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Messages - blongo

#1
Mods / [Mod Request] Infinite pouch of storing.
January 05, 2021, 04:09:22 PM
Could someone make a mod where you could load and unload stuff into a small pouch, that a single person could uninstall and reinstall to access?

I like the dimensional pockets mod idea but why not make it more simple. This pocket should not require power, just a cheat item.
#2
Quote from: Matteroflight on February 23, 2020, 11:29:30 AM
Sorry I dont wanna be that guy but I guess I am :(

How long does it normally take for combat extended to go the latest (well I guess beta now) patch?
Having a hard time playing without this mod, it's just not as fun.

Yeah... I don't want to critize the game, but Ive hated every update so far because its just me waiting for this mod. The game is just not fun without the mod.

Ammo logistics adds a whole new dimension to the game. Not to mention how it adds value to reusable melee weapons, and using different tactics.
#3
Mods / Re: Void Storage
February 22, 2020, 06:46:53 PM
Quote from: Canute on February 22, 2020, 02:53:51 PM
QuoteI wish there was a mod where I could store items indefinitely and retrieve those items indefinitely.
If you want it that easy, just enable developer mode at the option.
Then you can spawn all kind of resources you need with a few clicks.

If you want a dimensional pockage storage (only works for the current map) try out Infinity Storage
https://ludeon.com/forums/index.php?topic=37698.0

The mod was suppose to remove the need for dev mode.

As of right now if i want to have cross save wealth, I would have to delete silver with dev mode and write it down on a note pad.... and manually subtract and add to a personal value i have written down, just to emulate what I want this mod to do.

If you could put silver in a cross-save storage indefinitely, then why use developer mode? when over time as you save, you eventually will get lucratively wealthy across all your saves.

Now "cheating" feels a lot more subtle as there is still the logistics and movement of resources, and your not using dev mode. All the stuff your spawning you found, and when you take it out you can easily lose it.
#4
Mods / Void Storage
February 22, 2020, 02:01:39 PM
When i play rimworld, I am more in it for the roleplay.

I would like a storage that can be access across all saves.

quality > quantity type gameplay, where i never really make it to late game just because there is no real story late game. (Its mainly just survival and baby sitting)

I wish there was a mod where I could store items indefinitely and retrieve those items indefinitely. I don't really care what the mechanism is, so long as it is simple. Consumables would work well, as it would act like a ticket to access your global storage. Maybe add a trade ship, but its not really a trade ship, its Rex a lovable dog that pilots the ship for your storage needs. Or just add an extra setting to the chemfuel launchers, and just allow people to send and receive items back and forth.

I know this would cheese the game, but the game is already a bit repetitive. I can't play without combat extended because, once you do, you realize rim world just ignored the entire logistics of warfare. What this storage would allow me to do is allow my colonists to stock up on ammunition, so that if i wanted to play as a sniper spotter dog scenario I could just pull from this storage.

Now when i want to start a new game with a new scenario in mind, I'm drawing from a select pool of items i have found playing instead of manually setting it up. It will also keep the wealth of your colony down, and allow you to stretch out any tech era your in. While all the higher tech items you find that you cant use, can be stored for use later.

Rimbank would be a bad example, because I think any mod that does this should be as subtle as possible. The mod should fit/compliment vanilla as well as most modpacks for rimworld.
#6
Mods / Re: [Mod-Request] Gas fabrication and more
February 06, 2019, 10:48:20 AM
You get methane from farts.....
Why not make a cow butt catheter mod?

sorry for the crude humor... but its an idea...

could really cutt down on green house gases...

#7
Mods / Re: [request] Global Storage
February 02, 2019, 01:45:22 PM
Yeah, although i was looking for something super light weight. I usually play with Combat Extended.

So there needs to be a subtle and efficient way of injecting this into the vanilla system for cargo pods.
#8
Mods / [request] Global Storage
January 31, 2019, 12:13:19 PM
It would be cool if there was a mod that allowed you to send items into space, and utilize space as some sort of global storage.

Rimbank did this back in A18 but i didn't like the cost or restrictions.

I like it because it gives off the illusion that you have multiple colonies going, and that is where you are getting your resources from. Which allows me to make different types of colonies prioritized on different types of things.
#9
Quote from: Tynan on July 27, 2018, 01:27:59 AM
Blongo, please review rule 2 in the community rules. This is a friendly warning. I want to hear negative opinions but there's no reason to express yourself that way.

It would also be good if you have some indication of what you're referring to. Is it just this one aspect of managing colonist with large numbers of bionic parts? Or is there any other specific experience you're thinking of?

My bad, just the actual length of the rages.... Early game, if one of your colonists breaks down, a whole day gets wasted and they ignore their bodily needs. Anyway for me it became a positive feedback loop, of my colonist is unhappy because of starvation, but starvation happened because when she/he broke down and she/he didn't feed her self. So it made working with neurotic traits very very unpleasant. 

If it wasn't for that new colony hope buff, my colonists would of for sure just have been animals, running around punching things and bleeding all over the place.
I think new colony hope is a good buff to have, but is there anyway you could make it so that its an actual buff instead of a buffer?

To me its like all the colonists grew up middle class in suburban homes. I mean the problem with your buff and debuff situation is, there is only 3 slots for verity. Instead of each person having a preference, its each person is the same except for _x, _x, and _x.  Why is it that playing as the rich dude, and playing as the tribes people, all get annoyed by the same things?

If you are going to rely on these buffs and debuffs so much for balancing the game, then maybe give them their own associated decimal value. So perahps colonist x is only 0.5 percent displeased with being naked. And that way personalities aren't being bottle necked by your limitation of 3 trait slots.

Then you could have crazy verity. All the debuffs from dirtiness and food poisoning gets scaled down on some of the tribes people; those people i could see having an inherit problem with bionics. And for the space colonists, those people would rarely have a problem with bionics.

I think that would be kinda cool? if you hid the internal mechanics that define personalities. With the decimal system, it means not all x trait are equal, and it would be kinda cool provided if the numbers gravitated towards the mean, to find out just how much of a neat freak, or chemical interest, or nudists actually is. It would give the colonists more personality.

Edit: i can't believe i left out the whole death debuff mechanic. Why is killing (seeing a dead body) a debuff? Your whole game is centered around the idea that everyone grew up in the 21th century. Death was a very common thing in every century before that. From the roman days of crucifixion, to even WW2 the Japanese unit 731..... To Even Americans in vietnam commiting the My Lai massacre. Only now with a pampered society did people have a problem with death, but in every time before then and also it being culturally dependent, no one really cared unless the person was considered in their scope of justice. So yes if your best friend died, or your girl friend died, Setting fire to your own base is an appropriate response, but cutting out the organs of pirates or executing prisoners should not be any where near as big of a deal as it is in the game.   Perhaps again add a cultural dependent factor, that Nerfs the debuff for all the natives on the planet.

But yeah, i mean Aztecs loved sacrificing people over a game of basketball.... I'm not implying the game should be historically accurate, it just doesn't align with any universe that i know of.
#10
Quote from: Ruisuki on July 27, 2018, 12:17:31 AM
Quote from: Ser Kitteh on July 26, 2018, 06:21:10 AM
Quote from: Ruisuki on July 26, 2018, 03:27:22 AM
I read two things

1. bionics give mood debuff unless pawn is prostophile

2. living under mountains is automatic mood penalty

That alone broke my love for this game. If its true (and there are worse things that punish the player for playing) then I would definitely drop this unless theres a modder to fix this aspect. I hope its changed if true.

1. Bionics only give debuff to normal colonists if they have 3 or more. You're safe giving your colonists 3 bionics as the penalty for having 3 is only a very minuscule -1.

2. I don't understand your argument here. Are you speaking of cabin fever? That is easily fixable with a few hours of joy with a horseshoe ring outdoors.
Damn so the bionics malus is true. Its small but still somewhat disappointed to hear. I hope there are more mood modifiers added and not just this. Is it -1 per bionic? Or -1 for 3, -5 for 4, and so on?

And not sure what the guy was referring to. I would assume it was cabin fever but thats been out for a while now, not new to 1.0

Yeah i tried playing 1.0. I want to be polite and respectful but god damn, now the game is just a bitch baby manager. This update really makes you question, who are the actual animals in this game?

I don't know, I was warned that there will be game imbalances in the game when i signed up for 1.0, but still.... even in the previous versions i wish the moods were a little less erratic.
#11
Mods / [MOD REQUEST] Global Rim Storage.
July 26, 2018, 03:20:57 AM
I know Rimbank and RimSilo do this, but i was kinda hoping for a mod that would either be very simple, as in just a straight up global box without upkeep that you can store anything in, including animals and colonists. It could just utilize the drop pod system the game already has implemented, like all you need is drop pod launcher and chem fuel.



#12
Mods / Re: [Mod request] Door Locking
August 05, 2016, 01:53:38 PM
Nvm then.... i could of sworn i saw animals mine there way out of places......
#13
Wouldn't a thumbs up Only button fix that? If you cant down vote, then the only problem would be Revengeful thankfulness and kindness. "rate up for you, rate up for you and you"

With One rating button being a thumbs up, people can still show support for main discussion points.
I just feel bad for Tynan because people are going to be like "add combat realism to the core game..... (thumbs up icon) x 100 " .
#14
General Discussion / Rating Comments/posts in a thread
August 05, 2016, 02:30:43 AM
Hey, how come the forums doesn't have little rating icons in which you can give messages? I guess this is a suggestions/mod/stories depot for rim world but there have been tons of discussions that I've wanted to show my support, but don't wanna wake/refresh the thread. You know since i wouldn't be adding any actual input.

I'd be interested in opposing views or the daunting obstacles that would have to be crossed to obtain such a feature, As i'm sure there are many. :D
#15
Mods / Re: [Mod request] Door Locking
August 05, 2016, 02:19:30 AM
Alright, blongo here to get the thread back on track.

I would like to see colonists rooms operate like prisoner rooms. Like the whole room would be highlighted and only that colonist who bed is situated in the room can access that stuff.

Since animals and people can mine through walls, i definitely think the game should consider actual locked doors though.
Its kinda OP; if you wall a giant area for farming, Animals just seem to mine their way out which in a way is kinda realistic, but kinda annoying If you built a giant steel wall to keep people out.....  :o