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Messages - ThiIsMe007

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Releases / Re: [1.0] [KV] Faction Control [ModSync RW]
« on: September 07, 2019, 03:01:09 PM »
-Added a new setting in Main Faction Control - Relations Change Over Time
Disabling this will prevent relations from going down every few days

-Added a text field on Faction Base Density so users can override the value to go as high as they want

Small request if you'd kindly consider it please : is it possible to add a setting to the mod to change the frequency of faction goodwill degradation ? I would like to keep some kind of erosion happening over time and not totally disable it, but as it comes now it's too quick for my tastes.

Even better, could the mod check if there has been some "positive" interaction recently, and if yes, reset the count down ? It has always looked unconvincing to me that after some successful "peace talks" and beneficial faction trades, relations would still keep dropping mechanically, just because.

Great mod otherwise, thank you very much.

Releases / Re: [1.0] Medical Supplements (2018/12/24)
« on: September 02, 2019, 08:17:55 PM »
Bless you for the LVM Deep Storage update. So much more pleasing to play with bases that aren't littered by stuff my pawns can't use before long.

Releases / Re: [1.0] Medical Supplements (2018/12/24)
« on: August 26, 2019, 08:33:44 PM »
I look forward to playing again with your mods, and thank you very much for giving your players options.

Releases / Re: [1.0] Medical Supplements (2018/12/24)
« on: August 25, 2019, 07:57:35 AM »
The more I think about it, the more I come to the conclusion that a good compromise would be to have :

1/ Common Ailments, untouched. This part introduces the diseases. They are fine as they are.

2/ Apothecary, remove all research times on its "items" and make them dependant on resources (that can be gathered in the base game, or easily found in the appropriate environment) and production (plant and/or doctoring skill) instead. This part would allow players with 1/ to have some "basic" tools at their disposal to counter diseases as soon as they appear.

3/ Medical supplies, untouched. This would be the "upgrade" to 2/, countering more diseases, more efficiently and for longer, but requiring researches, an expensive chemlab and complex processes to produce medicine on an industrial scale.

About 2/, let's not forget that something as simple as healthy food (honey against some infections, vitamin C against flu, scurvy, etc.) and good hygiene can contribute to reduce illnesses.

About 3/, I could see "combo-injections" of preventives as ultimate goal.

To me, this design would have the advantage to respect the flow of a game on any difficulty, and match what DBH does with its own, new gameplay challenges.

I also think that eventually some kind of merge among the 3 mods would make sense, since I can't see any player picking just 1 or 2 out of these mods to play with.

It's always easier said than done, I realize that.

Ideas / Re: Storylines with decisions and scripted consequenses.
« on: August 24, 2019, 11:43:17 AM »
I would like to play such a mod.

Without making it full-fledged STR, I could perfectly see Rimworld being the host to some world conquest games (destroy hostile factions, ally with others while doing so, etc.).

Now imagine that coupled with multi-player.

Don't worry, I see your point ^.^

It's just that where you see QoL, I see additional steel and/or components (I can't remember) for something usually more pressing.

Releases / Re: [1.0] UN-COLONY Organized!
« on: August 24, 2019, 10:11:09 AM »
It's not an issue a non modder needs to worry about.

No offence, but that is simply not true.

For one, not all the players are mod illiterates and without any prior modding experience (just not for this game). Some of us do not mod for RW by choice or lack of time, but have done their homework on the wiki. While the mod should indeed work as intended without a proper about.xml file, it's helpful for players to have it, to detect outdated and unsupported mods and to keep their debug log as clean as possible, to pinpoint real issues.

For two, I don't want to sound like a grammar nazi or something, but what does it tell about the quality of the rest of the mod if its author can't be bothered to fix a simple XML ? Mod authors in general shouldn't get additional time-wasting support requests because of unwarranted warning messages that a worried novice player can't decipher.

Tools / Re: [TOOL] pyModSorter (Windows only)
« on: August 24, 2019, 09:58:22 AM »
I'm going to follow this thread with interest. Thanks for creating the tool.

Maybe it's the way I'm playing, or the way I manage my DBH setup, but I don't feel the need to modulate the temperature otherwise than globally. During summer time, I reduce power on the boiler, and the temperature in all of my rooms lowers in consequence. During winter time or a cold snap, I give it an additional notch or two.

I probably must be missing something, but being the ever-curious that I am, I had to ask. Thank you for your reply.

Releases / Re: [1.0] Medical Supplements (2018/12/24)
« on: August 24, 2019, 08:32:36 AM »
First, thanks for your commented reply.

My goal is to keep all 3 of your mods. To me they are an organic whole, no point in cherry-picking or removing parts. I also do not want to put more of a workload on your shoulders with a "lite" version than you already have.

Your mods come with an additional layer of complexity and challenge to the game, and I welcome that. To draw a parallel with the very popular Dubs Bad Hygiene mod, which does the same, the experience in your mods just needs to be much more streamlined IMHO. With DBH, the new needs start as soon as I enter the game, but I'm also able to build a well, a latrine and a tub right out of the box. It's not optimal, but I can run my game with that just fine till I have less pressing issues. On the other hand, your mods offer no alternatives to the "best" task. It's either that or nothing.

I'm by no means an expert in medical matters, but giving the player some basic options to counter your additional diseases and refactoring some of the researches would not seem an alien solution to me. Bushmen or explorers in RL probably have some cures or preventives for most, even some very potent diseases crafted from whatever they can find in their environment. Sure, they won't be able to cure cancers or prevent high level infections, and their "medicine" could have some nasty side-effects or only work sub-optimally over time, but I say that there is no need for an expensive chem lab, researches or whatever if you know your way around plants and need to treat some emergencies NOW.

You could very well take advantage of the plants skill of the game to simulate that. You could also look into making basic medicine last for only a day or so, with low efficiency, while additional researches could grant a better potency over time. You could tie game stats to your system, and have pawns with low "immunity gain speed" benefit less (or not at all) from basic curatives, but do so once some improvements are researched. Such an integration is perhaps already handled by your mods, I admit I didn't pay attention to it.

Going back to DBH, hiding the entirety of your mods behind researches is like giving my pawns a bladder need and not allowing them to relieve themselves before spending an inordinate time at the lab, time that I just do not have at the beginning of the game on higher difficulties, in more difficult biomes (because of other priorities, like finding food, countering raids, etc.).

As a final word about ingredients, I had the time to research "multi-vitamines" in my last game. They require neutramine and berries to produce. I thought that this was well done, since your mods take what is found in the base game and proceed from there.

Compare this to whatever other medicine that requires 1/ sulphur to be gathered through mining and then stored, 2/ sulphuric acid to be produced and then stored, 3/ sulphuric acid to be added to another time expensive vanilla component (chemfuel? or was it non vanilla "lithium salts", I can't remember) to get 1 single batch of preventive medicine that will last me for half of a day as final product. This is not to mention that all these components will deteriorate outside, will need "useless" (not immediately benefiting) researches on their own and that your workbench comes only with a paltry storage container of 1 single component stack.

After a while, all these inconveniences add up and the ROI just doesn't warrant extra attention before the very end game, while your mods should be companions to the player throughout their whole game I think.

EDIT : being able to take all medicine at the same time at the beginning of the day (as a package, as it happens in RL for vaccines, for example) would also be an improvement worth researching. Right now, my pawns waste precious time running back and forth to my infirmary to fetch whatever I prescribed them in my drug policies (even with inventory storage activated). Just an idea.

What do you use the thermostat for ?

I've been using the mod to my satisfaction for quite some time now, and never felt the need to use it. If I needed to lower the temperature (and/or power usage), I'd just operate directly on the boiler.

Releases / Re: [1.0] Medical Supplements (2018/12/24)
« on: August 23, 2019, 09:38:27 PM »
This mod, Apothecary and Common Ailments are great. I especially like how they work together with other mods.

The only issue I'm having with these mods is that by the time I reasonably manage to produce my first preventives or curatives my pawns have already died of old age.

Okay, just kidding, but there's just too much to research, and too many different diseases happening too fast and too frequently. They aren't close to being lethal, and add some welcome variety, but require downtime. One can't reasonably expect players to postpone researching the essentials, like power upgrades or turrets, just so they could cure a flu, and then another research for a migraine, and then another for asthma or whatever... Also, too many ingredients that I cannot use (or sell) clogging up base inventory space.

Some serious revisions to how they mesh into the usual game flow would be welcome (especially on higher difficulties, where you don't have the luxury to waste research/production time before acquiring a M-A).

EDIT : I still very much like the concept of the mods.

Releases / Re: [1.0] Marvin's Stuff
« on: July 27, 2019, 04:27:03 AM »
I'm looking forward to seeing the source code released. If you release the code, I can fix the problem involving Sometimes Raids go Wrong overwriting the raid functionality. A lot of people are missing hacked mechs and mounts in their raids now, while the fix is something I'd be able to pull off pretty quickly.
Is this bug still present in the current version of the mod(s) on Steam ?

Both mods are just too good to pass up on, so a fix would be very welcome.

First, I'd like to thank Ibmaian again for producing the fork, which made the initial version actually usable (and useful to me) by fixing the bug involving unknown mods.

Next I'd like to say that I have the feeling that no one (in this thread at least) ever had the intention to "steal" anything from this project. On the contrary, we all contributed to it in different ways, be it either directly through coding and design, the brunt work, which credit rightfully belongs to shakeyourbunny, the tool author, be it through patching/forking, as Ibmaian has done, or be it, much more modestly, through testing and feedback, to validate usability cases.

It's the author's decision to know which direction the project should take, and everyone should respect that, but human nature being what it is, I believe there was room to word concerns (as legitimate as they might be) differently than it was done a couple of posts above.

Finally, I'd like to emphasize that as a player and user I am very grateful to whomever works on a project (tool, mod, art, etc.) and cares to share it with the community. It's in everyone's interest to see interesting projects like this one prosper, but to also protect the motivation of all the parties involved in the project, including the rights of the author but also the possibility to discuss and consider options, opinions or alternatives (like forks).

As a side-note, having experienced and contributed to similar sorting tools on different games with sometimes a much, much higher mod amount than Rimworld, the idea of a proprietary online-only database for sorting purposes is not a healthy design decision.

Unfinished / Re: [1.0][WIP] Real Ruins
« on: July 25, 2019, 08:37:47 AM »
And here I thought that this mod added ruins only on your starting map. I guess part of me still hasn't migrated to 1.0  :-X

Looks mightily interesting, and I will try to contribute testing. I can't wait for your mod to reach Gold.

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