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Messages - NuclearStudent

#1
That's a fair cop.
#2
Quote from: AileTheAlien on July 25, 2018, 02:32:37 PM
Alternately, just make the stashes into mini-bases, with a small map size. Something like 50x50? Small enough that you can't really use it as a cheap "base", but you could maybe even make it into a small refuelling depot for your caravans. :)

That's nice, but it also seems like unnecessary processing overhead.
#3
Quote from: Razzoriel on July 25, 2018, 01:34:58 PM
Quote from: NuclearStudent on July 24, 2018, 09:38:02 PM
Degenerates like you belong on a cross.
Oh boy, you're in for a treat if you get to know some members of our communities. Especially the higher-ups.

Correction:

Degenerates like us belong on a cross.
#4
Quote from: Copperwire on July 25, 2018, 02:16:21 PM
I am unsure about something so please correct if I am wrong:

When a storyteller decides it is raid time it chooses one of the hostile factions as the guest.  That means that if you make peace with all the human factions you can, you get attacked just as often and only face a choice of mechanoids or pirates.  Basically, this means that rather then your life getting easier when you make peace, it gets harder.  It even makes sense to go out of your way to make war with the gentle tribe...

Am I missing something?

Yup, you're right.

On the flip side, if you have good relations, you're more likely to get reinforcements. However, that's just not enough to balance out the fact that mechanoid raids are inherently tough.
#5
Quote from: bobucles on July 25, 2018, 11:37:59 AM
You can already create this feature in vanilla. Simply go to your options menu and increase the colony limit. Use those extra colony sites as item stashes. EZ.

...

Yes, and I've mentioned that this involves significant CPU overhead. There's a major performance cost to running multiple colonies.
#6
Degenerates like you belong on a cross.
#7
As in title.

Lore-wise, if we can find item stashes laid down by others, we should be able to create our own. It would also be a convenience for players who travel frequently on the world map if emergency stocks of supplies were available. However, right now, to stash items on the world map, you need to create an entire colony that's vacant the majority of the time. That's a lotta CPU overhead. Instead, I suggest that we have the ability to "create item stash," which would allow us to create an item inventory that can be accessed by caravans in that world square. I would use the trading interface for loading/unloading to or from the item stash, the same as loading to or from a caravan.

I believe this would be a balanced addition. On the one hand, items buried in stashes would be safe. However, items kept in stashes would, by definition, be unused and would not be contributing to the success or beauty of a colony. I suggest that items in stashes continue to contribute to colony wealth or contribute disproportionately, so that wealth cannot be hidden from the eyes of raiders.

All in all, this would be a small quality-of-life feature with minimal adverse possible impact.
#8
Off-Topic / Re: Corrupt-A-Wish
July 04, 2018, 07:37:49 PM
Quote from: catter on July 04, 2018, 03:05:59 PM

I wish for a new hole in the ground without me falling into it.

Granted, but almost everything worth having is inside the hole.

I wish that I had a bag of chips.
#9
Quote from: Canute on June 19, 2018, 03:15:35 AM
What do you think about
https://ludeon.com/forums/index.php?topic=35913.0

That's about perfect! Thank you.

It's a mild shame that it doesn't have remote lockable autodoors, but this'll do.
#10
Lockable doors, by khell, has not been updated to B18. It's here. https://github.com/khell/RimworldLockableDoors/releases

Someone has updated Lockable doors to B18, here , but it's only accessible if you have a steam install. https://steamcommunity.com/sharedfiles/filedetails/?id=1278759760

Would anybody mind downloading and sharing B18 Lockable Doors? Much obliged.
#11
Off-Topic / Re: Corrupt-A-Wish
January 29, 2017, 01:16:00 AM
Quote from: Xaiver010 on August 07, 2016, 04:51:30 AM
You're now able to mod, But only in .JAR and very simple mechanics that only add a single block texture.

I wish I could find undertale ERPers

All of them are dead or worse, necroposters.

I wish to bring life to this thread again.
#12
Off-Topic / Re: Count to 9000 before Tynan posts!
January 14, 2017, 04:13:08 PM
4942, because I assume posts without numbers don't count towards the total.

Downfall-->Drownfall

The dictator of the Third Reich, in the fateful last days of its existence, goes AWOL in an leaky attack submarine.
#13
General Discussion / Re: Revive a colonist
August 15, 2016, 03:51:19 PM
You can go into the game file of a previous autosave, and copy the character information of that pawn. Then, you can overwrite the data of an existing pawn in your current save. So, sacrifice a prisoner and bring your pawn back.

It's kinda tedious though.
#14
Off-Topic / Re: Count to 9000 before Tynan posts!
August 15, 2016, 03:49:32 PM
4246
#15
There is no difficulty rampup over time programmed into the game, so far as I can tell. It's all based on number of colonists and wealth.

It's probably easy to change, because I think it's all in the .xml and can be modified with a quick few lines. I could be wrong, though.