RimWorld

RimWorld

Double Population B18
57 kommentarer
Alpha-Q 19. okt. 2018 kl. 14:07 
Could this be updated for 1.0?

Thanks =D
PrinceCold 30. aug. 2018 kl. 15:05 
Hey could you update this for b19 please?
Commander 29. aug. 2018 kl. 13:53 
b19?
EvilNecroid 22. apr. 2018 kl. 5:58 
i take it u have to start a new game?
Spoony | Wagecuck @ cs_office 11. mar. 2018 kl. 8:08 
What is the load order for these mods? (this and the more tradeship things) cause i cant seem to make it work
DesertShadow 30. dec. 2017 kl. 16:02 
In this description, please note that you must enable the mod in the Mods settings on the title screen. Thanks. I'm a n00b
Soylent 8. dec. 2017 kl. 11:30 
Can you include the More Trade Ships patch into your mod?
Gilgamesh 21. nov. 2017 kl. 17:58 
THank you, you are awesome. :)
BORT  [ophavsmand] 21. nov. 2017 kl. 12:12 
Update for this mod has occurred. Please enjoy/report issues (if they occur).
BORT  [ophavsmand] 20. nov. 2017 kl. 19:40 
An update for this mod will be coming in the near future. Likely in the next week or two weeks. No promises though. :P
Gilgamesh 20. nov. 2017 kl. 13:45 
Will this be updated to B18 please?
Merthykins 5. sep. 2017 kl. 8:38 
I have a question on how the game is supposed to work. I've got cassandra double as my story teller. I currently have 6 people, and it keeps throwing HUGE raids at me I can't possible handle. Is there something I should be doing differently? Raids like this never happen this early with the normal story teller.
SalzStange 3. juli 2017 kl. 13:30 
Thanks a lot for making this mod working
Rose 23. juni 2017 kl. 17:16 
But that was on June 9th when I disabled double population. You might have already fixed it by then, but if it works for other people then that's good :]
BORT  [ophavsmand] 21. juni 2017 kl. 17:43 
that's very weird, afaik this mod should be compatible with star wars and technically every other mod out there as the only thing it does is add new storytellers that differ from the vanilla ones in only population cap.
Rose 21. juni 2017 kl. 17:36 
When I said "working instantly", I meant that I had double population+starwars+More trade ships all activated at the same time. I played like this for 4days+ and noticed that I was getting VERY LITTLE trade ships and the factions from star wars mod weren't coming to visit/raid me, so I decided to disabe double population. When I reloaded my game, that's when starwars mod started working. The star wars faction started visiting me and I was getting alot more trade ships. I mean like as soon as I loaded my game after turning double population off, I got a little popup thing from the Starwars faction and I've never seen that before while double population was on.
Mrohhhtrue 19. juni 2017 kl. 23:03 
@ Swenzi Does this require a new save game to work? Thanks!
Grahfy 18. juni 2017 kl. 18:40 
awesome!
BORT  [ophavsmand] 17. juni 2017 kl. 16:31 
nope, you'll have to mod that yourself. Shouldn't be hard to figure out.
someonesneaky 17. juni 2017 kl. 16:06 
Will this also increase custom storytellers' caps as well?
Killgore 14. juni 2017 kl. 14:18 
Hey! Badassery! Thank you kindly @Swenzi... I'm supposed to be working... but I suppose now I had better help you test a bit :-)
BORT  [ophavsmand] 14. juni 2017 kl. 13:35 
@killgore

More trade ships patch is available at:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=946907885
BORT  [ophavsmand] 14. juni 2017 kl. 13:30 
@killgore it's almost done, give me like 2 mins
Killgore 14. juni 2017 kl. 13:28 
I suspect that would go over well, I would certainly use it
BORT  [ophavsmand] 14. juni 2017 kl. 13:11 
ya i can look into making a submod of the orbital trade ships that modifies these storytellers

Killgore 14. juni 2017 kl. 12:49 
Yeah, can't comment on that part, haven't yet taken the star wars mods out for a spin. I do love my trade ships though... my megabase needs both a large number of residents and a constant flow of trade-ships to export the manufactured goods, so I think I might look at your mod and modify the trade ship mod to support extra population. Thanks for the post though :-) :dwarfbeer:
BORT  [ophavsmand] 14. juni 2017 kl. 12:43 
the trade ships does make sense, however not sure about star wars as it works with the vanilla storytellers and it works with orissans. Also not sure by "not working" as i've experienced starwars faction attacks and atat spawns in ruins even with this mod enabled.

Killgore 14. juni 2017 kl. 12:40 
Oh, yeah, I think I know what @achoo is referring to.. at least with the trade ships the rate of trade ships is dictated by the storyteller, so this mod wouldn't work with the other mod without specifically being made to work together. I imagine the star wars mod would have a similar requirement for a specifically modified storyteller
BORT  [ophavsmand] 13. juni 2017 kl. 19:47 
sorry about the late reply also, but I would appreciate if you can define "working instantly" and whether you would have an error log.
BORT  [ophavsmand] 13. juni 2017 kl. 19:46 
i want to say it shouldn't as it only makes new storytellers..... but i'll look at it
Rose 9. juni 2017 kl. 18:42 
Apparently this mod conflicts with many other mods. As soon as I disabled it, my "More trade ships" and all "star wars" mods started working instantly.
BORT  [ophavsmand] 4. juni 2017 kl. 15:32 
@ganther is that right? I'll fix that right now. thank you.

@peskyEddie yes you can do it yourself, just go into the xml and modify the values under the <points> tag. You can compare between the modded storytellers and original to figure out what i did.
PeskyEddieTTV 4. juni 2017 kl. 11:40 
Is there any way to make a triple version?
PeskyEddieTTV 4. juni 2017 kl. 11:39 
I love you.
Ganther 4. juni 2017 kl. 10:01 
I have peeked into your code and noticed that you haven't changed max population for Phoebe. It is 13 instead of 26.
sheepy20 28. maj 2017 kl. 11:17 
@swenzi Yeah, that makes sense. I see that too. Thanks for checking. Maybe modifying that would be beneficial for this mod too. Thanks again for your work.
BORT  [ophavsmand] 28. maj 2017 kl. 7:31 
@sheepy20 looked at code for Storytellers, I believe that the <mtbDays> tag got modified in A17 so that it takes longer for incidents to occur.
BORT  [ophavsmand] 28. maj 2017 kl. 7:20 
@sheepy20 aight cool, I'll continue to look at checking the mod just in case, might modify trader incidents a bit also
sheepy20 28. maj 2017 kl. 7:18 
@Swenzi It's been about 45 days since last join. I have 7 colonists. I've removed the mod for the moment to see how the incident timings have changed since for a17. will add your mod again soon to see if it just me. lol
BORT  [ophavsmand] 28. maj 2017 kl. 7:02 
@Canveriven also other mods enabled other than Double Pop?
BORT  [ophavsmand] 28. maj 2017 kl. 7:01 
@CanverivenTR how many days has it been, storyteller used, and do you have dev log on/are there bugs showing in the dev log?
Canveriven 28. maj 2017 kl. 7:00 
nobody coming dude pls help
BORT  [ophavsmand] 28. maj 2017 kl. 6:04 
@sheep20 How long has it been since your last join and how many colonists do you currently have?. Also is it possible for you take a picture of your dev log? It's hard to tell whether it's a result of the mod due to the randomness of joins without seeing the dev log. Regardless I'll look into it just in case. Thanks.
sheepy20 28. maj 2017 kl. 4:58 
Hey. Thanks for the mod, but I'm still having the issue where I am getting no joins.
BORT  [ophavsmand] 26. maj 2017 kl. 18:03 
@jojobe I simply doubled the vanilla population caps, if you would like to make custom changes you can go into either my mod or the Core files and modify the Storytellers.xml file by changing the values under the <points> tag
jojobe 26. maj 2017 kl. 16:52 
It would be great in my opinion that phoebe should be slightly higher in population. 12. 36 50 Randy 12 50 100. The spread in points you have is kinda strange. Most people like the more colonist anyway so if you do it go big or go home ya know.
BORT  [ophavsmand] 25. maj 2017 kl. 15:24 
Colonist Spawning bug is now fixed, colonists should now spawn as usual.
Shinigami 25. maj 2017 kl. 14:06 
If you want to fix it yourself:
go into your save file, then search for your storyteller, change it back to the regular ones. Then go into the core/defs/storyteller/storytellers.xml there you can go to the one you want to play with and change the number in the populationIntentpopcurve. You can figure the number which you have to change from looking at the numbers that were supposed to be changed in this mod (4--> 8, 13-->26, 18-->36).
Worked for me.
Hiro 25. maj 2017 kl. 13:54 
Yeah I have had zero joins as well.
[TiC] Dumpshock 25. maj 2017 kl. 13:35 
Day 50, still no join, not even a crashed landing pod.

Starting to think the mod has somehow actually DISABLED recruitment.