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Messages - SullenSkulls

#1
Mods / Re: Community Animal Pack
May 14, 2017, 12:27:53 PM
Hi Guys,

This sounds like a really great project.  I came across it by accident as I was searching google for Rimworld animal downloads.  Specifically I was looking for the Alpha Muffalo, as I remember it being awesome last time I played the game (been quite a few alpha's apparently).

I found it :-

https://ludeon.com/forums/index.php?topic=3060.0https://ludeon.com/forums/index.php?topic=3060.0

and think it might be an excellent addition to this pack if you're able to get the rights, and/or able to contact the original modder.

Just a thought.  Anyway, keep up the good work, and I look forward to seeing your progress.
#2
Quick question.

With your reclaim fabric mod, I have currently set up a stock pile that only holds <50% condition, worse than normal items, and have a job to set up to reclaim fabric only from items in that stockpile.  Unfortunately, I haven't seen a single piece of fabric returned from the items yet.  My tailors have 10-15 skill that are doing this job.

Does this sound normal for the scaling you have put on the amount of fabric returned, or could this be a bug (I use colony manager to set the jobs if that might make a difference)?

If so, that's fine.  I'll just have to re-assess my plans for fabric domination!
#3
Mods / Re: [MOD REQUEST] Battle-Hardening
July 23, 2016, 09:02:15 PM
@Darius - I agree that 10 is a low number especially in relation to how quickly the body count piles up in this game, I was more throwing it out there as an example, and yeah I think the effect should be reduced over time, as this would be more balanced.

@Kashipoi - I completely agree that it would be need to be variable depending on the individual, and that some people would be more perturbed than others.  The soldiers not getting over what they're doing point I think stems from my use of the term battle-hardened (couldn't think of a more appropriate one).
I'm not talking so much about the effects of seeing somebody be killed, than seeing a dead body.  Working in a morgue, or a research facility, or the emergency services, or the military, or any other profession that would involve seeing dead bodies on a somewhat regular basis, would definitely numb the shock factor in seeing a body, with the more bodies that you saw.
I feel the game applying a 'saw dead body' moodlet every time the pawn walks past a corpse, seems to reflect the effects of seeing somebody killed, more so than seeing a body.

I don't know how this mod would or could work, or how to balance it correctly, otherwise I would have a crack at it myself, but I think it might be a reasonable attempt at something vaguely realistic within the confines of this fantasy setting, that I just thought of, and threw out there in case somebody was willing or able to have a crack themselves.
#4
Mods / [MOD REQUEST] Battle-Hardening
July 22, 2016, 04:38:43 AM
Not sure if something like this exists out there already, I haven't found it, but I came up with what I think would be a good idea when downloading Itchyflea's Medical Training.
Something akin to battle hardening, whereby the more corpses you have seen the less of an effect the 'seen a dead body' mood debuff has.  Or even once you have seen, say, 10, the mood debuff is negated completely.
Just a thought, but I think it would be both useful, and somewhat realistic given the nature of the pawns lives.

#5
With your room sharing update, does it just check for double beds, or multiple beds in a room.  I often build my hospitals and prisons with both private and common wings, as well as the early game, just throwing everything in the one room to start.

Just checking.  Love all the mods otherwise.