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Messages - chch88

#1
I can tell that rimworld running on linux just fine, was playing on ubuntu 18, now currently on Manjaro, havent seen any problems, drm-free version
#2
As someone who plays only with mods (haven't touched vanilla since A14) and lots of them (hundreds yes), i can say your post makes zero sense to me. Yes, vanilla rimworld to me basically the game engine, framework if you will, with which i build game tailored for my tastes. But no matter how many mods i run, i do still play RIMWORLD, i get to play it thanks to Tynan, who made this framework, and now it got an update, its wonderful.
I bought dlc 5 minutes after i got the news (and thanks Tynan for having proper blog and forum without steam dependency), its small enough price for supporting development of excellent game framework to me, and that's counting the fact that i don't get to play with it for next few months until most mods would get updates (need combat extended in muh games).

On second note, mentioned messed playthroughs and mods is purely your own fault (and steam crappy mod support). Nothing stops you from playing drm free version of rimworld with local mods, i always play like this and had 0 problems with any game or mods updates.
Install rim and mods, play until you want new version or new mods, install new ones, rinse and repeat. I can always unpack local copy of a game (archived all game and data folder) i played in 2017 (or 2016) on alpha14d build 1241 with all mods and settings, load save and continue playing it. And again, i praise Tynan for providing drm free version which allow you do things like that.
#3
i think there should be ability to exclude deadmans clothes in outfit tool, you can choose certain quality, exact hitpoint percent, exclude items, but you cant forbid deadmans clothes, maybe they should be included by default in anything outfit, but once tailoring established you certainly dont want your pawns wearing such clothes no matter the circumstances.

about factions bases we raid on global map, they look so small and pitiful makes me want to build then something better, i hope there would be bigger, better protected ones, as the game progress.
#4
sorry in advance for unstable english.

1st moment, repair in construction
This is really inconvenient change, i was playing around with big base (devmodded colonists and resources), after big raid there is always tons of stuff to repair, with new system you need add construction to most of your colonists for quick repair of killbox (1 or 2 dedicated constructors would take to much time), than babysit them so after repair is done you remove construction from everyone except your main constructors, otherwise pawns with construction 1 or 2 who was repairing stuff start rebuild turrets and other destroyed objects (and often fail construction). This change just bring additional micromanagement.

2nd new prices
Its nice to see rebalanced prices on stuff, but i think new cost of weapons is a bit too much, raids, especially melee raids just brings to much money.
Maybe make is so weapons price would decrease much mode drastically with decreased health, with 100% health current cost, that way weapons crafted by your colonists would sells for nice money, and damaged weapons (from raids) would cost much less.

3rd new alert on dying crops
While its nice now have alert about stuff going bad, if you have several big growing zones, and plants start do die from whatever, new alerts become really intrusive, especially with sounds.
#5
about beauty change on various items, i assume this was done so you would be motivated to have proper warehouses instead making stockpiles all over you base in corridors and work rooms, one small oversight with this i think items put into equipment rack should lose this negative beauty modifier (since they sort of put away), currently it makes no difference.
#6
Outdated / Re: [A15] Better Randy
October 21, 2016, 07:19:55 PM
What is the difference? Archive contain only Storytellers.xml and it looks exactly the same as core randy.
#7
Releases / Re: [A15] Fences And Floors
October 21, 2016, 04:05:45 PM
All your floors except Sensor Panels have walk speed 93%, is this intended?
Vanilla floors have 100% walk speed, so why would i build slower floors?

I deleted <pathCost>1</pathCost> from your Terrain_Floors.xml and walk speed became 100%
#8
1. Is it possible to edit your mod (change some def maybe) not to add hippie faction?
2. Does faction discovery events infinite?
3. I want to use your mod to discover some faction i added via mod, can i turn this mod off without breaking save after this faction discovered?
#9
Quote from: Grishnerf on September 05, 2016, 01:29:20 PM
maybe i have not seen it, but only 2 geothermals for that size of base? how does that work?
what mod is this?

edit: ahh a14 so you probably have ccl installed. thats the reason maybe.

all power, geothermal, solar panels and wind turbines are default, however ccl with vanilla tweaks is used, yes.
#10
Quote from: Louisthebadassrimworlder on September 05, 2016, 01:28:18 PM
Wow. Neat! May I ask, how did you dress up all your (Conveniently) female colonists in matching outfits? :P

Conveniently - Well i started with female colonists and picked through the game only female colonists, and scenario has forced trait gay on everyone, so all female colony
Outfits - trumbo/devilstrand dusters and devilstrand button-down shirts and pants, white a trumbo dusters, red are devilstrand, this game is running long time, and i have a lot of trumbos.
#11
I guess this colony can be considered mixed.
A14, started as randy rough, changed mid game to challenge.
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#12
they most certainly do, screenshot with 4x
http://imgur.com/a/lbwkY
#13
Outdated / Re: [A15] Gardening
August 30, 2016, 03:56:31 PM
big thanx for update, gorgeous mod
#14
can someone elaborate what exactly this systems do?
* Added a graft rejection system!
* Added an accustoming system!