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Messages - kaiserslash

#1
AAAAAAH I am dieing waiting for this update lol.  I have never got to use it before and in drooling just looking at all the weapons on this thing
#2
Hey elStrages, just wondering if you cared if I created a compatibility patch for your mod and Combat Realism.  For the most part, you don't need to mess with DLL's to fix from what I'm seeing, you just need to mess with the XML's a little bit.  I'm working on it now, but asked the creator of Combat Realism if he'd post the fix when I'm done, then I realized I should ask you too since I'm also messing with your mod.
#3
Just wanting to say I love combat Realism, I also enjoy Cybernetic Storms, but they both modify body parts.  I'm working on trying to make them compatible in that Combat Realism will be added after Cybernetic Storms.  If I can get it to work properly, would you want the compatibility version?
#4
Just had a thought for my first little "project".  In order to better understand the defs and everything im going to attempt to make a patch that makes Cybernetic Storm and Combat Realism compatible together.  Figure if i can get that to work then Ill be able to make my own mod.  No idea how long itll take to do since i have a busy schedule but thats my goal anyway.
#5
Stories / Just Finished Game
March 05, 2015, 07:24:31 AM
So I finished this round and was just curious what people would think of the setup I had before I finished.  Mods are in parenthesis 

Base
Entrance has an outer layer with embrasure(defend that colony) for my colonists to hide behind and shoot
After the embrasure are a double doored entrance to inside the base itself
Above the entry doors is my armory for storing all weapons not needed or salvaged from fights
Below the entrance is a very small prison for prisoners themselves (and I mean small)
I have the medical facility right near the entrance so after a fight I can get the wounded their asap (its split in two, upper - medical supplies lower - 2 research computers (more research tables) and medical beds)
Most of the colonist rooms are near entrance in case of an invasion at night they can easily reach the entrance
The center of the base has hydroponics tables which easily overproduced for my 30+ colonists, the center is a fridge/dining area
To the right of the farm is a crafting area for apparel and cybernetic body replacements
The two rooms near the Crafting area are power rooms (Cybernetic Storms) which gave me a constant power supply (surplus 6000)

North of Base
I have a shooting range for my colonists to practice shooting (Target Practice)
6 Devestator Mortars (more vanilla turrets)  in case of Mechanic attacks, they could easily get other invading forces to retreat
A storage facility for all resources, which is connected to the Sculpture room
The room below that is my "bank" which stores only gold and silver

So what do you guys think?  Anything I could improve on, I could have kept playing but I was running out of mountain to mine and on year 5 so the game was getting slow (largest map size doesnt help with that either lol)
To the right of the bank is a freezer which stores all spare raw food

West of Base
The way the defenses were set up, I never lost colonists and could easily wipe the floor of 100+ tribals
The defense consists of 4 Vulcan Turrets(one is destroyed in pic), 3 Shredders Turrets, and 11 Sniper Turrets (all from More Vanilla Turrets)
Above the turrets is a crematory and graves for battle aftermath
A patch of Xerigium which produces somewhere around 200 herbal medicine per harvest



[attachment deleted due to age]
#6
Alright ill start looking at stuff tomorrow.  You mind if i refer to you if i need help?  Looking through your files is what made me realize modding in this is plausible for me, it sorta reminded me of html with things like <def><\def> lol
#7
Not at all i just dont like clutter on my screen is all.  So is there a way to comment out the turret research or can i just delete it?  I got the recipes gone now.

Do you need a dll to mod or do you just look through the core and figure out what is needed to make different defs?  Im wanting to try and make my own mod, im in school for programming now figured modding would be fun
#8
Could you help me disable the turrets from showing in the game? If not its fine its just i use more vanilla turrets since they work well with the looks of rimworld.  Idk how hard this would be to do.
#9
Is there any chance you could break this mod down?  I really like the storage container and the trader incident, but everything else just wouldn't match my game.  That or if you could help me figure out how to do it myself.
#10
Ideas / List of Ideas
March 03, 2015, 01:19:56 PM
1. Just a quick idea, all colonists as of now dont like to sleep outside at all and get a debuff if they do.  Why not create two traits, Outdoorsman(dont like sleeping inside) and Indoorsman(dont like sleeping outside). 
Not everyone in the world gets upset by sleeping outside so I figured this was a better idea than everyone just hating the outdoors.

Not to mention, this could make it a bit more of a challenge when it comes to building a colony, since many people like the idea of mountain colonies, this would make them have to switch things up a bit.

2. Be able to communicate with other colonies on the same map that you have made (this might already be implemented but idk)

3. A better process for messing with jobs, such as having to use crafting to cut stone (id figure it for mining)

4. Add a vault that can hold items, i feel like the current system of just having a mess of item in stockpiles all over the ground is horrible.  I loke to keep things looking nice and neat and that impossible with the current system.  Maybe a vault that could hold 5-10 stacks of something, but it would have to be all the same item in the vault.

5. MULTITHREADING!!! I realize this isnt super necessary but I like playing on ludeounicrous size maps (the biggest map possible actually).  Heck I even get 60-120fps when playing on them late game, but when i use hyper speed, my fps drop to 30-45 due to CPU limitations and im running a i7-4930k overclocked to 4.5ghz.  But it only ever uses one core.

6. Have traders show up more often, Im ony year 5 of my current game and cant seems to get traders more than once every three months at this point.

7. Final thought for now, the power surge event that empties all your power into a mass explosion.  I wouldnt say get rid of them because they are a part of life but make it somewhat controllable.  Give each battery a health that slowly deteriorates.  The lower the health of batteries the higher chance they have of causing a power surge.  Something to help determine deterioration rate would be temperature.  Electronics need cooled and perform more efficientally the cooler they are, but at the same time the hotter electronics get, the faster they get worn out.  Say batteries are left in 100F weather, that could hugely increase the chance of a power surge. Finally, you should be able to repair the batteries back to full health using matirials to "patch" the battery.  I just think power surges should be somewhat controllable instead of just a pointless random event that causes annoyance.

8. Decomposition! When you play on the biggest map size especially the entire map gets cluttered with bodies. Thank god for dev mode.  But at one point i found a corpse that was 600 days old!  At some point i think the bodies should deteriorate to nothing, if they are in a grave and it catches on fire theor health drops until the corpse disappears.  Why couldnt it deteriorate to nothing on its own.  Considering they are outside its very plausible, not to mention when you mortar 100-200 raiders, body clean up is not an easy task and eventually becomes annoying.  At least this way itll free some resources up(RAM) and we dont all have to just think "og great more bodies" everytime there is a raid
#11
Mods / [Mod Request] New Faction - Dinosaurs
February 28, 2015, 12:32:34 AM
I was thinking of Jurrasic Park and thought it would be cool to be plopped on a planet of dinosaurs.  It would still fit with the Tribal's also.

A few of ideas for events (there's many more but I'm sure you get the jist of it)
1. A pack of velociraptor's attack your base
2. A T-Rex attacks (maybe even a pack of them for a large scale)
3. Ungodly amount of those baby dinosaurs that ate the girl at the beginning of I belive Jurrasic Park 2

Maybe you could even have herbivore dinosaurs that just roam around (Triceratops, Bronchiousaurus)

Just some food for thought

#12
that explains why i havent been able to grow anything lol i watched it hit 1 day till full growth then start dieing lol thanks for the quickfix
#13
I love the look of this mod but I cant say I like the airborne feature.  If there is any possibilty could you make a version without the airborne feature?
#14
I've been using your mod now for about 24 hrs of gameplay now, huge RimWorld binge as of late lol.  My biggest gripe about this mod is that you don't actually gain Crafting experience from crafting the different things (bionics, cybernetics, synthread, etc...). 

It's not a huge deal but the main problem is you need certain crafting levels in order to make some of your techs and thanks to skill decay, when you don't gain exp from something then it keeps dropping below the required level.

Any chance of this being added?
#15
when I try and use this mod with Prepare Carefully, the hair wont show up for me to choose when I create colonists