find the helmet he actually finished. I didn't SEE him finish it. 2. He doesn't seem to ever actually finish making the armor, but continues crafting while starving and exhausted Is this indicative of anything in particular? He makes the synththread and cybernetics just fine, but I dunno if 14 just isn't sufficient to cut down craft time or something or what.
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# ¿ Feb 23, 2015 02:07 |
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Geokinesis posted:Sounds like issues with the mod. Do many mods actually make a little item to show work needed, like the stock game does? Its more like cooking in this case, where the ingredients just sit on the bench and I dunno if his work is just going nowhere or what. Looking at the xml file they all have 25000 work required and I have no clue how to transfer that into work time.
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# ¿ Feb 23, 2015 02:11 |
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Pussy Snorkel posted:Weird, because this has not been my experience. They appear to if you have your beacons covered up. I often forget to remove the roof on my outdoor one, so it pods in next to the wall behind my comm console. I'm pretty sure when I uncover it they drop onto my beacon but I pay so little attention up there, eh.
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# ¿ Feb 24, 2015 00:40 |
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Alaan posted:They drop as close as they can. I've had several raids pop just outside my closed roof trading area. I dunno man, mines covered up and they still seem to show up near the map edges for the most part. Occasionally I'll get like one or two pods in the walls but usually not.
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# ¿ Feb 24, 2015 03:18 |
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Well I observed my dudes making stuff, it looks like the cybernetic storm mod thing is either not producing correct craft times (I watched a statue finish before something that had half the work time with twice the skill) and/or just consuming materials without producing stuff. That explains where all my goddamn plasteel went!
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# ¿ Feb 26, 2015 02:04 |
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Diviance posted:Yeah, some of the stuff in the cybernetic storm mod don't actually make anything. Its a little frustrating, it was the only cybernetics mod updated when I went looking, plus some extra junk to screw around with! Weapons are a touch overpowered though. No clue why the guy even bothered leaving them active if they didn't work. I just wanna turn all my dudes into a horrific cyborg colony and harvest the abrasive/doesnt-do-useful-labor prisoners and all that jazz. I was slowly turning my main combat guys into nano-tech sheathed monstrosities that would spray their miniguns like there was a predator in the neighborhood. Time to update and poke around for other mods I suppose.
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# ¿ Feb 27, 2015 01:33 |
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Wait, how do you change your mod load order? If that is an issue maybe this fire extinguisher thing I put in there is making cybernetic storm wonky?
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# ¿ Feb 27, 2015 19:21 |
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Been awhile since I loaded this up, so I was fiddling with it while I'm snowed in. Anyone had a weird issue where stuff disappears when its harvested sometimes? Not sure why my devilstrand just poofs into the ether when it gets automatically harvested.
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# ¿ Jan 24, 2016 20:06 |
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Well I don't mean like there aren't multiple piles around, the counter never ticks up in the list you can stick in the corner. Corn and rice seem to be the same way, I dunno whats up with this. I can't imagine this single mod focused on chopping up people into parts would affect farming but lord knows.
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# ¿ Jan 25, 2016 04:08 |
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Flesh Forge posted:The top left inventory counter won't tick up until the items are hauled to a stockpile zone. Well yeah but they aren't anywhere in my base area, not sure whats with it. I just wanted to be able to chop up raiders to frankenstein my dudes up, guess I'll have to try to figure it out. packetmantis posted:Why do people call them pawns? Presumably because they look sort of like chess pawns.
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# ¿ Jan 25, 2016 05:03 |
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Bondematt posted:Low growing dudes can also fail to harvest. Usually best just to have one or two guys dedicated to it for this reason. Well I figured out part of it was my crops were being gobbled up by an apparent explosion in tamed animals I didn't notice. Still though, manually setting my devilstrand to harvest when I notice it is harvestable makes them show up, unless there is some weird thing where they die before they reach 100%. Does that quality (?) bar actually mean anything anyway? Clicking through all of them in my field shows a random assortment of 14/100 to 100/100 and I really dunno.
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# ¿ Jan 31, 2016 10:58 |
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I get that apparently how mods work in 1.1 is different, but is there some reason the various mods that are listed at 1.0/1.1 compatible would still show up in-game as out of date? I pulled a couple and the game just does that auto-disable all mods thing when I restart after enabling them. e: also where the hell is that hugslib controller to turn off it trying to autoload saves?
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# ¿ Jul 4, 2020 16:21 |
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Someone mentioned a like... flying hauler craft they used to trade further/faster, and as far as I can tell that isn't save our ship, unless I really misunderstood things. Is there a particular mod that might have been?
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# ¿ Jul 18, 2020 20:22 |
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Leal posted:SRTS expanded. GodspeedSphere posted:I use a mod called cargo transport expanded (or close, phone posting) over SRTS. It's just plain easier and I like it more because there's much less feature creep. Basically a pod with 1000kg capacity, researchable right after regular pods, runs off chemfuel and is fast as hell compared to early SRTS. It's marginally less balanced but it's so, so much simpler. Much obliged SRTS looks like what I was looking for. Another mod question I didn't see anyone had answered: I pulled a couple of mods that say they're 1.1 compatible or what have you but the game refuses to acknowledge them as such. You used to be able to just load them anyway, but I guess something changed with mods. Is there something "I" can do to just set it so they're accepted by the game or is it just mod makers only doing something funky with code?
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# ¿ Jul 19, 2020 19:35 |
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... Are these default things in the game I never noticed? That's loving gross and just insane. Dude really has some issues.
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# ¿ Jul 19, 2020 22:22 |
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Razakai posted:I had that person joined, and thanks to that learned how to XML edit save files to replace them with a less cringey colonist! Is it just a save thing, or is the Kickstarter characters like this somewhere you can just delete them from being generated?
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# ¿ Jul 19, 2020 23:56 |
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silentsnack posted:If Tynan wanted it to be easy to disable that poo poo, he wouldn't have buried it in RimWorld\RimWorldWin64_Data\resources.assets but Pawn Name Variety at least saves us the effort of hexediting unity files. Looks fabulous, thank you!
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# ¿ Jul 20, 2020 01:48 |
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I've never been able to get incinerators to work, though I was thinking I'd try a bait workshop with incendiary IEDs and no light this time around. Do you just need to keep your dwarf hole at 50% lighting to encourage bugs spawning elsewhere?
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# ¿ Jul 22, 2020 16:54 |
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Anyone who uses prison labor mod, how do you get the prisoners to actually do labor when there's a door in the way? I attached a quarry pit to their little barracks, but I had to destroy the door to make them actually run over and do stuff. Having the door up seemed to break their AI, with one dude just stuck starving in the quarry room. The video I watched seemed to make it clear they could use doors fine, but I dunno what the deal is. I just don't want the ugly quarry destroying their sleep and recreation bonuses with ugliness.
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# ¿ Jul 25, 2020 18:20 |
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Danaru posted:Theres a second mod called Locks that you need, you can unlock their cell door and they'll go do work Ah whoops! Thought that was optional but perhaps I misunderstood. Side question, any of the common popular mods screw up operation bills? One of my guys ate a fireball that... shredded his brain. I can't actually pop him open up stick a chip or anything in there, it just didn't do the drop down menu at all. I use EPOE, but I stuck in Scar Removal someone had linked and maybe it's just breaking something, I assumed I would have an operation to do the scar removal.
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# ¿ Jul 27, 2020 01:31 |
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Danaru posted:Any chance you can provide a screenshot of when you click the dropdown button? I dont think I've had that issue before but one of us might be able to spot something. I have EPOE but not scar removal (I use the Dermal Regenerator mod) I yanked out scar removal and it seemed to be the issue. I thought it was a different mod before when I had this issue and googled it. I'm not entirely sure WHY scar removal broke it, I didn't see anything in the logs but it's fine. I have a rimmagic priest now, so I'm not too worried about scar tissue on me brain anymore.
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# ¿ Jul 27, 2020 17:43 |
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Am I mistaken or didn't there used to be a way to play on the same generated world map, a la DF? Is it hidden somewhere or did that get removed completely? I left a colony running when I had to do something and forgot about it and the dead colony pop up talks about "maybe someone else can use this in the future", and I just wanted to see how that worked.
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# ¿ Jul 30, 2020 19:25 |
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# ¿ Apr 26, 2024 10:58 |
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Yeah I just wanted to see how it looked to find abandoned colonies but I guess it's not a thing. You could explore your own abandoned forts in DF and such.
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# ¿ Jul 31, 2020 15:49 |