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Messages - Riftmaster

#1
The scenario system added in alpha 14 adds part of the functionality Prepare Carefully did, along with some things it didn't.

It allows customization of:
Number of colonists at start
What is on the ground before they drop (or if they drop at all, come to think of it)
What technologies are researched.
What gear the colonists drop with.
Probably some other stuff I forgot..


It does NOT allow customization of colonist skills, traits, health (and body parts), or equipped gear.
#2
Ran into an odd event earlier today - I have researched and built the workbenches up to the point of having advanced bionics available.

As one of my colonists apparently failed in epic fashion during a bionic leg installment, and somehow removed the patient's spine...
I thought I'd craft an advanced bionic spine for the poor bastard.

However for some reason my crafter just stands there (literally - his activity is "standing") and will not complete the advanced bionic spine.

I'm building a regular bionic spine for him, but this seemed buggy.
#3
Quote from: Mufflamingo on May 03, 2016, 02:55:13 AM
Mending requires materials.
Weapons needs metals to be fixed. 5 or 10 maybe.
Same goes with clothing, needs any wool, cloth or leather to fix that shirt. Again it should only use small amounts of resources. 5 or 10.
Becoz Mending is kinda OP for me. ROFL.

I'm just suggesting, don't kill me. XD
Make it an option - if people want to play an easy game, they can chose free mending
If they want a more realistic game (within the parameters of the imaginary Rimworld universe, that is), they can pick one or perhaps several levels of resource requirement for mending.

Someone could even take this a step further and require you to disassemble some items to provide item parts for reparing the stuff you want to keep.  Bit complex, that.
#4
Quote from: EdB on August 28, 2015, 02:22:39 AM
I just looked at the mod for the first time in Alpha 12c.  I did not see any issues--are people seeing problems with it?  I'm trying to figure out if I need to put out 12c-specific release.
I just started a game in 12c using the current download of this mod, and have so far had no issues - I was able to change everything about the colonists that I could in previous versions of Prepare Carefully.
#5
Outdated / Re: [A11] Right Tool For The Job (v1.13)
August 11, 2015, 06:21:43 AM
Does this still work in A11d, or...?
#6
Quote from: Puch22 on June 16, 2015, 05:54:31 PM
@Rift, maybe try re-downloading a new version of droids & or using EdB's Mod Order to make sure they're loading in the correct order.
Seems to have worked

I re-downloaded droids mod
cleared rimworlds AppData folder out completely
Loaded RW
Activated EdB Mod Order
Activated MD2Base
Activated BackstoriesCore-8
Activated MD2Droids-10

Returns to the main menu fine.

Damnit it was only a corrupted file?  /facepalm
#7
Quote from: Puch22 on June 16, 2015, 05:54:31 PM
@Rift, maybe try re-downloading a new version of droids & or using EdB's Mod Order to make sure they're loading in the correct order.
Will try that after work.
#8
Ok something is screwy here

I loaded MD2Base - 11
Then BackstoriesCore - 8
Followed by MD2Droids - 10

Now I can't see the main menu, just the background and music


Edit:  To be clear, I loaded BackstoriesCore first, then went back to main menu, so whatever is causing this issue is in MD2Droids

Edit 2:  I have tested and am able to load every other submod in MD2 successfully to the main menu.
#9
Ideas / Re: [Poll] What would you like for A12?
June 10, 2015, 10:47:31 PM
I like the idea of water interaction.  You could even make it a resource, and add desert water generation/collection equipment or something.

And I like the idea of animal husbandry, it could even be tied into water resource - as in, they have to have a pond or artificial water source in their pen.
#10
I recall one time I discovered a steam vent deep inside a mountain.

I had to rapidly wall it off (with stone of course) to avoid cooking my base, but one of my colonists decided to wall himself inside. 

Luckily I noticed in time.


Oddly enough, I usually use geothermal as my main power source, and in early game the space around the generator (I put them in 10x10 rooms to protect them from raiders and separate them from my base, as they require outside venting) doubles as a prison.

At one point on a tundra game I was micromanaging the missing piece of roof to keep the temp from cooking my prisoners, and still keep them warm.  I decided to stop after I realized they were just cold, not dying.
#11
General Discussion / Re: Alpha 11 is out!
June 10, 2015, 09:17:06 PM
And of course, it appears the raiders got smarter and more versatile.
#12
General Discussion / Re: Alpha 11 is out!
June 10, 2015, 08:58:25 PM
Wow.

Lots of little things that were vaguely bugging me are no longer issues...

Ability designate a strip target (like hunting?) so I no longer having to manually tell colonists to strip corpses.
Ability to copy/paste storage area settings (so much less clicky)
Ability to perform surgery on guests (damn guest with a missing leg is STILL in bed on one of my saves).
Ability to remove floors (so now I can reveal dirt and plant in an area if I don't want floor there anymore).
#13
Mad idea generated.

Vehicles, drive-able by colonists.  Unsure if possible.
First, muffalo-drawn cart/wagon.
Second, steam tractor pulling cart/wagon/trailers
Third, ethanol-powered tractor pulling cart/wagon/trailers (requires associated ethanol refining plant, and lots of corn)
Optional could be battery-powered, or even a "train" that runs along power conduit

Related events - vehicle crash.

I am full of crazy ideas, but I rarely do anything about them...
#14
General Discussion / Re: The most useless colonist ever.
February 22, 2015, 02:13:47 AM
Quote from: poulsen78 on January 06, 2015, 05:04:41 PM
In my game a new colonist joined me. Great! i though, but then i looked over his stats.
I might have found the most useless colonist that have ever been made in this game.
Medievel lord + Scout is a bad combination, so now he can boil in geothermal generator room.  >:(


What?

That guy is really useful when fighting, healing, or managing prisoners.

I'd be glad to have him hang around until needed, even if I do have to feed him.
#15
General Discussion / Re: Firefighting & Personal Shields
February 21, 2015, 03:01:17 PM
For some reason the idea of colonists wearing personal shields constantly on fire running around screaming is amusing to me...



I'm a terrible person.