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Messages - chappelkebabistan

#1
Mods / Vanilla and Non-Vanilla Suggestions
October 11, 2016, 12:28:36 PM
Vanilla friendly:

Recruitment Changes
Prisoner Brainwashing to gently recruit the prisoner, high chance of becoming a enemy again. (gradually reducing recruitment resistance and also adding data about recruitment possibility chance as well).

Enslavement Brain Chip -(yes wiping memory clean and then having a new recruit/slave), would prefer the slave to be a pawn who essentially behaves like a pet, but probably controversial, and with high risk of surgery going wrong, but lower risk of patient going to original state of being a enemy (unless any mod that enables chip deteriorating). (Resetting also ability stats, apart from physical injuries)

Tannery:
Because you just don't wear any animal bloody (literally and metaphorically) skin.

Tannery makes leather from skin, and also drops gelatine.

As you most likely will use bird c*** for the tanning - drops nitroglycerin.

Gelatine:
Used in medicine, medications/pills and food. As there isn't any pork in the game no concerns about kosher or halal.

Gelatine --> Jelly
I know its usually Agar - but if in the future we ever get antibiotic resistance and what not, use it as a growth medium.

Gelatine + Fruit --> Gummi Bears - Because who doesn't like them!?

Weapons:

Shamshir/Scimitar - as space is probably multi-cultural and requires also other styles of weapons.

Damascus Steel & Damascus Swords - because Damascus steel rocks - and it's strong too. Mixture of Steel and wood/Coal. As it's better. in the year 5k at least someone have found the secret again.

Microwaves- as we had them in the year 2k, so they probably still exist in the year 5k.


Non Vanilla Ideas:


Psionic and Psychic Powers (because its the years 5k+) if Mass Effect can have it so must Rim World.

1. People with psychic sensitivities debuff should have psychic powers to balance it out, they find training easier in the matter of the psionic/psychic skills.

2. Psionic Barrier - like a Gungan shield just without the metal bits driven psychic(-ally). (adding another clothes category of psychic shield, but only turned on in people with the ability)

3. Suggestibility Telepathy - a bit like mind reading and brainwashing - if enemy raids - ability of one raider's to go amok against own raiding party, but no recruitment as its temporary. (who knows with some Stockholm syndrome thrown in  :o).. Essentially causing breakdown in enemy.

3. Telekinesis and Telepathy - unsure if this is possible with rimworld atm. probably outside remit of current possibilities or requires alot of coding.

thats it















#2
Outdated / Re: [A15] Pottery Mod
October 06, 2016, 12:41:51 PM
Quote from: Serenity on October 06, 2016, 09:53:32 AM
Those could be used in a crematorium recipe. Urn + body = filled urn. Can be visited for "joy" like a grave.

Why does this make me think of Patrick Swayze?  :-\ :o
#3
Is your personal-Use mod for A15 or A14?
#4
Quote from: dubwise56 on September 29, 2016, 04:51:04 PM
Quote from: Hydromancerx on September 29, 2016, 04:48:10 PM
It would be kinda cool if this was made for water biomes where you make underwater colonies that need air and then you wear underwater suits to breathe. Pump out water and so on.

So you hacked my VS projects folder then

I was thinking the same, a la seaquest if anyone remembers that crappy show.

I sorted it out

I added the following xml text into vegetables gardens smelting recipes, from your mars recipe. It can be found in *Mods\Vegetable Garden\Defs\RecipeDefs\Recipes_smelt.xml

<RecipeDef>
    <defName>SmeltSteelFromIron</defName>
    <label>smelt steel from iron</label>
    <description>Use heat to smelt steel from iron and carbon.</description>
    <jobString>Smelting steel from iron.</jobString>
    <workAmount>1600</workAmount>
    <workSpeedStat>SmeltingSpeed</workSpeedStat>
    <effectWorking>Smelt</effectWorking>
    <soundWorking>Recipe_Smelt</soundWorking>
    <ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>Iron</li>
          </thingDefs>
        </filter>
        <count>10</count>
      </li>
    </ingredients>
    <!-- Switched to standard products so we can do "do until you have X"
    <specialProducts>
      <li>Smelted</li>
    </specialProducts>-->
    <products>
      <Steel>10</Steel>
    </products>
    <fixedIngredientFilter>
      <thingDefs>
        <li>Iron</li>
      </thingDefs>
    </fixedIngredientFilter>
  </RecipeDef>

#5
Quote from: dubwise56 on September 29, 2016, 12:11:53 PM
Quote from: yavorh on September 29, 2016, 05:29:49 AM
Hey, it's an amazing mod and I'm planning to try it out now, I just have two questions and one suggestion/question:
1. Vegetable garden mod - mostly asking if it is compatible as that mod adds some 'floor options' which are tilling soil and the such to make it more fertile. It's not fatal if that doesn't work in the mars mod, but I'm more curious if the vegetable garden will work AT ALL - it has a lot of great recipes and some resource-plants which can be very useful.
2. EPOE - the prosthetics mod relies a lot on plasteel - is it still available on mars?

3. Suggestion based on last point sort of - any specific to mars diseases/afflictions to be body - say like different gravity or conditions affecting the body, causing some organs to fail or need replacements. Essentially natural threats that will cause you to have to perform surgeries... because as of now the main surgeries I will want to perform is making bionic things for all my men to make them super hyper powerful :D

If a mod adds custom soils with their own fertility ratings then that is basically cheating since it will bypass my irrigation grid which uses my own soil types. Which means i will probably have to run a check on all non mars soil types and replace them with dead soil as soon as you build it.

I'm adding a fitness system which will require colonists to keep fit or they will suffer debilitating illnesses from the low gravity environment, also the risk of cancer is increased due to the cosmic radiation. I don't like the idea of allowing bionics in the NASA tech level, that's something i'm limiting to the higher tech levels past NASA which you get by spending a couple of years running research projects in labs and trading science points.

Yes I realised about the 20%, I was wondering "why aren't they taking of their helmets and need to refuel air all the time even inside". It would great to have a rack near the pressure doors so they automatically take off their helmets. Overall great mod, love it! The first modpack I have used.

I have added some pictures, however I still can not see any smelt steel from iron, its still steel slag.

[attachment deleted by admin - too old]
#6
even if I use a aluminium alternative, there is still some steel requirements.

is one of the mods interfering?
#7
What is the actual purpose of the moxi, and where do you install it? if I install it inside, toxicity increases, and if I instill it outside, the air outlet only increases air quality to 20% and not beyond.

I haven't found any steel whatsoever to mine, I did unfog a couple of times, to find any steel sources. only Iron and more Iron.

Also I created a custom scenario, and when some supplies are supposed to arrive, the whole screan is a massive collection of MAV and tool supplie creates, the screen goes red and boom, error. like a nuclear reaction essentially.

If it helps I have the following mods running:
Crafting Hysteresis
DoIT
Miniaturisation
RedistHeat
RTG
Stonecutting Tweak
StoragSearch
Vegetable Garden

- Would be great if Prepare Carefully would work.
Colony Manager