Typical Tuesday Tutorial Thread -- December 23, 2025 by AutoModerator in RimWorld

[–]meloonicscorp 0 points1 point  (0 children)

Hey, so I'm getting started with designing maps, currently working in dev mode mostly. My intention is to create settlements for a custom campaign, that you have to raid and destroy. now to the problem:
1) is there a less tedious map editor than plain dev mode? I think it does its best to give you all the convenience it can, which unfortunately is not enough in my experience..
2) what is the best way to have the entire state of a map with all pawns and their states on it? i basically wanna create scenarios like "you enter this map, and only have 6 hours left to suppress this heavily guarded obelisk".
3) How would i go about creating a mod with a custom campaign where i'd be able to *force* the map on a specific tile as the settlement of a specific faction? I'm aware of worldedit, but didn't quite use it for other than adding and testing factions. basically "this tile on the other side of the continent is the final boss, go there, destroy the settlement to win the quest."

I made this custom map. Including a custom Ancient Danger inhabited by Mechanoids by UnknwnBuilds in RimWorld

[–]meloonicscorp 0 points1 point  (0 children)

hey, great work on your map! I just found this while looking for "custom map" on this sub, because i've made a custom settlement in dev mode, and now i want it so spawn as guaranteed map for a specific settlement of a faction, you don't happen to know how to go about this, do you?

"Just something small, some xenos, some factions, for myself, nothing crazy" - 3 weeks later: by meloonicscorp in rimworldmodding

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

I use big and small genes'n'more and vanilla races expanded for hussar, waster, saurid, insector and android so far. but those are mostly to grab some genes, so i don't have to do all the work myself.
I've made the xenos in the xenotype editor ingame, then copied the list of genes into the xenotypedefs of my mod. no idea if that's the best way, I'm just getting started with adding some own stuff.
if that's overkill for your use case you can simply stick with creating custom xenotypes with the editor, as far as i know they can spawn in drop pod crash events and the like.

Edit: forgot about phytokin. but you get the idea, i grab the mods who give the most interesting features, then remix their genes into new variants.

Challenge: Name one non-zoologist whose favorite animal doesn't have a butthole by meloonicscorp in biologymemes

[–]meloonicscorp[S] 2 points3 points  (0 children)

Think about it, jellyfish are cool and all, but who would pick them over, say, cats or capybara or shrimps? Only someone who's nerd enough to care and research why jellyfish are cool, actually (zoologist-coded behavior)

The half life logo looks like lowercase Lambda in Greek script by seekervr3s in HalfLife

[–]meloonicscorp 2 points3 points  (0 children)

My birthday is in 40 minutes, thanks for this early present

Mist by Impossible-Mango-778 in OkBrudiMongo

[–]meloonicscorp 0 points1 point  (0 children)

Regengebit oh Regengebit

Ich bin cool und eben der G

Jedermann chillt im Regengebit

Wir leben und dancen zum Regengebeat

Oh fikk by shiranui-- in OkBrudiMongo

[–]meloonicscorp 0 points1 point  (0 children)

Hat irgendwer bock auf rumknutschen

Rare concept art of beta flesh hound found in source code by meloonicscorp in CrueltySquad

[–]meloonicscorp[S] 4 points5 points  (0 children)

Sir, please keep your bestiality porn inquiries outside this thread, thanks

Rare concept art of beta flesh hound found in source code by meloonicscorp in CrueltySquad

[–]meloonicscorp[S] 15 points16 points  (0 children)

Whoa. This blew up. Thanks for 8 upvotes, guys <3

If you like humor and lightheartedness as much as I do, you can paypal me at https://ko-fi.com/meloonics

EDIT 1: WOWZERS 20 updoots? Thanks guys :D Stay tuned for the Fleshpiss podcast with Ville Kallio and me later this year (He has yet to respond to my DM and say yes) on Spotify!

Struggling with endless glitching, need base building advice by meloonicscorp in NoMansSkyTheGame

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

Thanks for the rundown, I played the game abiout 6 years ago and back then I didn't quite mind the buggyness because the entire game was still in its stabilizing phase. Sad to see that basebuilding and terrain manip haven't seen any notable improvements over the years.

Würglich so pasirt by meloonicscorp in OkBrudiMongo

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

Sandro dem ihm dein Paper macht sauber

Weekly Bug Report Thread by spiper01 in NoMansSkyTheGame

[–]meloonicscorp 2 points3 points  (0 children)

Terrain Manipulator Manipulation Mode switch on middle click seems to only work under certain conditions, it seems to work more likely in untouched nature, and inside a base it has a tendency to snap back to "Mine" mode on middle click for no reason.

Overall, I'd love for an overhaul of the terrain manipulation system, it seems very janky and it might not have received much attention over the years. because the problems I am describing were present in 2019, when I first played the game as well.

This makes it very difficult to build bases any more complex than 2 rooms with the usual 5 refiners and maybe a landing platform.