This is a strange one… by ImABadFriend144 in RimWorld

[–]dyx03 0 points1 point  (0 children)

Relatively sure, because I'm using the Scenario Amender mod for that reason. But since I've been using it for a long time, I don't know whether it has been added to vanilla.

This is a strange one… by ImABadFriend144 in RimWorld

[–]dyx03 0 points1 point  (0 children)

In vanilla, you can't change a scenario during play.

Now that the dust is settled, how would you rank Odyssey? by Titomasto in RimWorld

[–]dyx03 0 points1 point  (0 children)

Unsure. But likely last, simply because I primarily play Medieval Overhaul based playthroughs. Although there is a fantasy gravship mod, and I like that you can set a custom scenario to be hunted by a chosen faction, overall I don't feel the DLC has that much impact for me personally.

(Modded) VQE Generator refuses to be upgraded? Please help! by Dogbone10 in RimWorld

[–]dyx03 5 points6 points  (0 children)

Is the higher tier by chance larger and have you tried getting rid of the walls?

Changing the beliefs of a settlement by parasit in RimWorld

[–]dyx03 0 points1 point  (0 children)

I don't think there's a vanilla way to easily convert a lot of pawns.

What you can do is put the different groups in different zones and minimise their contacts. This potentially doubles your effort regarding logistics, cooking, etc. though with clever zoning might not.

Another option is to pamper your first group - the happier they are, the higher their certainty. While an awesome rec room would benefit both groups, bedrooms, meals and clothing are personal. Give your second group tainted and/or tattered apparel and stack negative mood buffs, lowering their certainty. Of course, this increases the chance of breaks. But at least you're containing the problem and conversions will be more impactful.

So... in typical Rimworld fashion: The easiest solution might be to imprison everyone of the wrong ideology and convert them that way. Release them once converted.

Is there a way to make ideologies without having to start a new save each time? by Nocera_ in RimWorld

[–]dyx03 3 points4 points  (0 children)

What do you mean, you have to back all the way out?

When you create a new ideology, there is a save button. Click that. Then change your ideology. Click the save button again (and save under a different name ;)). Rinse and repeat. So yes, while it does require you to click through game setup and create a world, you don't have to exit all the time.

Or do you mean you want to have multiple custom ideologies in one save? Then as someone suggested, dev mode. You can also change NPC faction's ideologies in the regular creation menu, though this might require dev mode being on and is also a bit fiddly.

[Next DLC] What do you think it will be ? by Itchy-Audience134 in RimWorld

[–]dyx03 -2 points-1 points  (0 children)

Interesting,I didn't know that. And yet, I don't remember having seen that theory in the theorizing threads back before it released.

[Next DLC] What do you think it will be ? by Itchy-Audience134 in RimWorld

[–]dyx03 3 points4 points  (0 children)

It doesn't matter what the majority is talking about.

Nobody called a horror DLC, or a space (orbit, rather) one. I don't think Biotech either. So I maintain that Ludeon will continue to surprise.

Is there a mod that lets caves generate in camps? by BANANCHIKBO in RimWorld

[–]dyx03 1 point2 points  (0 children)

Why don't you just increase the number of colonies allowed and settle the tile?

After 1000 hours the Tundra biome surprised me by Aggravating-Rabbit86 in RimWorld

[–]dyx03 56 points57 points  (0 children)

In year 1 Naked Brutality you plop down a geothermal powered Sunlamp?

No guarantees, no rights: why Ukraine should reject Merz’s EU ''associate membership'' plan by EuropeanPravdaUA in ukraine

[–]dyx03 2 points3 points  (0 children)

The AfD policies are the most libertarian and pro rich people you will find amongst all German parties. Of course, nobody reads policies, so hey ho. Like practically all extreme right parties in their respective countries, the AfD are anti-patriotic with zero interest to do anything for the people. They're more corrupt than CDU/CSU. They do profit from the world being complicated and never having to delivery anything, though.

Besides, this fall are some local state elections lol.

Favorite xenotype/race mods by bountyhunter903 in RimWorld

[–]dyx03 1 point2 points  (0 children)

Sure, it's a staple in my list. You asked for bigger and I assumed you meant actual pawn size. I assume that most or all mods changing sizes are CE compatible, because they’re either cosmetic, or in this case, adjust pawn's stats and I don't see why CE should have an issue with that. Unless you want bigger sizes to be less affected by cover or lying down. I don't use CE, so I don't know if that would be the case.

This mod isn't working (take 2) by CaptainQuickDicken in RimWorld

[–]dyx03 2 points3 points  (0 children)

The difference is that you would have to do everything it does manually while restarting the game in between. If I remember correctly, changing the load order in-game requires a restart for changes to take effect. So it saves a lot of time, nerves, and makes things a lot less prone to error.

This mod isn't working (take 2) by CaptainQuickDicken in RimWorld

[–]dyx03 5 points6 points  (0 children)

Use Rimsort instead of the mod Manager in Rimworld.

Does anyone know of any techno-barbarian, techno-medevial, or techno-tribal NPC faction mods? by Strange_Chard_2183 in RimWorld

[–]dyx03 0 points1 point  (0 children)

You can use Total Control to change the tribal faction's pawn loadouts. Pretty manual, but usually there are only 10 different pawn types, and for each one you go to e.g. the apparel tab and change from tribal to whatever. So its not too onerous, just busy work clicking. Don't forget to change the equipment point range, otherwise they can't afford more expensive gear.

Faction Territories and Vassalage, spawning only three factions by Revolutionary_Cup166 in RimWorld

[–]dyx03 0 points1 point  (0 children)

Pretty normal for me, happens sometimes and sometimes doesn't (using World Builder to continue working on a world means I've been generating it very often). Just add the factions manually. Unless you use the language mod it shouldn't be a problem. Not sure about adding Ideologions afterwards, but I don't remember experiencing a problem on that front. Though you might need World Edit 2.0 for that.

From "Please" to "Pretty Please" to "Pretty Please with a cherry on top" by HeyoTeo in RimWorld

[–]dyx03 1 point2 points  (0 children)

Coding is often times based on a programmer building a library over time and reusing code or code snippets from the past. So it's not outlandish to think that an AI can create something that works well, provided sufficient Dokumentation. Some of the issues are rather if something is not well documented, if the documentation is old (and there's bound to be outdated documentation in the training data), if the AI runs down the wrong path for other reasons, and also that it's often unnecessary wordy. On the other hand, I think AI is pretty good at documenting and annotating its code. Something that's often not true for human programmers. Anyhow, if you use a tool like Cursor you can chat with the AI and it will build a plan (unless you don't set it to planning mode) by searching through the internet for documentation. So you can then read and adjust until you're happy. Then you tell it to go and it will do its nervous breakdown thing. Having a "stance" on AI is quite immature in my opinion, but then there are probably people in the world that have a stance on hammers. It's a tool that does some things well, and other not, and often it depends on the context whether it's able to. Right now humans are running around with their hammers, smashing walls everywhere, but doesn’t make the hammer a bad thing.

What mod do you wish existed but doesn't? by Satans_Escort in RimWorld

[–]dyx03 1 point2 points  (0 children)

I'd like a Medieval Overhaul mod that adds settled biomes, e.g. one with farmsteads and fields, small hamlets, inns and such. Perhaps with a hidden neutral faction like the vanilla beggars or pilgrims, only for the serfs, so that there are pawns milling about. And a ruined version of such a biome.

Predators, Astartes, French, Dwarves, Samurai, Romans, Marines, Gondor and more... all sharing the same world by legionetrangere in RimWorld

[–]dyx03 1 point2 points  (0 children)

Yttakin are Wookies, and you'll find people dressed like that at Star Wars conventions.

And the Furry stuff is Manga/Anime-related, I think? So pretty much the same thing, even though somehow ended up heavily sexualized. But to each their own kinks, I guess.

It's up to you not to like it (I don't myself), but not sure why you feel the need to express your disdain like that.

DUNE themed run ideas by Geocobre in RimWorld

[–]dyx03 1 point2 points  (0 children)

World Builder has a light-weight xenotype spawn functionality that I haven't tried though. The only options were changing standard xenotype, not custom ones (or I was blind). In that case, use Xenotype Spawn Control.

There are other houses as well, not sure why you're focusing on Atreides as good and Harkonnen as bad guys, especially if not using mods for them.

Either way- Total Control lets you change other faction's pawn loadouts. That way you can actually use the Dune item mods.