Time is running out. From the 15th this month on "Surviving Mars" gonna have complete control over my life
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#2
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 10, 2018, 10:16:52 PMQuote from: dubwise56 on December 24, 2017, 08:09:53 AMWork faster! Or else "Surviving Mars" from Paradox gonan steal your job!
I'm still working on it, been busy updating rimatomics and hygiene to b18 but im almost finished with all that, then i'll be focusing on this to get v4 finished using all the fancy stuff i made in the other mods
#3
Outdated / Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
November 28, 2017, 04:51:11 AMQuote from: getfreur on November 24, 2017, 04:35:58 PMYes you can make controlled Tiberiumfields with that. Tho the chunks can take a really long time to break down and spawn crystals, once they naturally break down they spawn the soil and a crystal of the kind they were.
i have a question about the tiberium chunks, in the description tells that it become tiberium crystals after some time, we all know that tiberium crystals expand making more tiberium, so i want to know if i haul tiberium chunks with my colonists to a new region, put the chunk in a area and then put sonic barries making a perimeter, would be created a controled tiberium field for my use without destroy the area?
Be carefull tho: Green Tiberium chunks can be made from Tiberium pods and green Tiberium crystals and WILL spawn green tiberium crystal soil.
The difference between pods and the crystal is that pods DON'T SPREAD ON STONE/DON'T DAMAGE WALLS so it is far easier to contain just via placing stone floor around that field. (crystal spreads over it tho, so keep that in mind)
#4
Outdated / Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
November 24, 2017, 01:54:23 AM
I love me the Tiberium pods from the Blossom tree, it can easily blocked via stone floors (like it was ingame)
Also sidenote Telefonmast: Rimworld is BETA now, not ALPHA
Also sidenote Telefonmast: Rimworld is BETA now, not ALPHA
#5
Mods / [Mod Request] Alternative abandon colony/transform into autonomous settlement
November 11, 2017, 05:00:28 PM
It bothers me that we just completely abandon a colony site. ESPECIALLY if we have to leave good stuff/people behind. My idea is to give the option to instead make the colony autonomous, so it acts like any other settlement/base of a faction, YOUR faction in this case.
Your own settlements may come in multiple sizes/classes depending on what amount of wealth/people you left behind. The smaller size may struggle to stay alive and request your help (like a delivery or destroying a enemy outpost). If you help em they may grow faster/if you don't help em they sustain damage (up to getting completely destroyed).
The settlements would grow slowly overtime on their own, depending on the size they are already and will grow faster the bigger they are (the time when you are a small settlement is the most dangerous because many things could kill you/set you back, but once you have redundancy you will survive most of the time)
Once they have a certain size they may send supply caravans/people to help you, like "call" from em asking what you would like/need or if you want a new colonist. This help would maybe only happen once or twice per year determined by the size and amount of settlements your faction owns (they would all throw stuff together, so you wouldn't get a supply offer from every single settlement your faction owns).
Settlements BELOW the "stable" size would substract from the overall offer because they also would get deliveries to help them. (tho you would get em regardless of your settlement size if you want, as you are the "leader/s" of the faction)
Regardles of size they would send trading caravans.
I would be happy about any other ideas. Also: This idea is avaible for "claiming", any mod author that likes this idea jsut ask me!
Your own settlements may come in multiple sizes/classes depending on what amount of wealth/people you left behind. The smaller size may struggle to stay alive and request your help (like a delivery or destroying a enemy outpost). If you help em they may grow faster/if you don't help em they sustain damage (up to getting completely destroyed).
The settlements would grow slowly overtime on their own, depending on the size they are already and will grow faster the bigger they are (the time when you are a small settlement is the most dangerous because many things could kill you/set you back, but once you have redundancy you will survive most of the time)
Once they have a certain size they may send supply caravans/people to help you, like "call" from em asking what you would like/need or if you want a new colonist. This help would maybe only happen once or twice per year determined by the size and amount of settlements your faction owns (they would all throw stuff together, so you wouldn't get a supply offer from every single settlement your faction owns).
Settlements BELOW the "stable" size would substract from the overall offer because they also would get deliveries to help them. (tho you would get em regardless of your settlement size if you want, as you are the "leader/s" of the faction)
Regardles of size they would send trading caravans.
I would be happy about any other ideas. Also: This idea is avaible for "claiming", any mod author that likes this idea jsut ask me!
#6
Releases / Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
September 25, 2017, 10:28:14 AM
Now I kinda think it's strange that there is no full "water cycle". Where does the water come from we are using? Is the biggest question I have
Hmmmmm... taking water from any water source would be fine for the "low tech" options (just refill that washbucket at the lake/stream), but the more advanced options... a water intake/pump/raincollector maybe (intake goes into a river, the pump may pump up groundwater)?
THAT would lead to options where there is no surface water... maybe taking snow/ice to refill the water tanks in frozen biomes, just chuck em into a dedicated melting tank/the normal water tank and the warmer the tank/room is the faster it melts (maybe also a option to heat it itself if you want)
Hmmmmm... taking water from any water source would be fine for the "low tech" options (just refill that washbucket at the lake/stream), but the more advanced options... a water intake/pump/raincollector maybe (intake goes into a river, the pump may pump up groundwater)?
THAT would lead to options where there is no surface water... maybe taking snow/ice to refill the water tanks in frozen biomes, just chuck em into a dedicated melting tank/the normal water tank and the warmer the tank/room is the faster it melts (maybe also a option to heat it itself if you want)
#7
Releases / Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
September 16, 2017, 07:51:59 AMQuote from: dubwise56 on September 16, 2017, 07:05:55 AMRemember kids: Launch nukes responsibly and only with propper protectionQuote from: Tapioca on September 15, 2017, 11:49:15 PM
Something bad has happened. I launched a nuke at the annoying Orion Corps and the fallout is coming for me!!! If I remove rimatics and then reinstall it will it save me? And if not how do I remove the radiation fallout?!?! Pls help!!!!!
You can't remove it, that's just something you have to consider when launching nuclear weapons, if its close enough to your base then you might have to deal with some fallout for a while, but its ok because you had mopp suits and potassium iodide tablets ready for all of your colonists because you were prepared for the worst before launching nuclear weapons at your neighbors, correct?
#8
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
September 13, 2017, 07:04:39 AM
And here I sit and wait, and wait, and wait...
#9
Outdated / Re: [A16] Project Fallout v1.4
January 30, 2017, 01:48:12 PMQuote from: TerrorThomasCao on January 30, 2017, 10:49:27 AMAll new stuff
So does this add all of this a new stuff or this it just retexture all vanilla stuff and then adds a bit of stuff?
#10
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 17, 2017, 12:45:55 PMQuote from: Canute on January 17, 2017, 12:35:20 PMSURELY s/he didn't forget to make and place the soil in which you grow stuff in, OR? (Mars soil won't work, SMALL HINT)QuoteI can't seem to be able to farm. I setup the hab, water pump, soil inside, water attached to the waterpump from the ship but it still won't let me farm.You forget to place soil !
#11
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 17, 2017, 12:32:54 PMQuote from: Muramas on January 17, 2017, 10:30:35 AMDid you make sure that the room has a atmosphere/a vent for pumping O2/CO2 in? Also is it warm enoug inside?
I can't seem to be able to farm. I setup the hab, water pump, soil inside, water attached to the waterpump from the ship but it still won't let me farm.
#12
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 17, 2017, 12:30:01 PMQuote from: Gaiska on January 17, 2017, 12:04:48 PMDead is dead, no refunds or reanimation. You could turn him into food though OR material for new body parts given enough research
one of my colonist is died - im sad as hell *wääääääääääääääääääh* i cant make a grave because is cant ... lol. now i freeze it so he cant rot. is there a way in this modpack to ... in future. that he come back? maybe if i research all medical stuff to reanimate him? or do i have to accept his dead (((((
#13
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 14, 2017, 09:28:24 PMQuote from: Draxis on January 14, 2017, 08:17:52 PMJust build a threadmill or two (requires power), they will use it to train their muscles on their own
This is an excellent mod and I'm having a ton of fun with it. One question though: how do I deal with muscle atrophy? My guys are mining all day, so I'd figure they're getting exercise, but all of a sudden they have -45% movement and -45% manipulation. I'm on day 47 so that's less than a year and already 2 of my three colonists seem to be fairly useless.
#14
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.1
January 14, 2017, 03:41:15 PM
The only question regarding the "harvesters":
Will they drive to a enemy siege site just to harvest Tiberium, instead of harvesting the Tiberium in your base/right outside of it?
Will they drive to a enemy siege site just to harvest Tiberium, instead of harvesting the Tiberium in your base/right outside of it?
#15
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 14, 2017, 08:40:03 AMQuote from: sidfu on January 14, 2017, 08:37:54 AMIt seems you have read it wrong: Her guys fish BUT they don't haul the fish they catchQuote from: Kitsune on January 14, 2017, 08:21:20 AM
Hm maybe then its because my fisher dont have gun/bow and deliver the fishy's forbiden? I have to try that.
Oh yes by the way maybe i'm blind but i cant find alpha muffalos in the stockpile menu. ._. If i type it in the search on the top of the stockpile menu, i get nothing only alphabeavers if i only type "alhpa".
Edit: No, even with a bow i get only forbiden fishy's from the pier.
my guy 3 versions ago would auto fish when there where fish there, but when fish gets to 0 he do other stuff. check that their are fish there. if ther are try disable it and see if for some reason the action is swaped.