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Messages - MegaDeth

#1
Releases / Re: [B19] A RimWorld of Magic
September 27, 2018, 03:54:31 PM
Still have no idea how a pawn can become a fighter or a mage.

I have no idea if ANY pawn can become a fighter or a mage, or just specific ones etc.

Pretty basic things that should be cleared up in the first line of the mods description.
#2
Quote from: Dargaron on September 01, 2018, 09:23:04 PM
Couldn't you also do this w/ the scenario editor? IIRC, the "Disallow trait" part has settings that allow it to apply to only your pawns, only enemy pawns, and all world pawns.

There's no such thing.

The scenario editor is pretty shoddy and the settings don't even work half the time, with no mods.
#3
Mods / Re: [Mod request] Caravan Packing
August 31, 2018, 04:01:43 PM
Why would you need such a long window to reform the caravan ?
#4
disable the default, arbitrary social recreation drug use policy, use a no drug policy until you have an actual plan
#5
Mods / [Mod Request] Police and riot control bots.
August 30, 2018, 10:19:10 PM
I'm interested in having a mod that adds bots designed for firefighting and non-lethal melee combat, to arrest, break up fights and if needed defend themselves if attacked.

The idea is these bots would not be craftable , but salvaged or bought , glitterworld stuff. And tribal traders could also sell them occasionally , but badly damaged. Also found in quests and possibly incidents, with a reduced occurrence ratio the more of them the player owns.

They would run on a battery system, recharge from touching a power conduit / source or if unpowered plugged in like a normal device. If unpowered they should be automatically minified for haulers to relocate. They would shut down during a solar flare and have a basic AI and needs system like an animal. Their speed should be very slow {3c/s or something like}, unless heading for a task, in which case they use 10 times more power to move three times faster. Finally some expensive research for them to expend less power and store more, durability increase and performance increase research.

Repairing a bot should be serious work, requiring a very high crafting or construction skill OR a moderately high crafting + construction combo.

I don't like the idea of this brand of bots doing more then riot control and firefighting though. If the modder wants to to copy paste this framework for more bots , they should each have their own distinct tasks and jobs.

Other possible bots include "lovin" bots, entertainment bots {cheerleading during a firefight, why not?}, martial arts training bots and so forth.

As a possible development expansion, these bots could have an incident to turn sentient, with serious ramifications to gameplay, just a thought.
#6
It feels like a vanilla feature to me D:
#7
Quote from: Filo on August 29, 2018, 11:21:55 AM
I've ended up making a small Area within my stockpile called 'returning caravans'.   Assign my pack animals to the Area and then quickly dump their gear and reassign them to their normal spots.  Not too much of a chore.

I do the same thing actually , it feels a little explotey since the pack animals instantly drop whatever they are carrying even during pause.
#8
General Discussion / Re: Bills ignoring limits
August 29, 2018, 07:02:53 AM
With or without mods, my cooks ignore the limits even if the produce lands instantly in a stockpile by drawing one under in the kitchen and having the cook "drop on floor".

This is because the colony stocks are not instantly updated. So even though the colony has 76/75 lavish meals, the cook will start a new batch unless i delay him about one in game hour.

It happens with absolutely anything that has a "build until you have X" component set up in the bill.
#9
Quote from: SargBjornson on August 15, 2018, 07:45:03 AM
No, that's on purpose! I won't do mod compatibility till release

So, basically, you're abandoning it for half a year ? Why ?
#11
Can you please update your mods to 0.19 ? Almost none work now :|

Quote from: Fluffy (l2032) on August 13, 2018, 05:19:43 PM
@Everyone; some other stuff came up, so I haven't had time to look at the various issues for the 0.19/1.0 experimental versions. I'll try and get to them soon!

Oh
#12
No longer works with A Dog Said :| version 19