Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Psyra

#1
Quote from: redman3 on April 06, 2021, 06:22:31 PM
You see, centuries ago it has been proven that you can not tile sphere with regular hexagons (at least without including 12 pentagons). However, somehow, rimworld developers managed to do it. HOW?

PS. It might be just me who never saw pentagons on rimworld map, so if there are some, i would appreciate if you show me.

If you use a mod like My Little Planet, and make the smallest size of world you can, you start to see how the pentagons layout easier. :)
#2
Mods / Re: No Firewatcher - vanished? o.o
October 27, 2018, 02:02:16 PM
Excellent, many thanks. Still seems odd that the others all vanished, there were at least three others. </tinfoilhat> :)

Quote from: Jaxxa on October 25, 2018, 05:50:37 PM
If by Firewatch you mean the rain happening after things catch on fire I have an option to stop that in my ED-EnhancedOptions mod.

https://ludeon.com/forums/index.php?topic=42527
https://steamcommunity.com/sharedfiles/filedetails/?id=1241694757
#3
Mods / No Firewatcher - vanished? o.o
October 25, 2018, 01:52:56 PM
Before 1.0 there was at least two mods that disabled the firewatcher, and now... there seems to be none. Here, AND in the Steam Workshop. What happened? D:

'Dry thunderstorm' fires, etc, are no threat when you can just count on rainfall to save the day. :P
#4
Releases / Re: [B19] Fences And Floors v1.21
October 24, 2018, 02:50:44 PM
Quote from: IZ2bSA80 on October 24, 2018, 02:23:34 PM
Nothing bad about that really, it's just a no red fix for those who can't stand it nothing more.

Also don't forget Palisades even though it's outdated and need some work to work on the current version. It was a gorgeous fence mod.

The thing that sets this one apart is that the fences don't block wind generators and I'm not sure if the Palisades one does... also aesthetically. And most importantly, I'm sticking generally to steam workshop things. I only posted my original response here because I figured it was the less toxic place to post. ;)
#5
Releases / Re: [B19] Fences And Floors v1.21
October 24, 2018, 01:08:43 PM
Impatient people update other people's mods all the time (and then inform them after the fact), but before I dare to do this, I need to ask...

Would it be considered bad form for me to explain how to quickly edit the mod source to run it on 1.0.0 without incompatibility warnings? it would be as a quick stop-gap measure to tide people over until the proper 1.0-compatible release. Looking through the source, mind you, it doesn't look like it -should- have any problems running on 1.0 even without a fix - all the resources the mod uses appear to be included directly in the package. This is a response i'd rather hear from the author him/herself, mind you. ;)

No offense meant to the author but to be honest this is the ONLY and BEST fence mod Rimworld has and after a week without it, been really missing it. :)

Edit: I see Pravus doesn't seem to have been online here since early last month. I wager a 1.0 release will be out before I get a response. Drat. ;)
#6
Well, Tynan, you're finally here. Just out of kindness' sake, we slotted in some Recreation time in your schedule for you. Use it. A few beers never hurt anyone! ;)
#7
Dementia ingame basically is this; people randomly going catatonic for sometimes days on end. It's kind of not terribly surprising to see this. Consider it a warning of things to come! :)

"Look on the bright side, we can get Rescue practice!"
"Is there a skill for that?"
#8
Ideas / Re: Torso Infection
November 21, 2017, 11:08:34 AM
It is super rare that I've ever had a colonist die to infections. If you have, at the very least, herbal medicine, and are prompt with treating the infections at each opportunity, even with a low medical skill you should be capable of keeping the Immunity % above the Severity %. You sometimes have to babysit the patients a bit, but it's essentially a 2-3 day deal. But even a lousy doctor with herbal medicine giving an Efficiency roll of 15% is usually enough to at least keep the immunity % rising at least the same rate as the infection.

Generally I'm sure that if a patient gets an infection, he's quickly adjusted to recieve the best quality medical care... IE glitterworld medkits, etc.
#9
Ideas / Suggestion: Progressive Stranger Relationships
November 21, 2017, 10:54:14 AM
This all came to me as a dream last night so I'm whipping it down here in all its unorganized glory before my brain forgets it all. I apologize if it is overly chaotic and sounds like rambling, because, well, it is! ;)

Something that always irked me about the game was the omniscience of the colony, how everyone's names were known in this mysterious planet you just crashed on, how you know upon slamming the prison door shut on someone that just tried to get their murder on with you that they'd make a great colonist, 'cuz you can just magically see their stats, and so on.

Well, this throws a wrench in things and fixes both issues, and to me, it adds a lot of realism and discovery into the game.

- When a faction's traders or raiders first appear to you, they are not specifically named, but instead assigned a moniker based on their visible equipped weapon (if raider) or backstory/possibly social-oriented trait (if trader/friendles). So a group of three raiders may be 'Raider Grenadier', 'Raider Rifleman', and 'Raider Sniper'. A small group of traders from a faction may be 5x 'Friendly Tradesman'. The exception in both cases would be if a faction relation is in the group - they would always be identified normally by name.

- In the case of non-hostiles, friendly interactions between your colonists and the faction would reveal their identities as an 'introduction' social action, once a traveller is introduced to the faction, their names are shown as normal. Perhaps parties could be held while traders/visitors are present that would allow mass introductions. Maybe trade prices could be effected by knowing the visiting trader rather than dealing with someone that could try to stiff you. Continual talking with these friendly factions would also reveal their stats for viewing over time, rather than omnisciently knowing that this guy here is a legendary gardener and melee expert.

- In the case of hostiles, their names would remain unknown until a raider was captured. In addition to the standard do nothing/chat/chat+recruit/release/execution, there would be an option 'Interrogate'. This could have a mild/severe negative effect on other colonists when used, who knows. But instead of merely having a chance to outright recruit someone that was just trying to kill you moments ago, you would go through interrogation sessions where the captured raider would be coerced to offering up information first before being trusted to join the colony. Each session would have a chance of the prisoner volunteering information on their faction, and may be accompanied by minor bruising if the prisoner is of a combative nature (volatile, bloodlust, masochist, etc).

- The first interrogation session would yield the name of the prisoner.

- The second interrogation, his adult backstory title (if available) or child one if a teenager.

- The third, the raider's stats would be discovered.

- The fourth interrogation, the name of one of the bandit faction's raid leaders is revealed. At this point, if another raid is sent from the prisoner's faction, if that leader is part of the raid, he will be marked with a star. Killing the leader outright would have a more pronounced negative morale effect on the raiders. At this point, the prisoner will be considered a traitor to their original faction, and would be unable on his own, if recruited to the colony, cause an attacking group to retreat. (It may be possible that his presense in a defensive position may even anger his once-fellow raiders into being -more- bold)

-The fifth interrogation would potentially enable the prisoner to warn his captors prior to a future raid.

At this point, the 'Chat and Recruit' option would unlock as normal, with those resulting in revealing identities of a few raiders, warning of sieges, etc.

- Continual interrogations/chat and recruit would mostly reveal information of other raiders, but also things like the population of outposts and bandit camps, and other handy advice regarding the other faction. Eventually one of these sessions resulting in final joining of the colony if done by chat + recruit. Or just information until the prisoner escapes or otherwise meets their fate if left to interrogation.

While in interrogation, prisoners with confrontative personalities (volatile, bloodlust, etc) may attempt to assault their warden, starting a fistfight (same as a social fight essentially) until one or the other is incapacitated or killed. If the prisoner succeeds in defeating the warden, it would trigger a jailbreak.

Anyways, that's all I remember, and it honestly sounds fun to me, at least!

Parts of the idea may stifle storytelling, but other parts would expand it. It gives colonists a progressive way of turning prisoners to your faction that seems more logical than a sudden "Okay, I'll join you guys", and adds more logic into the relationship between your colonists and others.
#10


'I -think- that just means the husky's getting fat and lazy...'


'Suspenders and suspenders. Green and green.'
#11
I've had dogs with their stomachs shot out ("destroyed") that could still eat fine. :P
#12
Also don't have 3+ colonists attacking them, they'll bludgeon the raiders to death too rapidly. I send 2 after everyone and they usually win with some injuries and about a 40% capture rate.