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Messages - Playbahnosh

#1
General Discussion / Re: EDB Retirement
July 16, 2016, 03:21:10 AM
Quote from: Chibiabos on July 16, 2016, 02:53:15 AM*words*

Scenarios is more about editing the game's conditions and rules, Prepare Carefully is about customizing your colonists, that's two different things. Sure, you can set some traits or ban some actions or whatever in scenarios, but it's either all colonists or none of them, you can't set individual traits, skills, appearance, colors, clothes, gear, etc. That's what's PC is all about and I always play with a starting story and characters in mind, I have a lot of saved profiles for different starts with different crews. The scenario system would've been a great ADDITION to that, but without Prepare Carefully, it's just feels like playing with a bunch of lemmings. Bland and pointless.
#2
General Discussion / Re: EDB Retirement
July 16, 2016, 02:38:26 AM
Quote from: quxzcover on July 16, 2016, 01:12:28 AM
for me the game is almost unplayable without prepare carefully. modders, get on it and make a new version!

I was about to say the same thing. I can't play without Prepare Carefully anymore. Having that single "randomize" button just feels like an insult at this point...

Why not add the Prepare Carefully customizing functionality to vanilla like the colonist bar? It only makes sense. I guess I won't play Rimwold until that happens or some other modder picks up development on this. :(
#3
General Discussion / Re: Don't be jerks on Steam.
July 16, 2016, 02:34:25 AM
The Steam forums is pure cancer, just like it always been. With Valve's complete hands-off approach by delegating moderation of a game's boards to the owners/crew, this will never change. Just try to disregard raging lunatics, trolls and stupid children, not much we can do.
#4
Awwww man, this is so sad :(

As many have said before me, I myself cannot play without EdB mods either. Especially Prepare Carefully, which for me was THE selling point when I bought the game. I cannot imagine a game start without customizing my starting crew and items. I'm an RP oriented person, so while having scenarios is nice, I always treated Rimworld as a sort of "Sims in space" where all my survivors had their own stories in my mind. I streamed a ton of Rimworld on Twitch and I roleplayed for them, conversations, stories, all that. I NEED EdB PC for that! I need to be able to customize their appearance, their skills, their traits, etc. That lone "randomize" button just feels like an insult after having Prepare Carefully for so long.

I'm with the others here completely. Unless PC style customization makes it into vanilla (or some other modder picks up development on this) the last version compatible with EdB PC is the last version of Rimworld I'll ever play.
#5
This is so sad! :(

I seriously cannot play Rimworld anymore without the EdB mods! The EdB Interface is a MUST HAVE for anyone playing this game, it just boggles my mind why all the EdB stuff haven't made it into vanilla! I got so used to having all those awesome functions, I tried playing vanilla one time and it was just an exercise in frustration, I had to wait for the EdB update to be able to play, no joke.

I know the colonist bar FINALLY got included in vanilla, but what about the indispensable inventory display? Squads? All the other things? :(

I'm sorry to see you go EdB, you made a huge difference in Rimworld! Godspeed in your future endeavors and THANK YOU!
#6
Quote from: Nebbeh on April 07, 2016, 04:37:47 AMTho it must be said, all 3 EDB mods, (Mod order, Interface, PC) should already been implemented as a standard for vanilla Rimworld in my opinion.

You, me and zillions of other people. I personally refuse to play Rimworld without the EdB mods. It's like trying to play with one hand tied behind my back without them.

It truly boggles my mind how these are not worked into vanilla yet.
#7
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 25, 2016, 11:31:00 AM
Quote from: Shad on March 25, 2016, 09:37:09 AM
I'm quite sure sniper weapons (including AM rifle) should have more range than mechs.
I'm quite sure any colonist I sent out with a sniper against minigun and shock lance wielding space maggot got pureed into a red mush in under a second. And yes, AM turrets SHOULD outrange mechs at least. Failing that, I want big bertha and BRRRRRT! back in my arsenal.
#8
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 25, 2016, 06:04:37 AM
Is there a way to re-enable turrets from the TurretCollection?
I guess most of them were removed for balance issues, but right now mechanoid weapons (shock lance, minigun) all out-range every turret or weapon I have, even the AM turret and the Minigun turret, utterly useless against mechanoids in particular. They just sit there outside weapons range and plink away at my defenses without opposition. The only turret that can shoot that far is the Cannon, but for some reason (maybe the Combat Realism changes) even with an operator of 19 Shooting skill, it can't hit the broad side of a barn, let alone a mechanoid. Also, the Cannon cannot fire over sandbags or through embrasures, so the operator gets killed almost instantly too.

I want my GAU-5, Chaingun and Howitzer back, game balance be damned.
#9
Quote from: NoImageAvailable on March 23, 2016, 07:41:27 AM
Quote from: Playbahnosh on March 23, 2016, 07:35:34 AM
I'm sorry if this has been asked before, but would it be possible to extend the surgery and prosthetics to animals too?

EPOE already does everything I would need in a medical mod...for humans. But for many colonies now I always have the one dog that's just isn't right. A missing kidney, a hurt back, a missing paw, nothing life-threatening but it's just sad I can't do anything to help them and I haven't found any mod that allows prosthetics and surgery on animals.

I don't know how complicated it would be to include this, but a one-size-fits-all animal prosthetics and limb/organ surgery would be a pretty great start. I know it's kinda weird to amputate a leg from a cow and attach it to a dog, but I dunno how complex it is to do for different species.
Also, creating a cybernetic dog would be pretty friggin rad :D

Would any of this be possible?

See this mod
https://ludeon.com/forums/index.php?topic=16000.0

Yes, I saw that mod, but the author hasn't posted since last September and it's incompatible with a lot of things.
Plus, you can only ever get bits of animal prostethics from traders, there is no way to craft them.

EPOE already has recipes and workbenches for all medical stuff. Would it be possible to add animal prosthetics and organ transplant to the existing benches and menus? It would be much simpler to have all the surgery and prostheses things in one place and it wouldn't screw with other mods and modpacks like MVP that many people use.
#10
I'm sorry if this has been asked before, but would it be possible to extend the surgery and prosthetics to animals too?

EPOE already does everything I would need in a medical mod...for humans. But for many colonies now I always have the one dog that's just isn't right. A missing kidney, a hurt back, a missing paw, nothing life-threatening but it's just sad I can't do anything to help them and I haven't found any mod that allows prosthetics and surgery on animals.

I don't know how complicated it would be to include this, but a one-size-fits-all animal prosthetics and limb/organ surgery would be a pretty great start. I know it's kinda weird to amputate a leg from a cow and attach it to a dog, but I dunno how complex it is to do for different species.
Also, creating a cybernetic dog would be pretty friggin rad :D

Would any of this be possible?
#11
Ideas / Re: Combat Formations
March 23, 2016, 04:15:38 AM
Quote from: Jorlem on March 22, 2016, 02:32:41 PM
I tend to build defensive positions with sandbags, often in those shapes, so being able to easily get my colonists into position behind said sandbags without needing to micro them would be nice.

I was thinking about something similar, but not with formations but with battlestations. Maps are random generated, so they are unpredictable, and maybe I can't or don't build my defenses in a perfect line or V-shape, then preset formations won't work.

My idea is to have the ability to set "battlestations" for different pawns where they go when I press a button, like "ALERT" or something. You build your defenses and just set a position for each of your colonists where they'd go when you raise the alarm. Maybe you could have more settings so you can switch positions of all your colonists with a single button when the attack comes from the other side or you need to retreat further into your base, etc. I remember seeing a mod that does something like this, I think....
#12
Ideas / Re: Multiplayer
March 22, 2016, 10:56:05 AM
I envision multiplayer in Rimworld like SS13 (Space Station 13, on Byond).

Every player would play a colonist and would need to work together to accomplish things. The specifics are a bit murky, but it would suit the game I think.

The difference is, in SS13 the map (eg. the space station itself) is already given and the players fill different pre-determined roles and jobs on the station. I guess Rimworld's colonists could develop a social structure and appoint a leader to issue tasks, much like the Captain and department heads in SS13, but it would more open-ended.

SS13 is also round-based, and while rounds can last up to several hours on certain servers and rulesets, Rimworld's gameplay is practically infinite, so people disconnecting and maybe returning need to be handled somehow. SS13 explains away people disconnecting and reconnecting with in-game lore: SSD as in Space Sleep Disorder which is a side-effect of spending a long time off planet, and basically means anyone at any point could randomly fall into a very deep coma-like sleep for any amount of time and also randomly awaken. This could work in Rimworld, or maybe the disconnecting colonists could be taken over by the AI until the player returns. Maybe.

Well, there are obviously many kinks to work out, and multiplayer is really far off anyway, but this could be an idea.
#13
Ideas / Re: Combat Formations
March 22, 2016, 10:14:01 AM
Not to diss, but I don't really know what this would accomplish. I'm sure what you described could be done with some effort, but what would be the point exactly? Rimworld's combat is mostly based on utilizing terrain and cover, and having groups of pawns standing out in the open in any sort of formation is practically suicide. Also, unless you play on some completely flat map with no vegetation (desert, ice sheet, etc), there are so many obstacles on any given map it would make forming regular formations pretty much impossible.
Formations are good thing in like RTS games with hundreds of units, where you need to position them instantly, but it's the same reason games like XCOM don't have formation settings. You can pause the game at any time and set up where your pawns would stand in seconds, and usually there aren't too many of them. Unless you regularly run games with dozens upon dozens of colonists, functionality like this is pretty much unnecessary.
#14
Ideas / Re: Lore
March 22, 2016, 09:10:16 AM
I never said it would be "easy", I only said it's PLAUSIBLE!

Quote from: erdrik on March 22, 2016, 07:40:54 AMBesides Knowledge and Infrastructure IS a resource, so no. Prehistoric humans did not have the exact same resources.

I meant natural resources. Even if they didn't know how to access them or what to do with them. Like coal and crude oil was down there, metals and minerals were inside mountains and underground, certain plants and flora with medical and industrial use were right there. All that unutilized.

And yes, infrastructure is convenient, but I never talked about mass-production or built-to-order professional machinery. Aggregate knowledge is indeed the key here, and I'm sticking to that. Given enough time, effort and knowledge, one COULD build a working internal combustion engine from scratch using makeshift die-cast components and home made tools and instruments. Granted, it most likely won't be perfect and it's efficiency and longevity would be sub-par compared to a Bugatti, but the fact is you DON'T need a robotics automated modern car factory to do it.
QuoteA lot of what was built was done so using infrastructure that no longer exists and knowledge that has been forgotten.
No useful knowledge is ever forgotten. What has been forgotten along the years and centuries is stuff we no longer use because either we invented something better or is no longer valid considering today's scientific knowledge.
For example I no longer need to know the proper technique for bloodletting or trepanning, because medical science progressed way beyond that. You learn how set a breakage or a sprain, how to properly clean and suture a wound in basic first-aid, and unlike people of old, we know willow bark contains aspirin and the white mold Penicillium is an antibiotic. Same goes for other things, like I don't need to know which caves are safe to live in or how to make a hovel using sticks and mud because I know I can make way stronger shelters using bricks made of clay and mortar made of sand and burnt lime, while tar/bitumen can be used for waterproofing. All this is not even specialized knowledge, I learned this in school many years ago. Also, none of this requires specialized infrastructure, just the knowledge of where to get the raw materials and how to utilize them.

From an in-game standpoint, it's not unfeasable the survivors managed to save a data storage device from the wreckage or had it on them. Nowadays you can fit an entire national library on a memory card or USB stick, not to mention a tablet or smartphone. Think about what kind of data storage they'll have in Rimworld-time. The survivors themselves don't even need to possess the exact knowledge on how to build all the stuff they do if they have a data pad with so much information, and just have research the means on how to suit those technologies for the planet's resources.
#15
Ideas / Re: cleaning, plant cutting, hauling
March 22, 2016, 08:04:11 AM
Quote from: skullywag on March 21, 2016, 04:19:21 AM
Nope. Pawns have a stat that denotes how much they can haul (check the character sheet), as do animals.

And im pretty sure stats like manipulation effect things like plant cutting.

This is true. However the differences are very small.
I agree with the idea, that hauling amount and speed should be dependent on the pawns strength, injuries and enhancements/bionics and at least the weight of the item(s) with way more visible differences. Equipment should also be a factor at some point, like a frail old man with back problems could struggle to hold even a single piece of scrapmetal, but a muscular fighter in a full set of power armor should be able to carry a truckload. Also the Hauling skill should improve over time while carrying stuff, making the pawn able to haul more things faster.

Same for cleaning. There should be tools for that too, like broomsticks, mops, cleaning carts or futuristic vacuum cleaners that could clean large areas fast, and possibly detergents and cleaning supplies that would make the area sterile (for medical things, like reduce chance of disease and infections) and remain clean longer. And the Cleaning skill should improve while cleaning, maybe locking some of the cleaning equipment behind skill requirements.

Also the same for Plant Cutting, which is a pretty superfluous skill IMHO, but pawns doing woodcutting or foraging should gain skill from doing so. Also, some tools would be great, like chainsaws, scythes, lawn movers, maybe even weed-killers/fungicides to rid an area of plants altogether (for windmills for example).