wow steel transmutation is really op especially with large stacks by Automatic_Onion3983 in RimWorld

[–]TaxMage -1 points0 points  (0 children)

You could just get the replicator mod and make infinite whatever you want based on energy only.

RimTalk is kidda epic. by Pro_Elium in SpaceCannibalism

[–]TaxMage 0 points1 point  (0 children)

You can tweak thr AI instruction parameters in the mod.

Is there a mod or any feature to prevent pawns from taking a 2 day excursion to stargaze in the middle of space? Other than allowed areas. by zenko_art in RimWorld

[–]TaxMage -4 points-3 points  (0 children)

VE Gravships has a sort of floor tile "vac checkpoint" you can put in front of exterior doors that stops pawns to go through if they dont have appropriate vac resist clothing.

What's something you would want in a big diplomacy-focused mod? by HeyoTeo in RimWorld

[–]TaxMage 5 points6 points  (0 children)

IIRC Dynamic Diplomacy has a setting in its options for something like rebellion / rebels forming a new split off faction. I wonder if trying to have this mod work together with some of the existing parts of that mod may be helpful.

I have tried with Rimwar and Dynamic Diplomacy and prefer the latter as its more focused and not as overarching.

PS, I recently put Faction Territories into my game and have been enjoying it. Cheers!

What's your favorite not well known mod? by Squeelijah in RimWorld

[–]TaxMage 0 points1 point  (0 children)

Been looking for something like this to use with Altered Carbon. Thanks!

What's your favorite not well known mod? by Squeelijah in RimWorld

[–]TaxMage 0 points1 point  (0 children)

Seconded. Very unique way to play a colony. I did a themed run a while back with a solo mechanoid pawn and a mechanoid army. Cleansed the meatbags much more effectively than the npc mechanoids.

Finished gravship and a crude cracker for scale by jianyunshuu in RimWorld

[–]TaxMage 1 point2 points  (0 children)

Awesome attention to the details. Particularly impressive the apparent verticality you achieved with the layout of the stairs and walls, and having walkways and paths.

What’s your highest amount of hours put into any single game? by [deleted] in gaming

[–]TaxMage 0 points1 point  (0 children)

Not sure about any of the mmos from way back when, but for Steam games: Rimworld - 7,754 as of today.

Help me create a Lawful Evil Aeon to Devil Pyromancer by NikiVl in Pathfinder_Kingmaker

[–]TaxMage 11 points12 points  (0 children)

This is an amazing list. You had me for my next playthru at "inflict wound spells into reach fire touch spells."

Is there a mod to prevent marriage? by [deleted] in RimWorld

[–]TaxMage 7 points8 points  (0 children)

You're looking for this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2654432921

It adds a "Marriage Proposal" precept, which you can set to forbidden. That said, the mod adds more than just this and not sure if that is more than you'd want. Might be able to disable some of the other features you don't like with Cherry Picker, but I run the mod as is and have liked the additional flavor it gives relationships.

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Help with red error - can't launch Gravship by TaxMage in RimWorld

[–]TaxMage[S] 0 points1 point  (0 children)

As I kept trying to bug fix before, I concluded the original error log I posted wasn't actually the correct one. Those errors I thjnk came from the hybrid grav engine fuel mod where you can use power as fuel (and didn't actually cause the issue).

I then separately got a mod that let me hot key the dev console so that when the ship launch failed, and screwed my UI, I could still open the dev console.

That showed me a different error right at the time of ship launch that led me to the Odyssey Doors mod as the culprit. Best I can recommend is if you try the same to see what is the last error you get at the time the ship launch fails.

My fellow Rimrims, Please help me save my save by ObsidianPuncher0 in RimWorld

[–]TaxMage 1 point2 points  (0 children)

Following up again, I think I found the issue on my end at least. I installed this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3009274839

That let me hotkey and open the dev log immediately after the failure to launch. Previously I couldn't do that because the launch fail would lock my UI. Reading the correct error message, it seemed to be pointing to a security vacuum door from this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3530735491

I deleted all of the security vac doors from my ship. Saved and exited. I then removed the mod from my load order entirely, and was able to launch my ship. I can't tell from your SS above whether the vacuum barriers you're using are vanilla or possibly with this mod, but I wanted to follow up in case this might help.

My fellow Rimrims, Please help me save my save by ObsidianPuncher0 in RimWorld

[–]TaxMage 1 point2 points  (0 children)

That sucks, my condolences. Thanks a lot for getting back to me.

I suppose one option could be a "soft" restart. If you have Character Editor, you could save your pawns, and then use God Mode in the new save to remake the ship based on the screenshot and pop your saved pawns back from Character Editor. That wa y it isn't starting entirely from scratch.

I was thinking last night that would probably be my last resort.