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Messages - Dimaspy

#1
Mods / Re: Valve planning to monetize mods (again)
February 14, 2017, 07:24:51 AM
More like Valve is planning to sabotage the mods, again.

It's one thing if modders ask for a donation, of which they'll receive precisely what you deserve.
Another thing to force people to pay for something which they later find out that they hate/don't use/doesn't work.
#2
Mods / Re: Request mod (Please use translator)
February 09, 2017, 09:05:22 AM
Quote from: skullywag on February 09, 2017, 08:30:56 AM
"Someone can make a mod to put shelves of food, medicine, weapons, etc. I remember there was a mod on A14 or A15 which was very good for when I could improve the dining room or the hospital. Thank you."

I think that's your mod, Skullywag
https://ludeon.com/forums/index.php?topic=6315.0
#3
Mods / Re: [Mod Request] Wake-Up Revamp
February 08, 2017, 06:12:11 PM
Mathematically speaking, using the numbers you provided, it would mean there's a 0.768% chance a pawn would have a heart attack if he takes wake-up 120 times, compared to 6.4% chance every 120 days (granted if I have the right idea about the code).

Thing is, it doesn't actually check the days in-between (even if it does say days as a variable), but it makes the check every time wake-up is used. This means the risk of getting a heart attack the first time would be about 0.0533...% in vanilla mechanics.

But I find your idea sound. I would however construct it another way:
Every time a pawn uses wake-up, it starts/adds to a value which ticks down over time. That way, as an example, using three wake-ups in a row would perhaps give a 60-80% chance of a heart attack on the third use.

Would that be of interest?
#4
Mods / [SOLVED] Mineral processing
February 08, 2017, 10:51:01 AM
THIS REQUEST HAS BEEN FULFILLED. EXPECT A RELEASE SOMETIME THIS WEEK.

I'm currently doing the finishing touches of a mod which will completely overhaul the way you process resources.

My issue is however that I can't draw. At all. Not even in paint.
Yes, I am that bad.

Therefore, I'd be very happy if someone were to make the textures for the following structures, in a typical Rimworld fashion. The sizes of the facilities are completely up to you, just try to keep them small enough for one colonist to handle, not industrial scale. Click the links for inspiration.

- Mud furnace
- Blast furnace
- Charcoal Kiln
- Sag mill
- Froth floatation tank
- Electrorefinery
- Heated electrorefinery

Should be enough for now, I'll bump this thread if I've missed something.

Edit: A little teaser about what the overhaul will do; all the compacted steel/components lodged in the middle of mountains will be removed. Instead, minerals will be introduced to process different metals and materials.
If you take a look at my whiteboard below, you can roughly see the processing of some materials. The things boxed in on the right are not (yet) included however, but I intend to include them soon enough.

They are all based on actual, real chemistry. So you might even learn a thing or two.
#5
So I installed this mod yesterday.
I now have this music run on repeat, even when not playing the game.
Well done!