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isndl posted:Goddammit Tynan, constructoids can't deconstruct or repair? And since there's no agrihand in the starting package I have to trick the constructoid into chopping trees with blueprints? This is bullshit. Is there a separate robot that repairs? I recall that the devblog mentioned a robot that repairs things
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# ? Oct 21, 2022 17:01 |
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# ? May 30, 2024 21:24 |
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It does look like the power of sweeping is locked behind the first super mech though which feels kinda silly. Lancers! Scythers! sweepbot 3000 Centipedes!
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# ? Oct 21, 2022 17:03 |
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Popete posted:As a vanilla player, I simply just press the "play" button. what the gently caress
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# ? Oct 21, 2022 17:04 |
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Heads up, haven't tested myself yet but apparently Map Preview added a feature to reroll your map since Map Reroll hasn't updated yetquote:Reroll map seeds (RimWorld 1.4 only): You can reroll the seed for individual world tiles. This feature is disabled by default and can be enabled in the mod settings. The main difference to the Map Reroll mod is that the rerolling happens on the world screen, before the actual map is generated, which is better for mod compatibility. Danaru fucked around with this message at 17:20 on Oct 21, 2022 |
# ? Oct 21, 2022 17:06 |
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Popete posted:As a vanilla player, I simply just press the "play" button. I cannot live without Allow Tool, which is why I am currently dying. I love the UI revamp; the touches of color on the commands are nice.
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# ? Oct 21, 2022 17:08 |
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Danaru posted:Heads up, haven't tested myself yet but apparently Map Preview added a feature to reroll your map since Map Reroll hasn't updated yet I agree, forget catgirl paradise give me red pandaland, finally a way to get my wife into gaming
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# ? Oct 21, 2022 17:11 |
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Fixed it, not sure how I managed that
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# ? Oct 21, 2022 17:20 |
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having a nice time with a vanilla tribals game, so far we have encountered lots of genies
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# ? Oct 21, 2022 17:26 |
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Apparently "put baby someplace safe" includes my freezer. There's a perfectly good crib, but no, "Put baby someplace safe" just moves it around the freezer floor. Swell job, pawns. A+. e: Hmm. Apparently caused by one of my very few mods. Bother. Arsenic Lupin fucked around with this message at 17:35 on Oct 21, 2022 |
# ? Oct 21, 2022 17:28 |
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DarthRoblox posted:Mine are both deconstructing and repairing (somewhat annoyingly since you can't seem to control their priorities so they aren't building the charger I desperately need). The lack of a tree chopper is kinda annoying, but since you start with all the necessary tech you can get a gestator up in the first day or two. Yeah, I had to forbid blueprints to get the constructoid to prioritize a bed. Disabling all my mods got the constructoid to repair and deconstruct, so something in the list is breaking it... and some digging shows it's Complex Jobs at fault. Going to have to pull that until it gets another update, I guess.
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# ? Oct 21, 2022 18:01 |
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DarthRoblox posted:It does look like the power of sweeping is locked behind the first super mech though which feels kinda silly. Lancers! Scythers! sweepbot 3000 Centipedes! Cleaning automation is too op because it would make things less poo poo.
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# ? Oct 21, 2022 18:38 |
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Rimworld: The future is foxgirls
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# ? Oct 21, 2022 18:51 |
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Did there used to be a bunch of customisation sliders on the storyteller screen? Or was that a mod I had installed? loving mods have broken me, no idea what is vanilla anymore
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# ? Oct 21, 2022 19:03 |
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https://i.imgur.com/r81j5RO.mp4 lol lmao
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# ? Oct 21, 2022 19:25 |
Deketh posted:Did there used to be a bunch of customisation sliders on the storyteller screen? Or was that a mod I had installed? loving mods have broken me, no idea what is vanilla anymore Not that I can recall, there is just the difficulty options.
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# ? Oct 21, 2022 19:35 |
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Here's a fork of Researchpal, so that's one at least
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# ? Oct 21, 2022 19:41 |
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I like that you can go for infinitely complex genetics as long as you have the infrastructure to support it, there doesn't appear to be hard limit on complexity but it looks like you max out at around 60.
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# ? Oct 21, 2022 19:57 |
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The Good Queen Clitoris posted:Not that I can recall, there is just the difficulty options. Ok, thanks. I wonder what mod that was then
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# ? Oct 21, 2022 20:07 |
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Is Vanilla Base Generation Expanded any good? I usually try to avoid VE mods but this one looks decent.
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# ? Oct 21, 2022 20:19 |
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Sachant posted:Is Vanilla Base Generation Expanded any good? I usually try to avoid VE mods but this one looks decent. In general yeah. It occasionally messes up badly and puts half a base in a mountain but that may be mods being in disharmony. It does make settlement battles more difficult though since enemies tend to have more cover. You have to take buildings one at a time rather than just hit the center with a rocket and move on. It isn't a mod I notice having, it meshes well with the game.
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# ? Oct 21, 2022 20:23 |
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Deketh posted:Ok, thanks. I wonder what mod that was then I mean the custom difficulty settings have a bunch of sliders? Maybe that’s what you’re thinking of? That’s a base game feature though.
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# ? Oct 21, 2022 20:35 |
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hopeandjoy posted:I mean the custom difficulty settings have a bunch of sliders? Maybe that’s what you’re thinking of? That’s a base game feature though. I'm an idiot I couldn't find it, for some reason. Thanks!
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# ? Oct 21, 2022 20:42 |
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Arsenic Lupin posted:Apparently "put baby someplace safe" includes my freezer. There's a perfectly good crib, but no, "Put baby someplace safe" just moves it around the freezer floor. We've entered a new age of out-of-context Rimworld quotes
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# ? Oct 21, 2022 20:48 |
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The oldest one is 10, god drat Tynan is going all out on the "Story Generator" aspect
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# ? Oct 21, 2022 20:53 |
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Eat them
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# ? Oct 21, 2022 20:57 |
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Trying to add the parka recipe to the crafting spot and I'm utterly baffled by how recipes are defined, I know this is like two lines of XML but I am completely stumped as to how you know what the names of things are/what their path is
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# ? Oct 21, 2022 21:01 |
Do you have an XML editor or are you just trying to edit it in Notepad++ or something? Getting an XML-specific editor helped me understand and work with the things much better when one of our work systems converted a couple years ago.
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# ? Oct 21, 2022 21:04 |
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The thing I'm trying to do is probably the simplest operation you can do, I don't think it's a tool problem, it's just me being stumped by a concept
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# ? Oct 21, 2022 21:07 |
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Danaru posted:
It almost seems cruel to not handle the problem for them. Sending them on their way seems kinda hosed up
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# ? Oct 21, 2022 21:11 |
Flesh Forge posted:The thing I'm trying to do is probably the simplest operation you can do, I don't think it's a tool problem, it's just me being stumped by a concept I was in the same boat! I had a really hard time visualizing the hierarchy of everything just having it open in a normal text editor. Using XML Notepad for a few weeks really helped me see the Matrix.
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# ? Oct 21, 2022 21:13 |
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jokes posted:It almost seems cruel to not handle the problem for them. Sending them on their way seems kinda hosed up Yeah that kind of quest desperately needs an option to step in and rescue the friend for them. Shouldn't be too hard to mod, come to think of it, just generate a hostile settlement with a pawn to rescue.
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# ? Oct 21, 2022 21:15 |
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Anno posted:I was in the same boat! I had a really hard time visualizing the hierarchy of everything just having it open in a normal text editor. Using XML Notepad for a few weeks really helped me see the Matrix. I'm stumped before that point, it's not XML structure that I am stuck on - where are recipes defined? it doesn't matter if I have a specific tool if I don't know what file to edit with it.
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# ? Oct 21, 2022 21:15 |
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Flesh Forge posted:Trying to add the parka recipe to the crafting spot and I'm utterly baffled by how recipes are defined, I know this is like two lines of XML but I am completely stumped as to how you know what the names of things are/what their path is So recipes are a def and so the def structure for apparel made of stuff(material) will be in the data/core/defs/ThingDefs_Misc/apparel_various.xml. You're looking for ApparelMakeableBase in that file since that is the parent thing of parkas which is where the recipeMaker is defined.However, since you don't want all children of ApparelMakeableBase to use crafting spots, you want to insert into Apparel_Parka the following: Edit: Correction: <recipeMaker> <recipeUsers> <li>ElectricTailoringBench</li> <li>HandTailoringBench</li> <li>CraftingSpot</li> </recipeUsers> <displayPriority>220</displayPriority> </recipeMaker> Omnicarus fucked around with this message at 21:24 on Oct 21, 2022 |
# ? Oct 21, 2022 21:19 |
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Yeah I just figured that out from looking at Apparel_Headgear, thanks I kept looking for an explicit name for "Make_Parka" or something and it just ... isn't exposed, but I see e: I'm pretty sure this is almost it but I'm not referring to the Parka def correctly code:
Flesh Forge fucked around with this message at 22:03 on Oct 21, 2022 |
# ? Oct 21, 2022 21:27 |
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I am a huge fan of children. One of my biggest issues in a colony is finding folk who are just good at hauling and cleaning, because people I capture tend to be good at many things and injured. Children are fantastic at both. I absolutely believe in abolishing child labor laws on the Rimworld. I sent those kids out into the cocoa fields like a brutal Nestle overseer. I love it. I see why they use child labor now.
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# ? Oct 21, 2022 22:02 |
Nelson Mandingo posted:I am a huge fan of children. This expansion is going to be great for awful quotes.
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# ? Oct 21, 2022 22:04 |
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Flesh Forge posted:Yeah I just figured that out from looking at Apparel_Headgear, thanks code:
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# ? Oct 21, 2022 22:15 |
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Omnicarus posted:That should work for adding parkas to crafting spots. Since the recipeMaker already exists for the display priority in parkas you just need to target an insert operation. This worked perfectly, thanks, this loving thing with parkas has bugged me for YEARS
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# ? Oct 21, 2022 22:31 |
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So this is super counter-intuitive, but it seems like if you want to start with any of the non-baseline races you need to copy and modify the Sanguophage start scenario, it doesn't look like there's any other way to do this right now:
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# ? Oct 21, 2022 22:37 |
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# ? May 30, 2024 21:24 |
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Flesh Forge posted:So this is super counter-intuitive, but it seems like if you want to start with any of the non-baseline races you need to copy and modify the Sanguophage start scenario, it doesn't look like there's any other way to do this right now: On the deployment screen you can literally pick what race you want each pawn to be and reroll them within that. Or make your own new ones. Also just randomly rerolling pawns will get you pawns of any race unless you force it.
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# ? Oct 21, 2022 22:40 |