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Messages - Xubrim

#16
While it's pretty easy to guess what it does, I can't find precisely how the Suppress aim mode is better. Anyone know?
#17
Outdated / Re: [A17] Change Dresser
June 30, 2017, 11:59:05 AM
Great work, thanks for the mod. Not being able to control armor color/hair style has always been one of my biggest annoyances, and I couldn't ask for an easier GUI.
#18
Outdated / Re: [A16] Camping Stuff v0.2.3
June 16, 2017, 02:55:24 PM
Quote from: AngleWyrm on June 10, 2017, 11:04:28 PM

Caravans could use some joy objects, maybe something that can go into pawn gear, like a flute or some dice or holo-game visors. Effects? Maybe a mood boost while carried, or an increase to minimum mood.

Just an fyi, a minified horseshoe set weights only 0.9 kg. That's less than any of the objects added by this mod, plus it fits very well with the camping theme, imo.
#19
Mods / Looking for a mod
June 14, 2017, 02:11:12 AM
Way back when, Superior Crafting added new jobs to the work menu that allowed pawns to spend their free time training, instead of idling and making the late game lag. I know there are some mods which add stations you can force pawns to interact with, but I'm hoping somewhere out there is one that can be automated. Failing that, even something that forces pawns to interact with a joy object for half an hour or so after idling twice or something. To be clear, this is both because said lag when I have half a dozen pawns idling is killing me, and because I really miss a lot of the cool things Superior Crafting did that haven't really been repeated since.

Am I out of luck?
#20
Glad to hear it. This is one of those mods that utterly changes how you plan and build your base, and playing without it just feels... incomplete.
#21
I want to second Loki88. I feel a little guilty admitting it, but I've installed MAI before just to make sure I get those little bots.

Also, would you consider making recipes for their construction? If the colony can construct an enhanced AI, a roomba can't be too impossible.
#22
Laser fence?.. 'eh...

Emergency laser defense grid? Why yes, I think that will do nicely.

I'm not sure if you had it intended that as an alternate use or not, but lasers work splendidly for quickly shutting down hallways or base entrances. One can even get creative and come up with ways to trap manhunters in kill boxes, blocking both entrances with lasers at the flick of a switch from far, far away. It'd be a little more tricky with ranged humanoids, but it's still feasible if you play your cards right.

Cheaty as it sounds, I've loved to see some lasers that could even pass through/over embrasures/sandbags. Also, lasers currently act as walls for the sake of heat transfer. Is there any way to make Rimworld view lasers as nonpassable, but not a wall?

For a fence, four tiles seems a bit too short. Admittedly, the longer you go, the more exploity things can get. I imagine this is why you settled on only four tiles? This is probably a terrible suggestion from a balance perspective, but I sort of hope you increase the distance and, if players want to be cheap little losers (like me), let them. Maybe a mechanic where the energy requirement gets exponentially larger based on how much longer than a set amount of tiles the laser is would balance things a little?

Either way, good stuff. Always happy to have your work in my load order. :)
#23
The inclusion of at least the prison doors, giving each prisoner a cell, would be phenomenal.
#24
Yup. I had to create a new folder for the flowers and add the Rose and Daylily pngs, but it's was as straightforward as you'd think. :)
#25
First off, thanks for the mods. A lot of others have integrated your FixBone mod, but I still find myself coming back for Gardening. I did make a small tweak to it, though, which you may like enough to integrate into your mod.

All I did was made a new "flower" called "mixed flowers", which does what just what it sounds like. Now I can make zones next to my paths in the base where randomized flowers can grow. It does have the downside of giving all flowers planted in mixed bed the same lifespan, but that never really bothered me much. Either way, something to think about.

Thanks again. :)
#26
I think it's set up so you can heal any scars that can not be "repaired" via prosthetics. Makes sense, but would definitely be nice if you could simply fix all scars, assuming you didn't want to go the bionic route.
#27
I'm assuming there's no documentation on Tynan's changes. If a major change happens, do you just try new stuff until you find something that works? Is there more of a system than that?
#28
Not volunteering or anything, but curious. I've written some code for other game mods in the past, but new versions of those games only seemed to add things like new functions/game defined variables. Some bugs may pop up, but nothing major.

I've get the vibe that with Rimworld the code needs to be fairly heavily tweaked with each update. Why is that? Disclaimer: I've only looked at a couple source .dlls here.
#29
Quote from: Abrexus on April 24, 2015, 08:34:52 PM
Daily update complete!  Thanks to everyone for pointing out the bugs.  The changes are as follows:

Changes:
* Added eyes, ears, and noses to the organ vat

Was just coming here to request that, hah. Thanks.

When you adjust the traders tomorrow, can you make them more willing to buy player items? I have a stockpile of a bunch of random, crafted stuff I want to offload, but all the traders seem to want are my resources. It can feel a little restricting. If it's for difficulty, maybe traders can just offer a bad price instead?

Oh, and a quick question. With your last version (alpha six, maybe?), training was a selectable, unique task. Any reason you abandoned this approach? Also, I noticed the Joy mechanics can give exp for specific skills. Have you considered hijacking this? For instance, colonists get bored and go to the rifle range to get some practice?

Since I haven't actually posted here yet, welcome back. Good to be playing Superior Crafting again.
#30
I realize you have your reasons for having so many tables, but it does feel a bit weird having a crafting section dedicated to bionics roughly the size of the crafting for the entire rest of the base. A couple thoughts.

Rikiki has a way using a DLL to add new recipes to existing tables. Not sure how hard it is, but maybe that's an option?

Alternatively, maybe simply decreasing the size of the tables? Make a few 1x1 or 1x2, to lessen the footprint required?