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Messages - MarvinKosh

Pages: [1] 2 3 ... 115
1
Releases / Re: [B18] Marvin's Stuff
« on: April 20, 2018, 05:40:40 PM »
Hey guys,

In case you haven't seen, I have a test version of Hunting Restriction for B18 which has options to enable melee hunting.

Download from Dropbox:

https://www.dropbox.com/s/i753j675yv9n6vu/MarvsHuntingRestriction121_TEST.zip?dl=0

v1.2.1 "Sod this shooting lark, I'm going in until I can see the whites of their eyes" test version.

- Adds melee hunting as an option (defaults to off for small, medium, big creatures).
- Adds predator hunting as an option (defaults to off, safer).

Known issues:
- You won't see a reason why melee hunting can't be done if ALL melee hunting is turned off.
- Even with hunting of predators enabled, hunters with ranged weapons will not attack sleeping predators. This is intended behaviour.
- The alert telling you that a hunter lacks a ranged weapon has not been changed and will still appear and incorrectly tell you that you can't hunt with melee.
- Melee hunters will continue to flee as usual if their combat mode is set to flee and the target animal starts fighting back. This may be what you want. If not, set their combat mode to fight.

2
General Discussion / Re: Is there much point to playing Tribal?
« on: February 03, 2018, 05:24:21 PM »
Tribal starts have been lots of fun when I've played them.

It's a different flavour of story. Sometimes that means setting aside the quaint old tribalwear in favour of pants and button-down shirts.

While 'advanced' colonies can get apparel production going at full speed with the electric tailoring bench, tribal villages often have to make do with the non-powered tailoring bench. So they need twice as many crafters assigned to tailoring, all other things being equal.

However, because pemmican needs meat, and meat comes from butchering, and hides are almost always an extra product from butchering, most tribal villages will have an abundance of hides which can be turned into clothing.

Although tribal-era ranged weapons generally have a low rate of fire, they're quite cheap to produce (unless you're in an extreme biome) and they're good at wounding lightly-armoured enemies.

When you start as tribal, you will find it easier to recruit enemy tribals to the colony, while finding it more difficult to recruit pirates. I find that if my village has a skilled warden, it can end up absorbing many captured tribals. Strength in numbers.

3
Releases / Re: [B18] Marvin's Stuff
« on: January 29, 2018, 08:02:17 AM »
Maybe, I don't know. That's why I'm still testing to find the cause. :)

4
Releases / Re: [B18] Marvin's Stuff
« on: January 28, 2018, 10:44:44 PM »
Just so you know, I've encountered the lag with the Extended Storage & Please Haul Perishables combo that I've been told about, but I haven't really got a reliable set of reproduction steps yet. Testing continues.

5
Releases / Re: [B18] Marvin's Stuff
« on: January 25, 2018, 03:41:34 PM »
Hey guys,

Here's another test version of Please Haul Perishables, this time with Extended Storage support. Let me know how it performs.

Download from Dropbox: https://www.dropbox.com/s/zekeeqpkhfcdb08/MarvsPleaseHaulPerishables140_TEST.zip?dl=0

6
Releases / Re: [B18] Marvin's Stuff
« on: January 24, 2018, 04:20:47 PM »
It should work just fine. There may be another mod conflicting.

7
Suggestions / Caring for elderly visitors
« on: January 22, 2018, 01:09:39 AM »
Today I had some visitors to my colony.

One of them was 86, and had Alzheimer's, Bad Back and Frail.

He got to my colony just in time to flop on the ground from trivial malnutrition. I only learned about it because I got a notification about a wounded guest being taken by his faction.

Anyway, here's my suggestion. Instead of letting these elderly guests walk under their own power, and assuming that they should visit at all, please please please can they be carried to their destination by one of their younger friends?

8
My use of combat animals depends on the map and the availability of colonists who are good at training animals. In my current playthrough I actually have grizzly bears thanks to a lucky self-taming and a trader arriving with a grizzly of the opposite sex. However because they are quite wild, my animal handlers weren't skilled enough to handle them. Because grizzly bears have a fairly long gestation period, I haven't got a high population of them yet.

Huskies, on the other hand? I'm basically drowning in them. They're good for moving things around in the base, but because I'm usually combating the raiders with guns, I wouldn't really consider training them to release. Let's put it this way, sending a wave of dogs into a gun fight might have the desired effect, but I think they'll probably take a bit of friendly fire on the way. If they could use their relatively fast movement speed to take the long way around, avoiding most of the gunfire, then I'd feel a bit more confident about their chances.

Honestly, I'm thinking that maybe smaller, faster animals are better for swarming enemies. How many times have you seen manhunting squirrels or hares scratch someone's eyes? Okay, now suppose that you have forty to fifty squirrels trained and ready to be unleashed. Those raiders aren't going to have any intact eyeballs after the sea of red critters is done with them. Small animals are also harder to hit directly with ranged weapons.

Conversely, if you have a raid with lots of frag grenades, sending bigger animals (better hitpoints) may be the way to go, because even if the raiders manage to hit an elephant or a grizzly bear with a frag grenade, one blast might not be enough to take them down.

9
Releases / Re: [B18] Marvin's Stuff
« on: January 21, 2018, 08:23:00 AM »
In case you haven't seen it already, Thet's doing a modded RimWorld Beta 18 series. One of the mods he's using is Sometimes Raids Go Wrong, so if you want to see his reaction to a raid going wrong you should check out episode 59 and 60 in particular.

10
Releases / Re: [B18] Marvin's Stuff
« on: January 21, 2018, 06:28:41 AM »
Here's a new version of Please Haul Perishables for B18.

This one fixes an error that would occur when playing with the Biomes! mod.

https://www.dropbox.com/s/wayvy38xoc8hn59/MarvsPleaseHaulPerishables139_TEST.zip?dl=0

11
General Discussion / Re: Rapid aging
« on: January 20, 2018, 09:17:10 PM »
Well, take comfort knowing that you're not the only one to be surprised. I watched a Let's Play RimWorld video the other day and apparently, the rapid ageing came out of left field. :)

12
Releases / Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
« on: January 20, 2018, 05:18:24 PM »
The oil lanterns also have a smaller light radius. Not that I mind, it's perfect for illuminating a small room or the dark places where miners work. But it's something I took into account when I tinkered with the fuel usage rate. :)

13
I removed a brain from one prisoner and transplanted it into another prisoner to cure their Alzheimers.

It's all thanks to Jdalt's JABS mod: https://ludeon.com/forums/index.php?topic=37223.msg380838#msg380838

14
General Discussion / Re: Rapid aging
« on: January 20, 2018, 03:14:13 AM »
If you find a useful prisoner who has rapid ageing, you can halt or slow the progress of the disease by giving them high-quality care.

You can reverse the effects of ageing entirely if you administer a youth serum (available as a quest item).

In previous versions of the mod, the ageing was instant and there was no way to counter it.

Also, perhaps it would be wise to read a mod description before you install it. Just saying.

15
Releases / Re: [B18] Marvin's Stuff
« on: January 20, 2018, 03:03:32 AM »
Nope, there never has been such a setting. Also, if the apparel is under a roof already, it will only be hauled by the default (low priority) hauling routine. If it isn't under a roof and you don't want it hauled, just forbid it, or set a minimum HP requirement on your apparel stockpile.

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