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Messages - Inacio

#1
Using 1.0 RimFactory and I can't find the option to build reinforced crates, despite having researched them. God mode shows the option.
#2
Releases / Re: [1.0] Squad UI Tweaks
July 27, 2018, 01:05:44 PM
Workshop release pretty please!
#3
Just fyi, this is working on 1.0 unstable. It's a must-have mod for me and I'm sure many others!
#4
Why can't you maintain 10 versions of the mod up to date? Are you lazy or something?
#5
Quote from: XeoNovaDan on June 24, 2018, 11:07:11 AM
Shameless self-promo, but this seems like it'll benefit from Turret Extensions' extended framework to make the autocannons have a higher per-tile accuracy than 96% if you so want. You might find it useful.

Gave it a quick look and didn't find documentation on how to implement it, is there any?
#6
Download: Steam Workshop



Rebalanced autocannons. They're more powerful, but also more expensive.

Changes:

Hitpoints: 360 -> 560 ↑
Beauty: -20 -> -70 ↓
Power consumption: 160 -> 400 ↓
Building cost: 300 steel -> 500 steel ↓
Construction skill level requirement: 6 -> 8 ↓

Accuracy Touch: 0.70 -> 0.30 ↓
Accuracy Short: 0.60 -> 0.70 ↑
Accuracy Medium: 0.50 -> 0.85 ↑
Accuracy Long: 0.40 -> 0.94 ↑

Burst cooldown: 3.5s -> 2.5s ↑
Base damage: 34 -> 60 ↑
Projectile speed: 88 -> 90 ↑
Ranged weapon cooldown: 1.00 -> 0.80 (unused?) ↑
Ticks between burst shots: 19 -> 16 ↑
Burst shot count: 3 -> 2 ↓

There you have it. With some buffs and some debuffs it feels much more like a capable end-game defense. A few of these will be extremely expensive, but will be able to help with even a medium mechanoid invasion.

A single one can now kill one centipede and deal reasonable damage to another before getting blown up. Maintenance costs were not changed.

Feedback is appreciated.
#7
Quote from: SilencerRolf on February 20, 2018, 05:53:25 AM
Easiest skill to upgrade would probably be Intellectual, where they literally just need to sit there researching all day. Others would include tasks like crafting and growing, where you can just have them automated to preform certain tasks over and over throughout the day.

The hardest skill I've noted to increase is Melee.
Unless you start with a high melee stat to begin with, it's not going to be a fun time increasing it. Unlike other automated tasks, increasing Melee is a more demanding grind with a lot more risks involved like injuries and death.

While I agree with this,

Quote from: Giraffe on February 20, 2018, 05:55:19 AM
Intellectual is I think the most grueling to level up. Especially considering it involves your character not creating anything tangible for the colony.

Starting out with a pawn that has no intellectual passion slows the game down drastically.

I also agree with the above. Grinding intellectual is easy: assign a pawn to research with high priority and watch him do fuckall for months and months while still needing to be fed. If he doesn't have passion for it you're screwed, because it *does* take pretty long, especially from level 1. If I had to guess I'd say it'd take that pawn over a year without doing anything else, not getting sick and so on.

Other than that, I agree that Melee is pretty hard to level up. Grinding it involves sending a pawn to the frontlines and risking serious, permanent injury or death. I also haven't noticed much Social gain. And I think a very small buff to Crafting would be nice.

In truth I'd prefer it if non-passion gain was higher, level 1 passion was very slightly higher and level 2 passion was the same or very slightly lower.
#8
These are great ideas. Some form of diplomacy would also be fantastic.
Perhaps have actual areas factions have control over like in 4X games, expanding the borders of your area of influence and such, adding a victory condition for wiping or absorbing factions...

This could be really cool!
#9
Outdated / Re: [A18] Shuttlecraft (v1.01)
December 30, 2017, 11:59:32 AM
Any chance you'll put this on Steam Workshop?
#10
Outdated / Re: [A17] SeveralPuffins mods for A17
December 03, 2017, 07:28:59 AM
Someone please update these mods!
#11
Quote from: AngleWyrm on September 25, 2017, 11:11:21 PM
What was written:
Quote from: Inacio on September 24, 2017, 05:58:33 PM
...but it's very, very expensive to research and make. Intended to be a late-game preventive measure...
What I read:
No comparison and placement into the order of things.

The phrase "very expensive" means that a pawn or colony would prefer that thing instead of a huge basket full of other stuff that could be bought for the same price. The phrase "late-game" in this context means that pawns will get sick before taking preventative medicine. And so I suspect that huge basket full of other stuff might be more useful.

So here's an approach.
A thingy competes for the time/effort/resources of colonies in the Rimworld universe, against what else they could be doing with that stuff.

An item that can prevent a potentially colony-hampering event should not be cheap to make, in my opinion. Any of the diseases it protects against (compared to Penoxycyline) can really mess things up.

If you know how to make money and you're in the late game, you can easily afford the resources required for keeping your medicine cabinet stocked with a few pills.
#12
Quote from: Lexmechanic on September 25, 2017, 03:56:14 PM
It seems like you could get away with it covering only the things that Penoxycycline doesn't. While it's not as convenient, having two drugs working on concert would feel more plausible to me than a miracle cure. In fact, if it was a focused anti-parasite/mechanite drug, then that would make a lot of sense, thematically. Then the remaining flu and infections could be covered by an advanced Penoxycycline variant, perhaps named Veroxycycline? (My cursory dictionary research indicates that "pen-" means "almost", whereas "ver-" means "true". Probably a very rough attempt though...) Then the cost could be split between the upgrade recipe and Nanitride. I don't know why complicating things like this appeals to me... But that's how my brain works. :)

I like this idea. I'll play with it a bit and see how it feels.
#14
My late-game colony had a 5-disease streak. Flu, muscle parasites, plague, malaria and infections. In a row. It was enough motivation to make me learn how to make a simple mod.

Introducing Nanitride Pills.



Adds Nanitride pills, an advanced preventive medicine. It'll prevent a lot of stuff, but it's very, very expensive to research and make. Intended to be a late-game preventive measure, it lasts about as long as Penoxycyline.




Prevents:
• Malaria
• Gut worms
• Muscle parasites
• Fibrous mechanites
• Infections
• Flu
• Sensory mechanites
• Sleeping sickness
• Plague






Researching:
It can be researched on a hi-tech workbench with a multi-analyzer for 3500. It's a spacer-level research.






Producing:
In order to make Nanitride, you'll need the following:
• 10 Psychoid leaves
• 15 Neutramine
• 2 Medicine
• 1 Plasteel

It can then be produced on a drug table like other drugs.




Download:
Steam Workshop
GitHub




Let me know if it's too OP or too expensive! Thanks for checking the mod out!
#15
Where is the mod order saved?