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Messages - konst

#1
Quote from: Katavrik on January 04, 2015, 02:22:44 AM
I guess that made for stopping the fire from destroying entire map. So i force stop the rain, that force start due to major fire on the map.

I really like the idea for the mod! Looks really cool :-) I have just some observations on rain after fire.

From my experience, too much fire makes the game drasticlly slower. I experienced that few times with TTM meteors, that when one eight of map was burining the game was almost dying on my computer. For me the rain always seemed to be a simple mechanism that permits playing the game on a wider range of machines. Without the rain starting in case of a too big fire, the game is pretty much killed for people who have not bought a more powerful machine aimed for gaming. It becomes too slow to do anything, including fighting with fire. Therefore, it seems to me that the rain after fire is a balance mechanism, that makes the game go smoothly on larger variety of computers.

So it all depends on for how long you have disabled the rain.
#2
Quote from: HBKRKO619 on December 24, 2014, 11:10:48 AM

For my experience, I actually continue to play on alpha 7 because their is more mod available. I actually only play extra heavy moded rimworld game (actually 98 on alpha 7 with no problem of compatibility xD) and when I want to use all the mod at their max and build pretty much everything available, the metal on the map or bought from the trader are not enought.
I talk for myself but I when I start a rimworld game, I don't want to quit the planet, my goal is to create a sort of infinite game where I will build a giant base who recover all the map and one more time, metal from map or trader are not enought because I want to use my 98 mods at their max.
All of this to say that don't take your gaming experience like it was a generality, everyone have their own way of play, their own objectives and their own way to have fun.
Like I said some post ago, it's not an online game, so until it doesn't change other people game's experience, infinite ressource is not a problem and until it doesn't change other people game's experience, it's not cheating, just a choice who is, for myself at least, a must have to fill my objectives when I start a rimworld game.
Me to I proposed some solution some post ago, who are up the recherche needed are up the ressource needed to create the deeddriller so it would be more difficult to have it and pretty much impossible to create it in early game, simple as that and everyone if FREE to play like he want because, I repeat it but, until it doesn't change other player game's experience, it's not a problem simply because their is absolutly no problem o-O

I did not play alpha 7 the last one before 8 was 6 that I played. I have impression there is much more traders in 8 than it was in 6 or earlier versions. I find metal much more easily accessible in 8 than it was in 6 , and this is my impression from building large colonies. In this situation, I think it is better we have a drill with limited resources(as you have maybe read, we cannot have one with infinite and it was not our decision, and I agree with this aspect in current mechanics (3D is another problem)), than have no drill at all. Just for the beauty of it.
#3
Quote from: Vingolf on December 24, 2014, 11:05:48 AM
Quoteif you would actually care to read
That would be my answer to you...

To contradict me you proposed a similar solution to mine ;-) That is my point.
#4
Quote from: Vingolf on December 24, 2014, 09:30:14 AM
Quote from: konst on December 24, 2014, 09:06:06 AM
Quote from: Vingolf on December 23, 2014, 02:53:57 AM
Yeh, well... Limited ammount of resources + limited map + lack of alternative ways of getting metal + ??? + constant need of resources (you know, raids tend to damage your stuff) = game over.
I hope you'll rethink it.

Blah...

So, you suggest us to substitute this mod with MTT ? A mod that only adds additional traders selling stuff at lower price ? That would ruin the gameplay, that's like cheating. The point of Mining&Co mod was not only presenting to a player ADDITIONAL source of metal, it also was implementing ADDITIONAL research, content, which was extending game limits and allowing player to earn better game expeirence (enjoy the game).
You must be kidding.

Well, I am saying that you already get with traders more metal than you need. And if you do not like to plan in advance, and think what you will need in future when buying. Then you have mods that make the traders come more often. Metal currently in RimWorld is pretty much an infinite resource as long as you have money (and if you dont get enough raiders to sellt their stuff, then it is pretty simple to develop small production economy). Actually having an infite mining (as you were previously complaining about limited resouces in the post I quoted) in one place is cheating and breaks the logic of reality and game. It was nice to build if you don't want to bother yourself with mining, but it is pretty much like infinite cash in any other game.

And if you would actually care to read, you would see I proposed an option of usinig the drill without introducing infine resource.
#5
Quote from: Vingolf on December 23, 2014, 02:53:57 AM
Yeh, well... Limited ammount of resources + limited map + lack of alternative ways of getting metal + ??? + constant need of resources (you know, raids tend to damage your stuff) = game over.
I hope you'll rethink it.

Acctually I do not believe this is the problem in current RimWorld versions. In the past indeed the merchants without TTM mod were arriving really rarely, and you were ending up totally frustrated with no metal. Right now the merchants come more often. Even without TTM there are mods that add more merchants ( Miscellaneous w MAI adds merchants that visit you in person with a really cool looking tent). And the bulks traders bring metal in thousands. You can easily cheply purchase enough to keep you happy. I managed to have few thousands of metal in one moment just because of that. I found a bigger problem in this version to get enough of right stone (as traders usually have only two or three types) :D So yes, metal is infite now if you just remember to buy it from traders.

I will miss the drill for it graphics thou. Maybe make it only to provide some finite stone, maybe some finite metal and some exotic resource, and only to be able to provide in one spot untill it is depleted and then move somewhere else. E.g.  limestone rocks are given by drill mainly in limestone layer with a little bit of another few stones(cause there might be different layers deep down) and a finite and random amount of resource characteristic for limestone layer.
#6
Quote from: bigbobbear on December 22, 2014, 03:11:12 PM
is the industry heater sopost to be as weak as it is? it seems to only be around 20-30% more powerful then the normal heater yet take up 4x the space and 50% more power. for my base i have to use around 9 to keep it just at 60 and its not that large of a base

Yes! Would it be possible to make it stronger? Cause it is really weak. And the ability to rotate it would great, cause it looks really nice!
#7
Thank you for this mod! It is a lot of fun, and the graphics of the electronics are so beautiful that I regret they don't have more uses (or I have not researched all of them yet)!

I was wondering if it is possible to make the sonar also locate empty spaces in the rock? It would be a great help in locating steam geysers as with the introduction of the temperature they make for one great heater for the mountain base. It would help a lot with planning rooms and corridors.
#8
Thank you! Most helpful! :-)
#9
Outdated / Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
September 15, 2014, 05:34:50 AM
When it comes to textures, I heard there is a user named Clayton who apparently can do art for modders for free. You can contact him here:
http://ludeon.com/forums/index.php?action=profile;u=12300
I got this info from Timber in this thread: http://ludeon.com/forums/index.php?topic=6039.msg58722#msg58722

#10
Outdated / Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
September 14, 2014, 01:20:13 PM
Thank You! I needed that! Less meat and something to keep my colony busy.

When it comes to making carpets from cotton, I think(?) it is in the SuperiorCrafting mod. However, it would be nice to have it sepretly too. But maybe it is somehere already?