RimWorld

RimWorld

[T] MiscStuff [B19]
40 Comments
groovybluedog 24 Oct, 2018 @ 5:11am 
Personally not a fan that the flammabilty of the walls is 100%, I was expecting a bit less :P
Telkir  [author] 20 Oct, 2018 @ 7:23am 
The 1.0 update is now available and you should follow the link in the description above to subscribe to it.
Telkir  [author] 20 Oct, 2018 @ 2:28am 
@jpinard - You can delete the Defs / ThingDefs / BuildingsStructure.xml file of the mod. That will get rid of scrap metal walls.

@"The" SeanMacLeod - They should glow yellow.
"The" SeanMacLeod 16 Oct, 2018 @ 4:09pm 
What do the alert lamps do when there are hostiles on the map but neither group is outnumbered? (e.g. five hostiles and five colonists)
jpinard 16 Oct, 2018 @ 8:50am 
Can I disable the scrap metal walls?
"The" SeanMacLeod 31 Aug, 2018 @ 5:51pm 
@Telkir
:steamhappy:!
Telkir  [author] 31 Aug, 2018 @ 12:43pm 
Updated for Beta 19.
SlothSquad 11 Mar, 2018 @ 9:03am 
My lights are glowing constant yellow, no changes when there are no hostiles or overwhelming hostiles
Natalie O'Neal 28 Dec, 2017 @ 8:31pm 
This mod adds a touch to my game that I just love. Thank you for all your hard work.
DogsRNice 18 Dec, 2017 @ 5:57pm 
I thought of a small little detail for the alert lamps: When a solar flare strikes the lamps would turn red before shutting down. Almost like the threat sensor detects in impending but temporary doom...
Dust 15 Dec, 2017 @ 1:19pm 
Ahh ok, that's a research I usually forget, thanks.
Telkir  [author] 15 Dec, 2017 @ 12:28pm 
@Dust - You need to have researched coloured lighting before you can build alert lamps.
Dust 15 Dec, 2017 @ 3:01am 
I see the threat sensor, but not the alert lights. Is there a tech or is it a setting on normal lights?
Telkir  [author] 5 Nov, 2017 @ 7:36am 
The A18 unstable prerelease of all TMods is now available through the Ludeon forum thread [ludeon.com]. :2017stickycrab:
Barik 11 Oct, 2017 @ 6:30am 
MiscSecurityStuff
Telkir  [author] 30 May, 2017 @ 1:11pm 
@tyriael_soban - Depending on the storyteller and the difficulty... maaaaaybe :steammocking:
tyriael_soban 30 May, 2017 @ 6:16am 
So, most of the time the alert lamps will flash red is what this is saying? :P
Telkir  [author] 28 May, 2017 @ 10:38am 
@Wicked - No. You are reading the defs wrong. :happy_creep: What you are seeing are the definitions in CoreAbstracts.xml; these are abstracts that other defs inherit from. It is accepted and recommended good modding practice that if your mod references a Core abstract, as the alert lamp does, then you should redefine that abstract and include it in your own mod's data.

I'll keep your feedback on the scrap metal walls in mind for possible future balancing.
Tyrant 28 May, 2017 @ 6:53am 
Unless I'm reading the Defs wrong, it would appear your mod overwrites the vanilla standing lamp, this causes a conflict with cuproPanda's Expanded Power. Could be remedied by switching to a patch method.
Tyrant 28 May, 2017 @ 1:08am 
Scrap Metal walls just seem far too good for what they are.

I'd make them the metal equivalent of cuproPanda's shelter walls. 2 metal, 50 hp, 100 work to build.
Telkir  [author] 11 May, 2017 @ 9:27am 
Hi folks, just a quick note to explain that a new version of TMods for the upcoming A17 update of RimWorld may not be ready as quickly as usual.

Please check out this post [ludeon.com] on the Ludeon forum for more details. Thanks for your patience and for supporting TMods! :happy_creep:
MadTraXx 5 Apr, 2017 @ 1:09pm 
i just discovered that the scrap walls flamebility is 100% like wooden walls.
would be cool if you could find a way to change that to mimic the metal walls 20%
so 40% would be more reallife like.
MadTraXx 3 Apr, 2017 @ 12:15pm 
i only use the scrap walls man,i like them.
thanks for this.
Telkir  [author] 9 Mar, 2017 @ 1:58pm 
@Jet - No, this mod is purely cosmetic. :happy_creep:
Jet 9 Mar, 2017 @ 12:27am 
Does the alert grant any bonuses to colonists? For example, rikkis alert mod grants a slight bonus to conscious
ChildofGaia 25 Jan, 2017 @ 1:49am 
@Deimos I wish the Medieval Times mod was broken up into mod packs. There's a lot stuff I want in the mod (smithing system and fortificiations) but a lot I don't (basically everything else).
Telkir  [author] 24 Dec, 2016 @ 5:25am 
Ah, yeah, that's one of Haplo's mods. He's working on updates, but Robots in particular seem to be giving him some trouble according to the forum thread for it. [ludeon.com] Keep your fingers crossed :)
NightCloud 24 Dec, 2016 @ 4:49am 
Can anyone fix the Misc Robots mod ? really missing that mod
Telkir  [author] 21 Dec, 2016 @ 8:52am 
Just a quick note to say that an update for A16 will be coming within the next day or two. Thanks for your patience. :)
Popo Bigles 8 Dec, 2016 @ 7:12pm 
i'm gonna love this mod, i havn't played rimworld in a few months due to being tired of being the ''Good Guy'' and actully trying to keep the Colonists happy. i've been Wanting to play a raider type scenario because it might and would be cool so the Scrap Walls completes that subscription, thank Shinzy for making the Scrap Walls for everyone!
Telkir  [author] 2 Dec, 2016 @ 6:44am 
@D-19 - This mod should work fine with existing saves. :happy_creep:
Mazz 29 Nov, 2016 @ 1:28pm 
Hi, can i add this mod to a save game ?
maxfire 14 Oct, 2016 @ 4:43am 
What? Elvish lamps? Lol.
Spectre Incarnate 7 Sep, 2016 @ 2:55am 
@Deimos Rast
Was not aware of that! Yay for hay! Was waiting for a few other mods to update before trying that mod out. Thanks!
Spectre Incarnate 6 Sep, 2016 @ 8:57am 
@The Jaundiced Gamer
I really like the mud walls idea, but I think it should require Hay as a material, since straw is usually used to pack and stabalize mud walls and also used for any roofing. Don't think it would be weaker than scrap metal, though.. but might be weaker than hard stone.

@Telkir
Oh, do please reconsider! I would love having little mud huts to start a tribal village with. :3
Telkir  [author] 5 Sep, 2016 @ 11:11am 
@The Jaundiced Gamer - An interesting idea but no, I think not :cwat:
nukita 5 Sep, 2016 @ 10:50am 
Could you add mud walls which are weaker than scrap walls but take no materials to build?
chobiii 5 Sep, 2016 @ 7:39am 
makeshift wall is awesome idea
Spectre Incarnate 1 Sep, 2016 @ 10:35pm 
The makeshift walls of scrap metal are a brilliant idea and the graphics are beautiful. Great ambience for the zombies or crash landing mods. :D
Willowisp 31 Aug, 2016 @ 9:36pm 
oooh la la. Yes please