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Messages - lwki

#1
Ideas / Preferred player-created characters
July 20, 2018, 03:15:01 PM
I saw this option quite a while ago, but never used it. Today was the day i wanted to try it out, but then i realized it wasn't what i thought it was.

I thought i could add names of my acquaintances and these names would appear ingame.
So this is my suggestion, allow us to add our own names to appear ingame, nicknames are enough. Just like we can change them when we are in the game.
#2
Added sliders for masterwork and legendary. Sadly legendary doesn't work due to stack overflow and i can't fix it 'cause i'm dumb.

JobDriver threw exception in initAction for pawn Moehre driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_6033324) A=Thing_ElectricTailoringBench493527 B=Thing_UnfinishedApparel687498 C=(361, 0, 231)) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.StackOverflowException: The requested operation caused a stack overflow.
at CraftingQualityRebalanced.HarmonyPatches.Postfix (int&,bool&,RimWorld.QualityCategory&) <IL 0x0001b, 0x00058>
at (wrapper dynamic-method) RimWorld.QualityUtility.GenerateQualityCreatedByPawn_Patch1 (int,bool) <IL 0x001f7, 0x004eb>


Edit:
Forgot to disable legendary by default, set it to 21 or items will disappear.

[attachment deleted due to age]
#3
Quote from: KnewOne on July 19, 2018, 05:42:20 AM
Could you add a direct link for 1.0 ?
It's in the attachments
#4
Was waiting for a mod like this. And yes please add for masterwork and legendary options.
#5
Tbh I really liked damage being affected by all qualities.
I'm all for more stats increasing or decreasing depending on item quality, it gave more depth to creator's skills, instead of just making crafting shorter and giving a bit more accuracy.
#6
At the start it would be like 1-3 bugs, you could stop after every lump so you get low bugs and probably still more resources than now
#7
Quote from: Tynan on June 28, 2018, 02:53:37 AM
My main concern about what awful-normal said what the sense of deep drilling being grindey. How can we alleviate it? I'm open to ideas here. My first thought is to make more infestations and balance that with faster drilling, but that seems kind of punishing. Or make the drills tankier so the bugs can't destroy them easily. Hmm.
What about making it a little more dynamic?
Make drilling way faster so you can stay at x1 speed.
After every lump infestation spawns, at the beggining numbers are small but they rise with time.
Rewards rise aswell with danger level.
Also bigger drilling area would be great 9x9 instead of 3x3 for example
#8
Some feedback after a couple of playthroughs
The new recreation system feels too overtuned, colonists are spending hours and hours switching between joy sources. It feels like i need to make a disneyland for them to start working. They ignore incapacitated colonists for the sake of joy. They even go back to joy even at 90%.
This new system would be okay for colonists under age of 15.

You are a 50 year old castaway sitting alone on unknown planet?
Better play the shit out of them horseshoes for the next 10h.

And another thing, were centipedes buffed?
Had mechanoid raid, 3 minigun centipedes. Ally caravan pops at the same time. I think 'cool they will kill them for me'. Caravan got anihilated. Then 3 almost unscratched centipedes vs my 5 colonists with bolt action rifles/shotguns. Colonists behind sandbags got shred to pieces. For sure old miniguns werent that accurate. Colonists killed one mechanoid and mechanoids killed all colonists.
#9
looks amazing
hope it will work with my current mods
#10
Quote from: Dingo on August 31, 2017, 12:31:29 PM
You know how a mad animal or something attacks your colonist and it immediately locks you at x1 speed? That doesn't happen anymore. I think the answer to your question is "both" but I can't be sure off the top of my head.
Yeah, i was wondering if ill miss my colonist's death with this mod, because i was running at x3 and some random starving animal hunted him.
#11
Quote from: Dingo on August 17, 2017, 06:52:57 PM
No Forced Slowdown

Made after some chitchat in the modding Discord server. A tiny mod powered by Harmony. Nullifies the forced x1 speed modifier which triggers on some events such as colonists taking damage.
It nullifies the speed limit or both limit and speed change?
#12
Releases / Re: [A17] Luci heals more!
August 19, 2017, 04:04:53 PM
Quote from: geojak on August 18, 2017, 06:32:21 PM
edit: i managed to do it myself. quite cool. now my luci is able to heal everything except for death itself.
that's dope, thanks!