Question about the mod - why not just have meat/leather/bone result from butchering, instead of the skeletons that then have to be deconstructed?
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General Discussion / Re: Poll: In its present state (Alpha 15), do you think RimWorld is well balanced?
September 17, 2016, 02:22:13 PMQuote from: Shurp on September 15, 2016, 07:11:19 AM
My biggest complaint is the trading system. I frequently find myself sitting on giant stockpiles of silver and rice waiting for traders to show up with something I want to buy -- steel especially. And since colony wealth is a major determinant in hazard strength, it gets annoying that the wealth I am accumulating is *worse* than useless -- does nothing for me but increases the danger I face.
As of A15, you can call friendly factions via comms console and request either a Bulk Goods, Pirate, Exotic Goods, or Combat Supply caravan to come by in a few days. It does cost from 300-600 silver though.
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Ideas / Re: Flavor texts warning of impending major events
September 15, 2016, 03:34:38 AMQuote from: Shinzy on September 14, 2016, 09:42:12 AM
Oooh these could be really nice
I don't know about the ease of implementation for something like those
but barazen's post made me think the warnings could be chance+skill based
like coming weather effects would have very high chance of being spotted before they happen if you've got pawns outside or cloudwatching or whatever
but I don't think you should get warning from all of the events all the time
a bit of surprise chaos is fun :p
but then again so is the impending doom feel
I'm not sure either, but the game does seem to have a timer until the next event, no matter what. So like you get a raid, and load a save before it, and then it's a different event (like maybe an infestation).
(warning: i have no knowledge of how well this would actually work) - just make that timer decide what the event is, then trigger it's relevant flavor text, and then in X hours, trigger the actual event with a red letter.
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General Discussion / Re: Poll: In its present state (Alpha 15), do you think RimWorld is well balanced?
September 15, 2016, 03:08:02 AMQuote from: DariusWolfe on September 14, 2016, 07:06:27 PM
I went with the "No, not really" option, though I don't really mod it for balance. It's still entertaining, but a lot of that is because of how hilariously bad and unbalanced some things are. Were the game advertised as being feature-complete and a lot of the balance issues were still there, I'd probably find the game a lot more frustrating than I do; Knowing that Tynan is focused on adding features and fixing game-breaking bugs moreso than fine-tuning the balance allows me to be a lot more philosophical about the frustrating aspects.
What sorts of things do you find unbalanced?
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Releases / Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
September 11, 2016, 11:44:18 PM
Out of curiosity, would it be possible to assign an outfit category based on the alert level from the threat sensor?
So for example, dude is in 'Anything' outfit mode, a raid triggers the threat sensor and the alert lights, it switches him to the 'Soldier' outfit.
So for example, dude is in 'Anything' outfit mode, a raid triggers the threat sensor and the alert lights, it switches him to the 'Soldier' outfit.
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Releases / Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
July 22, 2016, 11:04:48 PMEDIT: Happening to the small 1-square freezer https://puu.sh/qbf3K/d5ef27ceca.png
Just saw that CCL needed to be loaded on world start. Shoot
Restarting the game has fixed it! Nevermind!
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Outdated / Re: [A14] Enhanced Development - 2016-07-18
July 21, 2016, 06:54:18 PM
Nevermind then! Thank you very much for your hard work!
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Outdated / Re: [A14] Enhanced Development - 2016-07-18
July 21, 2016, 06:34:35 PMQuote from: Jaxxa on July 20, 2016, 11:42:41 PM
That is not intended and looks like a bug that I will investigate. Although I dont know that there is much I can do as that is more about how the AI is dealing with it and I dont want to be making any large AI changes.
Okay, thank you! Also, have you considered adding the ability for the smaller turrets to be reinstalled, like the basic turret?
#9
Outdated / Re: [A14] Enhanced Development - 2016-07-18
July 20, 2016, 10:42:35 PM
I'm unsure if it's just the setup of my defenses (http://puu.sh/q8RI1/a4ce5507e8.jpg), but it seems like all raiders don't even try to shoot at the embrasures. They just bumrush them and start meleeing them. Is this intentional?
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Outdated / Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
May 02, 2014, 09:51:29 PMhttp://puu.sh/8wRm4.jpg
There's a picture of what I've researched, and also my buildings tab so you can see that I have the coal feeder and burner...just not the miner.
I've been looking for answers to this for the past little bit, and found nothing. Any help?
EDIT: Never mind about that! Turns out I needed to go deeper in the digging techtree.
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