I am trying to plan and then utterly fail and everything will just be an mess
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#2
Mods / Re: Automated shops?
May 13, 2017, 02:12:58 PMAuto seller is a great mod especially late game when you acquire lot of junk and buy and sell a lot.
https://ludeon.com/forums/index.php?topic=14487.0
#3
General Discussion / Re: I have some questions regarding the development of Rimworld and mods
May 04, 2017, 12:59:37 PM
Tynan have added content from mods into the game. The colonist bar is a great example.
I think one reason for not adding to much content from mods into the core game is the future work to update all the content and fix all incompatibilities and balance issues when Tynan ad's more stuff he thinks is more important.
That work is now up to the much bigger crowd of modders to solve. There are some cheat-like mods and many mods that just ad more content that often make the game a little bit easier. It's a single player game so it's up to the player how to play but I first check if a mod removes a game mechanic I enjoy before I install it.
I for example like the miniaturization mod it removes some of the need of planning a head but I am more interested in tweaking the base to make it more efficient and beautiful than to plan out how to build.
I think one reason for not adding to much content from mods into the core game is the future work to update all the content and fix all incompatibilities and balance issues when Tynan ad's more stuff he thinks is more important.
That work is now up to the much bigger crowd of modders to solve. There are some cheat-like mods and many mods that just ad more content that often make the game a little bit easier. It's a single player game so it's up to the player how to play but I first check if a mod removes a game mechanic I enjoy before I install it.
I for example like the miniaturization mod it removes some of the need of planning a head but I am more interested in tweaking the base to make it more efficient and beautiful than to plan out how to build.
#4
Mods / Re: [Mod Request] Remove Zttt event
March 21, 2017, 05:01:56 AM
You can disable the event in the cenario editor so there is no need for a mod
#5
General Discussion / Re: Nevermind this playing without turrets nonsense...
March 07, 2017, 01:50:00 AM
Turrets are good until you get sieges or raids that go around the turrets zaps through the back of the colony. Then you have a bunch of untrained colonists with there pants down. Now i try to only build so my colonists have cover and the attackers have to run over an open field and no turrets so I get the combat experience. Turrets can't learn your colonists will.
So either choose easier settings or try to keep the value of your colony down and all the colonists with some effective weapons and combat skill. Only build stuff that is needed for stability (mood, food) and defense of the colony, don't mine, gather stuff you don't use, etc.
So either choose easier settings or try to keep the value of your colony down and all the colonists with some effective weapons and combat skill. Only build stuff that is needed for stability (mood, food) and defense of the colony, don't mine, gather stuff you don't use, etc.
#6
Mods / Re: [Mod Request] DeepDriller and A2B Conveyor Belts
February 27, 2017, 06:32:05 AM
Industrial rollers is a good replacement for A2B
https://ludeon.com/forums/index.php?topic=26967.0
https://ludeon.com/forums/index.php?topic=26967.0
#7
Ideas / Re: Change "Friendlies" event in "Infestation" event
February 23, 2017, 12:03:09 PM
It's so fantastically not gamy so I love it. Almost as unfair as real life.
#8
General Discussion / Re: Predict the biggest balance issue / exploit in Alpha17
February 20, 2017, 06:43:37 AMQuote from: Perq on February 20, 2017, 04:33:11 AM
Seeds make the game overly complex, so does water systems.
That depends on what you want out from the game. I am personally not interested in the game as a challenge to build the spaceship. My goal is to build a nice and stable colony and more complexity and stuff to do would just make it more fun. And the stories that get's created. Therefore I play with more and more mods.
I personally think the game is hard enough and play on easier settings anyway, that it's easy to grow is not problem. But after have been playing with seeds please it feels cheaty to be able to sow without seeds.
I think early plagues is a bigger balance issue, had to abandon a colony when my doctor and the other good pawn got the plague and could do nothing but looking as the severity increase faster than the immunity, that in itself is not so bad the bad part is I have no idea how to decrease the risk of early plague death in the next colony i try.
#9
Ideas / Re: UI Goodies I really really want
February 20, 2017, 06:24:55 AM
My biggest wish is global hotkeys to the order, structure, furniture... menus.
Then I always think the research tree should be accessed thru the research bench like the bills on the other benches.
Shift kick two pawns on the colonist bar should select all the pawns in between and Ctrl click should only select the pawns clicked on.
Then I always think the research tree should be accessed thru the research bench like the bills on the other benches.
Shift kick two pawns on the colonist bar should select all the pawns in between and Ctrl click should only select the pawns clicked on.
#10
General Discussion / Re: Predict the biggest balance issue / exploit in Alpha17
February 19, 2017, 03:49:36 PMQuote from: Lys on February 17, 2017, 07:14:10 PMI am playing with the seeds please mod in my latest colony. It's quite fun and challenging so it works.Quote from: b0rsuk on February 17, 2017, 01:46:06 PMA natural way of solving this would be watering plantsWell either that, or seeds. Personally I'd prefer a seed system where you cant just plant 2000 plants out of thin air.
#11
Mods / Re: Valve planning to monetize mods (again)
February 12, 2017, 05:48:14 AM
I personaly could pay something for the awesome mods I use, but I won't install steam and get a steamkey for rimworld and then going through the hassle with mods that auto-update and destroy's the saves.
#12
Ideas / Re: Various Suggestions
February 08, 2017, 06:08:24 PMQuote from: Pure on February 07, 2017, 09:13:52 AMThat would make the game so much better and should be easy to implement
- Global shortcuts: I would like to have global shortcuts for my architect which work regardless of what menu I'm in. Like S is always the Structures menu and than W is always build a wall. So i can quickly type S and W to build a wall.
Quote from: Pure on February 08, 2017, 09:10:54 AMThen he also have to make all the stuff compatible when he updates the game, know Tynan leaves all that work to the modders. He have already integrated loots of functionalities from mods he liked. Like the colonist bar from edb interface. And lot of the mods makes the game unbalanced and removes more game mechanics than they add.
After i read a bit in the forum, I started installing some mods. And then some more.. they really improve missing parts of the game. As a the main game dev, can't you just add good mods to your core? Like the better pathfinding mod is aweseome, or is that somehow considered stealing or something?
#13
General Discussion / Re: Thermodynamics 101
February 06, 2017, 06:01:17 PMQuote from: stu89pid on February 06, 2017, 05:35:07 PMQuote from: Thyme on February 05, 2017, 04:01:38 AM
The most interesting part of all this is, for me, not the violation of conservation of energy (it's a game/simulation after all), but that the greenhouse temperature should be lower when plants are grown compared to not growing plants. All the energy absorbed from the rice plants should make a good cooler actually.
*what a weird unit that is. such things happen when morons try to enter the fields of physics.
Unless the grow light is putting out a lot of infrared light (Which it shouldn't be as plants don't use this wavelength), the room temp wouldn't change with or without growing plants. The sun can heat up a wall (because of the infrared light), but a spotlight will not (as this is only within the visible spectrum).
Wrong! visible light do also heat up stuff if it is absorbed. White surfaces reflect much of the light and don't get as hot as black surfaces. In practice light from incandescent light is mostly infrared light and heat up stuff much more than led light with the same lumen. Direct sunlight is very strong and artificial light is rarely close to the real sun in intensity.
#14
General Discussion / Re: Mods making the game "to easy"?
February 06, 2017, 05:31:03 PMQuote from: b0rsuk on February 06, 2017, 04:59:08 PMThere are some, the only one I currently is running is seeds please! It makes it much harder to start grow stuff and you fear the blight that not just make the crop die but after you can't replant.
Is there any single Rimworld mod that makes the game harder ?
#15
Ideas / Re: New power options
January 18, 2017, 01:41:34 PM
I hope the Rimushima mod will be updated to A16
https://ludeon.com/forums/index.php?topic=25124.0
https://ludeon.com/forums/index.php?topic=25124.0
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