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Messages - blub01

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1
Releases / Re: [A14] Phi - Multiplayer interactions between colonies
« on: April 22, 2017, 07:43:56 PM »
This mod will be mostly unbalanced though am I right? Since players start at different times. Meaning A player could of spent 10 hours on a server. Have over 5000 plasteel charge rifles and power armor, and then a new player joins and that first player can send the second player say 2500 plasteel 3 charge rifles and 3 power armor sets and they have an easy ride through the game. Maybe there should be some limits as to how much you can send and a time limit where it has to recharge?

EDIT: Also, I assume this mod will not work with any mods, as all players need the core game to play without problems with other players on the server? And can the server work if all players have the same mods on that server?

I think it is better if you just keep rimworld multiplayer a private matter for now - get the tech working before you worry about balancing and let the players decide if they want to exploit something or not.

2
Ideas / Re: Wild and Wacky Biomes
« on: April 21, 2017, 01:57:53 PM »
if the game introduces real "liquids" on maps we could have :

1) A volcanic barren wasteland planet with Lava that steadily flows in one direction til it gets cold.
-> (frozen/cold Lava makes new mountains and new pathways possible, hot Lava burns everything)
Maybe new Event :volcanic Eruption, at a random Point a new vulcan emerges.
It is only possible to block Lava flow with plasteel walls.

2) A naboo like planet with swamps where you can get flooded by water masses (perma zzt).
Everything not built on a floor will sink into the ground and disappear after some while. even walls.
-> (wouldmake waterpumps more useful to stop water flowing in your direction and to make deep swamp tiles into swamp into normal ground to build on.)
You could also build waterdams out of wood and stop waterflow and use that for energy
or flood other Areas of the map with it. -> (make fertile soil "buildable", Rice farms more efficient.
Maybe even a new beaver/raider Event where they built a dam in the edge of the map. etc)

3) A Tropical water planet with very few Islands.
There we could have a low and high tide element, so that some areas get revealed only at certain times to mine from/to get loot.
-> (can use sandbags only to block some high tide water. on low tide you could harvest corals, seashells etc.. Rikkis fishing mod should be a basegame thing then already :D )

maybe have some kind of genetic modification as a lategame tech allowing your colonists to adapt to the environment as a new victory condition, then.

also, we'd need time-based area restrictions for tides to work without tons of microing, and for an ocean world, maybe some kind of special "floor" that's basically stilts to put your houses on and a surprise flood event that covers the entire map in water.

3
General Discussion / Re: Use for pacifists in combat
« on: April 21, 2017, 11:14:22 AM »
They obviously make good doctors/cleanup-crew as well. Can't count the number of times things have gotten out of control because there's blood and corpses everywhere and everyone's in bed, hurt and in a bad mood. Pacifists are the perfect choice for making everything nice and tidy and making sure everyone is fed and healed while the fighters rest.

if your pacifists are any good at doctoring, that is.

4
General Discussion / Re: Use for pacifists in combat
« on: April 19, 2017, 06:22:28 PM »
Turret repair is a good choice, but it's a bit risky. Shots that miss the turret will most likely hit the pawn and vice versa. Even a good personal shield gets worn down pretty fast under sustained fire.

it works pretty well against single scythers.

5
this doesn't work for me because I have a folder called "281990" instead of one called "294100".

6
General Discussion / Re: Use for pacifists in combat
« on: April 18, 2017, 04:36:58 PM »
I think turret repair might actually be better than rescuing, because if your turrets don't get broken, they can't explode, meaning you can pack them together REALLY tightly - which means enemy meelees don't even get close enough. that said, all your turrets will shoot at a single target, so after, like, 10 or so there's no real point.

7
the pods have quite a high range, and the wiki says if you do it right you can get the required materials for a new set down to 10kg weight, so I don't think it'd be particularly difficult.

8
General Discussion / Re: The kobayashi maru event.
« on: April 17, 2017, 04:56:34 PM »
apparently, if you only give part of your colonists penoxyline, they are much, much less likely to get a disease, so giving your doctor even just 6 penoxyline yearly makes it (apparently) quite unlikely for them to get sick.

9
General Discussion / Re: New challenges?
« on: April 17, 2017, 04:35:16 PM »
2 person colony, no recruits.

10
Ideas / Re: Your Cheapest Ideas
« on: April 17, 2017, 04:33:04 PM »
it's untidy though.

11
General Discussion / Use for pacifists in combat
« on: April 17, 2017, 04:30:33 PM »
I just noticed today that if you give your pacifist colonist a personal shield, they can actually do a pretty good job at repairing turrets mid-combat.

I simply felt you should know that.

12
Ideas / Re: Your Cheapest Ideas
« on: April 17, 2017, 09:00:28 AM »
"take to worst stockpile" setting on crafting bills so you can set up a low priority tiny stockpile right next to the crafting bench and have a hauler take stuff from there to the target stockpile.

13
Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
« on: April 15, 2017, 07:17:54 PM »
So, I decide I need more components and send some people to a nearby faction base to buy some. a couple hours after they've left, I get attacked by 2 scythers. one is taken out by my turrets, the other one proceeds to attack my colonists. one of them dies, the other loses their  right leg. the 2 guys I sent to buy components have arrived at the faction base, which happens to have a bionic leg, so I buy that, intending to install it into the guy who lost his to the scyther. first op fails, I'm so frustrated I cheat another leg in (because the first one is gone) and try again. the op fails ridiculously, the guy dies. this has probably been my worst period of bad luck so far.

UPDATE: Operations hate me. lost another colonist when I tried to replace her lung (which had a growing carcinoma in it).

14
Ideas / Re: Your Cheapest Ideas
« on: April 15, 2017, 01:52:28 PM »
"hidden/secret door" that is treated like mountain by raiders.

EDIT: also, prosthetics can handle literally being stuck to a person doing whatever for an indefinite amount of time, so they shouldn't deteriorate.

15
Mod bugs / Can't trade with a faction base for some reason
« on: April 14, 2017, 02:50:16 PM »
1. Circumstances:
I formed a caravan of 2 people, some food and some silver, and sent it to a nearby (friendly) faction base, with the intention of trading

2. Said trading seemed to be impossible. either it actually was, or I'm just too dumb to find the button for it.

3. Well, duh, being able to trade with said base.

4. I have absolutely no idea what is causing this, so I can't really help with recreation. I'm using quite a few mods, but none that mess with the caravan system, so they shouldn't break anything in that regard.

5. see attachments

6. see attachments

like I said, I have no idea what is causing this, and it might just be me being blind, but I still felt I should put this here.



[attachment deleted by admin due to age]

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