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Messages - SirDerpface

#1
Ideas / Re: Moons on the world tab?
December 27, 2018, 09:52:42 AM
Quote from: MrThosams on December 19, 2018, 02:52:04 PM
Just a small thing: Shouldn't there be a few moons orbiting around the planet when you zoom out on the world tab? The eclipse event doesn't make much sense without them.

This next bit is more mod-y, but the could the moons potentially be another planet you could travel to on a small starship? Maybe full of mechanoid hives?
The problem is that moons are some sort of quantum science in rimworld, there can be 0-infinity moons based on events that happen.
#2
Quote from: The13thRonin on March 13, 2018, 02:39:59 AM
Quote from: Mitz on March 12, 2018, 10:12:49 AMit's too - HCSK-Feeling, like it should be in there, but really somehow it got out.

So it escaped from an excellent modpack that greatly enhances the game?

You really sold me on not trying your mod.
While I can agree that hardcore sk makes research really damn complicated, I too love it like that and wouldn't try such a mod. Rimworld is hard and unforgiving and should stay so for the extra !!FUN!!.
If you hate research grind this mod is for you tho.
#3
Ideas / Re: Several small suggestions
October 29, 2017, 02:16:11 PM
Quote from: Alenerel on October 27, 2017, 08:35:40 PM
I think that stack size should be increased a bit, just a bit, im not asking 200 or 500 or any of those mods nonsense.
Download the bigger stack mod and change the values to 2x instead of 10.
#4
General Discussion / Re: Consciousness
October 29, 2017, 01:27:34 PM
Death is caused by 0% any vital stat, not only consciousness but blood pumping, blood filtration and metabolism. 
It can also be caused by potentially fatal diseases, effects, etc going to 100%, like blood loss, carcinoma, flu, infection, etc.
Non colonists get 67% chance to instantly die on being downed.
If root bodypart like torsos reach 0 hp, the pawn will also die.
#5
Don't do anything! Piracy doesn't really harm the software industry as a pirate wouldn't buy the game anyways. It could however inspire the pirate to buy the game! Some say piracy is stealing, but it's really like stealing food from someone with a magic food source that is literally infinite.
#6
Quote from: Canute on October 09, 2017, 09:12:44 AM
If you arn't familar with the Hardcore-SK modpack.
A Terminator  from the future appear at your map, and bla bla bla and want to join your colony.
A few days later skynet faction start to send terminator to wipe you out. And i think without your own terminator you would get wiped or you need to flee.

It was pretty much a super pawn that could only shoot melee and socialize (altho it bugged out some time later, having then 14 skill in everything), has a fuck ton of health and regenerates really really fast, being able to sustain a lot of fire while regenerating faster than the damage taken. Best way to kill it is heavy rifles with hollow point ammo.
#7
Outdated / Re: [A17] Toolmetrics: Work Tools for Pawns
October 01, 2017, 04:53:09 AM
Quote from: wedekit on September 28, 2017, 05:12:58 PM
So I really like the thought behind this mod. I'm not sure if you really asked for this level of critique, but I think this could easily become a staple mod with some trial and error tweaks.


1. It's not readily apparent what each of the new items do. When I opened up the .xml files it all made sense to me, but perhaps the descriptions can be a little more direct about what stats are affected. A table with all the items and their affected stats would be helpful to players in general, so they can pick the best item for their pawns. For example, scythe, shovel, and sickle all have farming implications, but the specifics would really incluence a person's choice to equip them.

2. I appreciate the flavor text though. Here's an example/thought of how I would approach the item descriptions:

First Aid Kit (Immunity gain speed: .05; Medical Tend Quality: .15; Medical Tend Speed: .75)
Description: Preparation is the first step to survival. First Aid Kits provide a compact set of tools to make medicine application swifter, more effective, and helps the patient fight off disease.

The next one I think gives only a hint of the negative effect but doesn't indicate the positive effect:

Smart Phone (Work Speed Global: -.05; Global Learning Factor: .75)
Your Description: Smartphones are cheap, portable, and widely available, but your pawns might have problems letting go
My Suggestion: The cutting edge in personal devices! Access to the intergalactic web of information greatly improves the learning process, but good luck trying to get the lucky owner to do much else!

Whistle (TrainAnimalChance: .2)
Your Description: When you blow it, you can't hear anything. But the animals can!
My Suggestion: Just rename it to training whistle and I think the description is fine. When reading this one I wasn't aware of if it was for training or taming.

Axe (Plant Work Speed: .4; Door Open Speed: .2; Plant Harvest Yield: -1)
Your Description: Used for cutting down plants, but not planting them.
My Suggestion: This handy axe is useful for quickly clearing flora, but not very efficient at gathering resources.

Also, I'm not sure why it increases door open speed... Every now and then I saw a item stat that made me scratch my head. 

3. I think some of the items included can be cut, as part of the mod design is to have the user choose to sacrifice a gun for the use of a tool. The crowbar is definitely one, as it only increases door open speed. It just doesn't hold as much weight as many of the other items do. If deconstruction time is a stat, I would say the crowbar could be given that and it would be viable again. I don't want to go down the list and list the ones that I think don't really add much, but just wanted to suggest making the mod a little more parsimonious.

I'll let you know if I think of anything else. My next step was to check and see how balanced these stat increases are but I'd need to explore more of the code to find out. Like I said, I'm a new player so I have a lot to learn about the mechanics still.
With stuff like .75 you mean 75% faster right? As in 175% speed? .75 is 25% slower.
#8
Quote from: CannibarRechter on September 11, 2017, 07:39:38 AM
>  That'l teach drugs are bad wayyy better than having no drugs tbh.

I think you are on to something here. What he should do is look into making a mod that makes the drugs have even worse effects than they already do. Anyway, I think he may have the wrong game for a kid, TBH.
I feed my colonists yayo as if it was candy, but that's because I know 100% what it does and have spare kidneys all the time, but a child will probably just start crying when their pawn gets brain or kidney damage.
#9
Outdated / Re: [A16] Gromponents! (Growable Components)
September 10, 2017, 05:05:07 AM
Quote from: Flimflamshabam on September 10, 2017, 02:15:17 AM
Quote from: Iwillbenicetou on March 30, 2017, 09:50:30 PM
Quote from: Mufflamingo on March 28, 2017, 05:00:25 AM
Next is probably growable legendary guns.
Who hasn't made this a thing already?
Why not growable thrumbo horns, or growable ai cores?
Growable solar generators!
#10
Mods / Re: [Mod Request] Make shelfs great again
September 09, 2017, 05:44:30 AM
Quote from: Tr.meloe on August 30, 2017, 10:23:40 AM
I would like some simple and useful functions to be added to the shelfs to make them really useful:

1) When into shelfs, the stack capacity of an item is increased 2 times. Perhaps making increments according to the shelf quality be a good thing;

2) A forbidden button (like doors) on each shelf. When the shelf is prohibited, pawns can place items on the shelf but can't take away;

3) Small shefs 1x1 for better control of storage (actually this already exists: https://tinyurl.com/y9nyz5tq would be excellent if the other changes are compatible with this mod).
Extended storage by skullywag. You should really use the search bar, it's useful. 
Also it's shelves btw
#11
Mods / Re: [Mod request] Mod for making machinima
September 09, 2017, 05:43:14 AM
Quote from: kaptain_kavern on September 04, 2017, 11:32:04 AM
Hi there.

Numbers of item and stack number should vanished if you some out a bit.

For the line that show pawn destination : I think it come from a mod, I can't recall which one, but I'm nearly sure it's not a vanilla features.
It is vanilla.
#12
Rimworld is the worst game to censor other than Dwarf Fortress. Literally every single aspect of it is death and violence and everything like that. 
Just let the child think drugs are good until all of their colonists die to chemical damage and the ones who don't go berserk. That'l teach drugs are bad wayyy better than having no drugs tbh.
#13
Quote from: dkmoo on August 24, 2017, 11:32:35 AM
Quote from: SirDerpface on August 24, 2017, 10:49:16 AM


Quote from: SurrealSadi on August 21, 2017, 03:54:41 PM
Sacrifice at an altar? Rim of Madness Cult mod has Altars and Sacrifice! You just... have to worship an Elder God.

I only play vanilla but you are welcome to use any mod you want to add to the experience as long as it doesn't violate the rules. Obviously any mods that break the challenge (ie, a mod that makes gold mine spawn everywhere. lol) you probably shouldn't use...
You can worship elder gods for favor, when you get X favor they "level up", giving you more spells. Some of them could be op like dagon's treasures (gives you chest with jade, silver and gold) and cthulhu's psychic wave thing that takes down ships that can give you gold.

That sounds fun actually, have at it if you want to use that mod for this challenge. It sounds like it just give you more ways to get gold but not necessarily easier? (You still have to commit to worshipping and what not) . I already started mine in vanila so ill see that thru.

Thx for the info tho!
[/quote]
Well, worshipping isn't that hard.
BUT, you need to unlock Dagon/Cthulhu for those spells by research (they're random I think), worship which takes a few days, then find alive prisoners to sacrifice. Sacrifices can go right and give the stuff, mixed that, for example spawn one of the eldritch abominations from the mod with your treasure or just fail, giving a mood debuff and no treasure (all sucesses give mood buffs)
#14
Then don't play phoebe
#15


Quote from: SurrealSadi on August 21, 2017, 03:54:41 PM
Sacrifice at an altar? Rim of Madness Cult mod has Altars and Sacrifice! You just... have to worship an Elder God.

I only play vanilla but you are welcome to use any mod you want to add to the experience as long as it doesn't violate the rules. Obviously any mods that break the challenge (ie, a mod that makes gold mine spawn everywhere. lol) you probably shouldn't use...
[/quote]
You can worship elder gods for favor, when you get X favor they "level up", giving you more spells. Some of them could be op like dagon's treasures (gives you chest with jade, silver and gold) and cthulhu's psychic wave thing that takes down ships that can give you gold.