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Messages - ChiefSlapahoe

#1
I say keep some automatic turrets, but make them more of an expensive supporting kind of thing. Where they will help your colonists win fights that happen later on against a lot of enemies, but won't win them alone and will drain your resources if you don't protect them. Perhaps allowing people to enable/disable them in the mod manager would work as well and make everyone happy.

Mod to look into: AstroTecLabs: off-world mining.
I'm not sure if it would be balanced, but looks interesting and could help expand the usage of more metals in the production cycles (too many steel parts needed), by making them more accessible. I have not tried it personally, but just wanted to bring it to your attention.
#2
looks great, I always like more variety! You might want to see if they could get added into project armory and/or the 'hardcore' modpack. They're a nice balance of detail and the native art style
#3
Yeah I agree with the guys change points, although from what I remember at least from the defense mod, embrasures were not that overpowered and especially centipedes could kill through.

Hopefully project armory will be updated soon, and rimsenal might be nice to see too. There was another older mod with weapons that had great looking sprites, but i forget the name.

I really would like to see the storage furniture have doubled capacity and some beauty. It makes sense and makes them worth the investment. It's always nicer to have stuff organized instead of all over the floor.

Making use of other metals in crafting would be great too. Perhaps requiring aluminum for more solid objects and copper for power related things (ie wires, electronic parts, ect.), along with less steel requirements would help balance steel usage and represent alloying. It would broaden the resource management too, rather than just making sure you have steel.
#4
You'd have to mess with the code to stop it from setting visitors to automatically try to boost reputation
#5
Click on the prisoner and deselect friendly chat. Its in one of the gold tabs when you click on a pawn (ie like character and gear).

Yeah I've noticed like the machining bench has two different options when you right click on it, opposed to just craft at table, it says something like use table too. I think that issue is the same with the tailors loom, and probably you don't get crafting exp from the machining table I've seen.
#6
For more weapons: liandri corp, Rimsenal, and project armory

Liandri corp has very detailed sprites and I should be compatible with 11d, at least the one later in the comments
#7
It's automatically the 'easy' version of the mod. It makes the pawns/items you start with come down safely in their pods as normal before the event, opposed to them coming down with the crash, potentially killing/destroying them.

BTW, are you thinking of adding the Rimsenal weapons/armors/faction?
#8
Der_Doodle, Try the hardcore mod pack. It has this plus Combat Realism which changes that, and while they're still good you can still be killed in them and targeted properly.
#9
Hey The13thRonin,

I haven't tried the other pack, but this seems to be larger and adds in things that make the game more difficult in that there is more to do. In the base game you could get say solar power up easily, now that requires research and more advanced parts. You use a steam generator by burning kindling, which is made from cutting logs, to get your early power.

I like it because it follows the progression of crashing on a planet a lot more and it extends the game in a meaningful way. All these mods are put together in a way that makes sense and works/balances well, especially the tech tree. There are some minor grammar issues because the creators are Russian native and you may find bugs (I have not), but overall it gives the game a nice complete feel and ties in all the mods nicely giving good tech/crafting progression.

You can download this and get a full painless experience, rather than downloading all the mods yourself. You can do it and it will work, but if nothing else having the research flow and balancing all the weapons/turrets are a pain to do manually. The creators are active as well, and are constantly adding/bug fixing. They listen to suggestions too.

Give it a try, its very easy to set up and you can always get rid of it. Only takes a couple minutes to download, unpack in your rim world mods folder. The config file is there to tell the mods what order to load in, and helps if you place it in the proper folder as it tells you in the readme. If you don't like it, try the other one. I would recommend trying this one first though, because it is harder.
#10
I guess it should be one of those things that aren't necessary, but adds a worthwhile happiness/value to your meals if you do make them. Perhaps a bonus to eating speed could be applied too if possible? You don't want to make it too hard to get meal production up.
#11
Perhaps if dishes could remain, but have a permanent decay rate (lessened by material? ie aluminum vs steel vs wood) that if possible would make the colonist unhappy if used when its low? Kinda gives you the best of both worlds; realistic in making meals, but not tedious enough to be unfun. Having a high stack value would also help and make sense not to clutter storage, and maybe they could give a happiness/nutrition bonus to meals?

I like the idea of more weapons and armor, always adds diversity to the trading and pawns. Project armory will hopefully be updated.
#12
Yes I did, as I have suggested that conveyor belts and mending be added in. I have suggested these ideas separately, but figured why not add it in here as well if anyone would like to pick it up and integrate it in since it fits. Its up to the creators of the pack to use it or not, or look for something similar in the future (ie. RT necromancy).

Just because they are focusing on integrating the mods together doesn't mean they might not want to add things themselves, they're shaping the game how they want it to play anyways. I can assume they can code, since they are integrating mods together. In a sense this is a mod, because you're already hard changing existing code to form one final product that changes the game in certain ways. These ideas could fairly easily be added onto the extended medical mod work, which they have already tailored to their style/code structure. Why wait for someone else to do something, and have to change it, when at this point it would most likely be easier to do it yourself

#13
Mods / Re: Which modpack is better?
July 22, 2015, 01:26:57 PM
Also I love the mods in that they add actual furniture, opposed to just having everything strewn across the ground. You can make a real colony with rooms now. 
#14
Mods / Re: Which modpack is better?
July 22, 2015, 01:23:54 PM
I used the hardcore mod pack, as I had pretty much all those in myself except for superior crafting. It does make the game much harder in that it increases the prereqs of everything by ALOT. I like it as it extends the time where you have to really survive, you're never quite fully comfortable until a bit in which goes with the feeling of crashing on a planet well I think. You can always use prepare carefully to make it easier for you too. It adds a lot to the game, and also I enjoy the combat realism too.

The creators are active as well and respond to bugs/help requests. I see it as being something that sticks around for the final version. It makes the game into more of a true survival game
#15
Wow great work guys, I hope this sticks around for the final release. It's almost necessary haha.

Ideas: More traits and conditions + psych counseling to help them.

Memory Loss: This could be an incurable sickness from say a hit to the head. Could be a temporary condition, if possible, from drinking/smoking too much weed. Would cause the pawn to refresh/change his job queue, dropping what he was carrying.

OCD: Trait that forces the pawn to have to clean up messes near him, but he does it faster and maybe adds a little beauty if possible to code in.

Narcolepsy: Trait that makes the pawn have a chance to fall asleep randomly, being injured/overheated could increase this chance. Could probably be done easiest through a incurable illness.

Rage: Makes the pawn uncontrollable if in combat (or maybe if injured by someone), focusing only on killing the enemy. Would boost his combat abilities, but would make him more likely to be hurt.

Just think it would be cool to add more traits/conditions that really change how you have to play, rather than just stat bonuses alone. Psych counseling would be a new job that would draw from medicine and social traits. Maybe using a similar system as the operations from doctors to make it easier to code. It could remove or maybe even give traits/conditions if possible at the cost of time. Maybe you would need to buy objects (ie psych books/pills) from traders for use too, like how the doctor needs medicine to do operations.