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Phoenix Taichou posted:Anybody here have any Rim modding experience or similar? Getting some original RimGoon mods up would be interesting. I've messed with some simple C# work, including fixing some egregious bugs in mods that have long development cycles (Nature's Pretty Sweet had a nasty wetness bug that I sorted out). I still plan on doing an Endless Space mod to add Vaulters, Vodyani, Sophons, and Cravers at some point. But I am notoriously lazy and unmotivated when it comes to coding, so it'll probably never happen.
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# ? Dec 15, 2018 23:28 |
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# ? Jun 5, 2024 03:26 |
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Phoenix Taichou posted:Anybody here have any Rim modding experience or similar? Getting some original RimGoon mods up would be interesting. i might jump in and try updating some of these B18 mods, from what i can tell they shouldn't be too terribly hard to update to 1.0... considering the amount of tiny mods people consider "essential", and how much time adding even a single mod adds to loading, i feel like it would be worthwhile to possibly consolidate a shitload of those "tiny changes" mods into one supermod, maybe? could set togglability of each one, maybe add soime more granularity to ones that need it. could go a long way to reducing peoples' mod lists.
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# ? Dec 16, 2018 01:13 |
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I miss dropships/reusable self launching pods so deeply my vampire jedi keeps launching out to eat the souls of other ancient vampires, but then she has to walk back like a chump. Anyone who uses the Android Tiers mod or whatever, one of the techs says it will let you reprogram your androids to have less lovely traits, how exactly do you do that? I really want to get this intolerant trait off the T5 dude I rescued
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# ? Dec 16, 2018 01:19 |
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Intolerant is a hardcoded trait for them, they're supposed to have it. It's yo do with their lore gimmick of being so convinced of their superiority that they cannot can barely stand the lessors around them.
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# ? Dec 16, 2018 01:23 |
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Yeah but it sucks rear end and the tech implied I could change that Maybe I can only reprogram lesser tiers, but I dont know if it's a surgery bill or something else
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# ? Dec 16, 2018 01:25 |
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Danaru posted:I miss dropships/reusable self launching pods so deeply my vampire jedi keeps launching out to eat the souls of other ancient vampires, but then she has to walk back like a chump. Just send enough steel, components and chemfuel to the map that they're in and have them construct a return pod.
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# ? Dec 16, 2018 01:26 |
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Or give em a horse to ride around on.
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# ? Dec 16, 2018 01:38 |
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Will inactive mods in my list contribute to the loading time?
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# ? Dec 16, 2018 14:28 |
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No.
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# ? Dec 16, 2018 14:52 |
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Warmachine posted:I've messed with some simple C# work, including fixing some egregious bugs in mods that have long development cycles (Nature's Pretty Sweet had a nasty wetness bug that I sorted out). I still plan on doing an Endless Space mod to add Vaulters, Vodyani, Sophons, and Cravers at some point. But I am notoriously lazy and unmotivated when it comes to coding, so it'll probably never happen. Syndlig posted:i might jump in and try updating some of these B18 mods, from what i can tell they shouldn't be too terribly hard to update to 1.0... I think it'd be pretty cool to revive some that have been given up. Are there any other derelict mods that used to be good? Good Mod Squad activate! If I had coding experience I could throw my glove in or whatever they say, but all I've got is ideas
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# ? Dec 16, 2018 18:33 |
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Are there mods to assist in storing large quantities of items? I really don't like having warehouses with floors covered in shirts or whatever.
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# ? Dec 16, 2018 18:39 |
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Priapus Unbound posted:Are there mods to assist in storing large quantities of items? I really don't like having warehouses with floors covered in shirts or whatever. Extended Storage is what you want. There's a couple mods that just flat increase stack sizes, but this one feels a lot more balanced and let's you make a REAL warehouse pallets and all
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# ? Dec 16, 2018 18:42 |
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Priapus Unbound posted:Are there mods to assist in storing large quantities of items? I really don't like having warehouses with floors covered in shirts or whatever. there's several, but the one i've found to work the most consistently is OgreStack. it lets you customize the maximum stack size for various object types (not rock chunks though), and doesn't require you building weird buggy objects everywhere.
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# ? Dec 16, 2018 18:43 |
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Priapus Unbound posted:Are there mods to assist in storing large quantities of items? I really don't like having warehouses with floors covered in shirts or whatever. I'll second Extended Storage. I haven't had any problems with it and it looks really nice to have an orderly warehouse. Be advised that the downside to wooden pallets is that wood is flammable. Nothing worse than a burning warehouse. Vengarr fucked around with this message at 18:58 on Dec 16, 2018 |
# ? Dec 16, 2018 18:46 |
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I make my pallets out of bone
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# ? Dec 16, 2018 22:47 |
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If you do decide to use some sort of stack mod, consider OgreStack because it is very good https://steamcommunity.com/sharedfiles/filedetails/?id=1447140290
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# ? Dec 16, 2018 23:23 |
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Flesh Forge posted:If you do decide to use some sort of stack mod, consider OgreStack because it is very good OgreStack is what I switched to for 1.0 because Skullywag was taking too long to update. It's nice and the fact you can customize storage in a very granular way is pretty cool. That said, I much prefer the containers that come along with Extended storage; it makes your storage rooms look a lot more organized than just having piles of stuff all over the floor. Plus, the fact that there's a resource requirement in order to take advantage of the extra storage makes it feel more 'balanced' (I know that's a loaded statement, but it's *my opinion*)
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# ? Dec 17, 2018 18:14 |
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I use both at once. great big stacks for the early game, or for temporary stockpiles, and extended storage items near workshops or pallets in warehouses.
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# ? Dec 17, 2018 18:18 |
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Warmachine posted:
i'm trying to use this mod and i'm having an issue where in ~80% of my games it doesn't trigger the crashed ship event, so i just have my initial dudes smash into the ground at mach speeds and then nothing. is there some way to stop this from happening?
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# ? Dec 17, 2018 23:41 |
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Syndlig posted:i'm trying to use this mod and i'm having an issue where in ~80% of my games it doesn't trigger the crashed ship event, so i just have my initial dudes smash into the ground at mach speeds and then nothing. is there some way to stop this from happening? I got it to work consistently by changing the crashlanding start to the event .1 days after start instead of 0.0.
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# ? Dec 18, 2018 00:01 |
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Remember that multiplayer mod getting built? A different one just had its first public release. It's not feature complete and apparently has some lag problems, but, well, first public release of a mod doing very fundamental things to a game. It's to be expected. Have fun.
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# ? Dec 18, 2018 03:54 |
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holy hell, pro find
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# ? Dec 18, 2018 03:56 |
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Want to do mp with goons.
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# ? Dec 18, 2018 04:20 |
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McGiggins posted:Want to do mp with goons. that seems like an awful loving idea. let's do it.
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# ? Dec 18, 2018 04:45 |
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I have severe reservations about this and how it will end in tears and screaming. Let's do it.
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# ? Dec 18, 2018 04:53 |
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I'm picturing two goons competitively trying to control a single pawn to either extinguish a fire or finish laying bricks in the shape of a penis.
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# ? Dec 18, 2018 06:27 |
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How is that distinguishable from the normal battle between one goon and the job priority system?
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# ? Dec 18, 2018 06:32 |
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I just imagine goons are constantly caught between computer fires and creating digital penises, whether within RimWorld or otherwise.
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# ? Dec 18, 2018 06:34 |
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Next step, PvP raiding? I can picture some goon going on a raid only to wall in the other dude and start a new colony outside.
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# ? Dec 18, 2018 08:19 |
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Look at me: the wild animals are mine now. Leave beer and weed by the portcullis and you will be allowed to eat.
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# ? Dec 18, 2018 09:50 |
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The goon barter economy appears to just be a lot of threats of violence followed by trade.
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# ? Dec 18, 2018 10:00 |
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You've got to set the hierarchies somehow. *offers lobster meat*
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# ? Dec 18, 2018 10:22 |
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The nerve staple in Questionable Ethics is a lot heavier than I expected it tanks their ability to learn and gives them a permanent +50 mood buff which I expected, but also gives them a -100 mood debuff for a day and a -70 for the rest of the week as they realize what you did to them and try desperately to resist it. Despite all the organ/blood harvesting and sacrificing to eldritch gods, this is the thing that makes me genuinely feel bad
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# ? Dec 18, 2018 17:38 |
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Danaru posted:The nerve staple in Questionable Ethics is a lot heavier than I expected it tanks their ability to learn and gives them a permanent +50 mood buff which I expected, but also gives them a -100 mood debuff for a day and a -70 for the rest of the week as they realize what you did to them and try desperately to resist it. Despite all the organ/blood harvesting and sacrificing to eldritch gods, this is the thing that makes me genuinely feel bad It says stuff about bionics - does it clash with the other bionics mods? I love the sound of everything else, just didn't want to mash up my bionics list too much
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# ? Dec 18, 2018 18:01 |
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Phoenix Taichou posted:It says stuff about bionics - does it clash with the other bionics mods? I love the sound of everything else, just didn't want to mash up my bionics list too much It works fine with EPOE at least, the bionics it adds are cheap 'crude' bionics that have a -5 mood debuff each because they're sparky and itchy. Good for expendable nerve staples troops though
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# ? Dec 18, 2018 18:07 |
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Danaru posted:The nerve staple in Questionable Ethics is a lot heavier than I expected it tanks their ability to learn and gives them a permanent +50 mood buff which I expected, but also gives them a -100 mood debuff for a day and a -70 for the rest of the week as they realize what you did to them and try desperately to resist it. Despite all the organ/blood harvesting and sacrificing to eldritch gods, this is the thing that makes me genuinely feel bad The ethics of such things are certainly questionable. (QE is a very good mod.)
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# ? Dec 18, 2018 18:34 |
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I'm not sure I can agree that is questionably ethics really.
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# ? Dec 18, 2018 19:42 |
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If you remove their arms and legs before you nerve-staple them, any tantrum or mental break they have will be minimized in effect. Then after the nerve stapling you can install bionics to replace the removed parts and have a perfectly content murder-pawn. Just a thought.
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# ? Dec 18, 2018 19:43 |
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Does the debuff time still count down if the pawn is in a cryopod?
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# ? Dec 18, 2018 19:45 |
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# ? Jun 5, 2024 03:26 |
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I already popped his spine out when I realized what happened (glad I started the cyborging pre-staple ) so he's no issue, but it's more the fact that he's consciously aware that I'm overwriting his humanity that has me a little unnerved
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# ? Dec 18, 2018 19:48 |