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Messages - Drathmourn

#1
This amazing series of mods has disappeared from my mod list and from steam. Please say its going to make a comeback.
#2
If you have Rimworld on Steam just search the workshop for Mending. I know at least one version of what you have requested is available there.
#3
Releases / Re: [A16][MODLIST] Glitter Tech
December 24, 2016, 05:51:40 AM
Just my two bits worth. I find all your mods as pretty much indispensable to my continued playing of this game. Thank you for a great Mod Sam. :) and thanks for the fast update.
#4
Mods / Re: MOD REQUEST: Trucks/Vehicles
December 24, 2016, 05:43:12 AM
OH. MY. GOD. Its so beautiful! I had no idea this mod was even out there. Almost want to go back yo v.15
Although the muffalo look like they are missing the back legs and have wheels replacing them. Half muffalo half muscle car!  Mufflecar?
That ATV raid looks like the worst thing for a colony. ever.
But could that be ported into the new system with global travel?
#5
Ideas / Re: Ways to heal "permanent" injuries.
December 24, 2016, 05:29:38 AM
My apologies, I spend most of my time in the mod section and must have missed the room i was in. In my game play-through's i try never to save-scum, unless its surgery because if i'm having a leg replaced I shoulden't have to worry you cut my heart or brain out by accident. All others i let the chips lay, and if there is a disaster that I can recover from that's great, but over time minor incidents have whittles my pawns down. I need three of  them to count to ten on their fingers. This wasnt by daring to stand and fight, or Bug attacks. This was from taming squirrels, a fox caught in the crossfire during a raid, frostbite from a pawn wandering across the map for a scrap of metal, and a list of stupid things gone wrong. There is no lesson, no avoiding this and no player error. The only fix is to lock them in their rooms when i dont need them. I dont mind a crippled pawn and im willing to pay whatever the cost of fixing him, that is what teaches me to be careful, the cost of fixing the problem. I can build a laser gun and power armor, a device that communicates and trades with people in space and an AI controlled spaceship. Access to technology is not an issue here, Nor is the cost when everything can be built by a competent pawn. The inability to craft the painstopper or a bionic arm is more of an oversight when compared to what you can build.  The desire to suffer endlessly to as penance for misfortune or a moment of carelessness is a mindset i wont understand and i dont think it can be rationally explained. Also to be clear, in your posts you imply that most hardships the pawns suffer is due to incompetence of the player or an inability of the player to protect the pawns that is the root cause if injuries. The condescending attitude and the "My pawns are better/safer than your pawns" comments is what i dont find helpful , useful or appropriate. I know your reply will be to ramble on about choices, opinions and blah blah blah but to be honest i dont really care. So have fun! :P
#6
Ideas / Re: Ways to heal "permanent" injuries.
December 24, 2016, 03:44:33 AM
Nope, cant do it. I haven't broken this land to my will yet and cant leave. And now in v.16 there is a whole planet to subjugate. I require repairs to continue the fight!
#7
Mods / Re: IDEA: Z LAYER
December 24, 2016, 02:54:49 AM
With the ability to have multiple maps running simultaneously the possibilities have opened up. Why cant a "Top" part ladder from my home base connect to the "Bottom" half at the next part of my base on another map?  With the tiny maps generated for events while traveling one of these could be modified without "borders" that can be entered from off map this could be a Z layer workaround. Is this possible or am i misunderstanding?
#8
Mods / Re: MOD REQUEST: Trucks/Vehicles
December 24, 2016, 02:32:23 AM
Some of this is part of an ongoing discussion i am having with a few others on the thread (mod request) Future Tech and real life. As a non modder im not sure what the limit or difficulty of building an idea would be. What i would like to see is a workshop panel that opens a window that allows you to interact with the components of an item in the workshop. The workshop could contain a Mech, cyborg, Robot or vehicle or perhaps individual items like limbs that you could alter the modifiers within the components before they are installed and possibly after. i want to be able to change the engine of a vehicle from combustion chem-fuel to a uranium based nuclear plant then to anti-matter as tech advances. change the wheels to hover jets, and hover jets to anti-gravity. Increase cargo capacity for trade or increase armor and weapons per weight allowances from propulsion. But to do this in a semi realistic, progressive way you would need a production chain of components and specialist equipment. this could quickly turn from a good mod idea to a fundamental shift in game play and focus. This might be a bit much, and once again i dont even know if its possible.
#9
Mods / Re: (MOD REQUEST) Future Tech Mods
December 24, 2016, 02:11:49 AM
The problem is that as a non modder and no knowledge of coding. I dont know what is possible and impossible in reference to the parameters of the game. For example, I dont know if an interface window is possible. I want an interface window on a cyborg pawn strapped to a maintenance table that would allow drag and drop of modular components not unlike the drag and drop of the caravan but into modular slots(arms legs brain). is it possible? i want the same for killer worker robots with modular weapons and gear. the pawn interface is fine, but if your bolting on equipment i think it should be a little less convenient and at a workshop or maintenance pod. And as for a teleporter, Is it possible to create a point to point teleport? can they return? Can i have a space colony orbiting the planet in a space station? I want all this as a fun addition but dont know if its possible with the current game model.
#10
Ideas / Re: Ways to heal "permanent" injuries.
December 24, 2016, 01:54:41 AM
Ok, your focusing on scars. scars are fine, i have many myself. the "scars" im talking about is a general term in the game as unhealing minor injuries that detract from the character overall. Bite scar, torn off finger, whatever. i had a few pawns that have so many scars that they actually have a significant pain modifier and manipulation decrease that i can do NOTHING about except kill them or lop of an arm or leg. This is not beneficial nor is it  a good story element. missing fingers and toes due to a mad squirrel or pissed of alpha beaver adds nothing. there have been 30 mad squirrels and 60 pissed beavers. Maimed pawns due to constant mundane crap is pointless in an advanced technological society that can perform technological miracles.
#11
Mods / Re: MOD REQUEST: Trucks/Vehicles
December 24, 2016, 01:12:02 AM
A Mech would be fun but typically, in most games, a mech is more combat/Defense oriented. But just for giggles the Mech suit could be similar to the Exo-frame from Rimsenal. A bit bigger or more bulky to look like an oversized pawn. If you where really ambitious you could create a workshop type area to modify aspects of the mech to improve as tech increases. Better/more power for weapons that you can change out as well. I like the Power armor from Factorio as it is modular and you can customize everything. Keep working on the C# work. Its players like you that help make this game better every day.
#12
Ideas / Re: Ways to heal "permanent" injuries.
December 24, 2016, 12:57:08 AM
I cannot imagine that Tynan can have the imagination to create a game and world of exploration and creation and then leave something as basically petty as permanent injury to mar the characters future story. It also seems that the majority of players would prefer the ability to remove or diminish persistent injuries. This is shown by the vast number of people using mods that give you the ability to correct injuries and disabilities. Last count there where 3 bionics mods and 4 or 5 mods to cure/fix other disabilities. Also the OP wanted a way to fix damaged colonists and was requesting a mod (hence the Forum location). You (Schizmo) basically told him he was wrong to do so and that he needed to take better care of his pawns and suffer due to the current limitations of the game, and use it as a learning experience. I don't see that as helpful, useful or even appropriate to criticize him for a mod request that runs counter to your personal play style. if you want to have a bunch of crippled mauled and helpless pawns that are begging for death to make you feel that you have a challenge then so be it. Some of us want to help and heal.
#13
Mods / Re: (MOD REQUEST) Future Tech Mods
December 24, 2016, 12:28:07 AM
That would be fantastic! I have a lot of ideas, and can give details, but i have no ability to code or program.
#14
Stories / Re: RIMworld TV
December 23, 2016, 03:27:47 PM
MOAR! ;D
#15
Stories / Re: The Blood Machines Would've Been Quicker...
December 23, 2016, 03:04:15 PM
I tried, i really did. But i HAD to put on the mod "Less Event Trolling" I just had no fun with eclipse after solar flair after eclipse after breakdown after manhunter pack after toxic fallout after eclipse after heatwave after heatwave after blight after eclipse. At some point you just have to realize its so random its chaos and unplayable. it was only really fun when the 40 pawn tribal raid was attacked by the 80 boomrat manhunter pack. That little gem refreshed my flagging spirits and rallied greatly until the hive spawned in my main dining area out front of all the bedrooms and they ate everyone as they came out.