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Messages - SihvMan

#1
Releases / Re: [1.0] Rim of Madness - Bones V2.0
December 21, 2018, 11:37:28 PM
Quote from: Heymom on November 03, 2018, 11:09:00 AM
Any plans to update this to 1.0 ?

Quote from: tentaceltrap on November 03, 2018, 02:50:07 PM
It seems it is already - as a separate part of jecrells Call of Cthulhu Mod:

https://ludeon.com/forums/index.php?topic=26078.0

below 'Bones'

Yes, this mod has been updated to 1.0, both on Steam and on the Github. I'm not on the forums as much these days, but I'm reachable on both the Rim of Madness and Rimworld discords. I also check on Steam workshop once a week if all else fails.
#2
In regards to making deep drilling less grind-y, have you thought about implementing a mechanic similar to the watermills?

Make a single drill incapable of generating the hive event. Then, with each additional drill per "group" (within 7 tiles?), have a % increase chance.

This simulates more of a "mining vibrations draw the bugs" instead of a "whoops! We dropped into a bug hive!", which seems more accurate.


In regards to the scarcity of uranium, maybe make centipedes give small amounts of uranium (2-3 per)? They have to be powered by something. Make them nuclear!
#3
General Discussion / Re: 64 bit?
June 25, 2018, 03:07:23 AM
Unstable build has a 64bit mode.
#4
Quote from: TheMeInTeam on June 24, 2018, 10:09:07 PM
It's pretty bizarre that you can claim solar panels + batteries such that these are considered yours (all raiders dead), but the turrets are still hostile + shoot at you.  They're easy enough to outrange at least.

You can claim turrets if you can de-power them. I usually force fire a sniper at the power lines once all raiders are dead. It takes time, but allows you to claim everything.
#5
Basically any of Fluffy's mods. Breakdowns in particular.
#6
Suggestion: Ocean water should be a valid area for a watermill. Wave motion can power generator just as easily as river flow.
#7
Releases / Re: [B18] A RimWorld of Magic
April 03, 2018, 12:54:10 PM
I don't mind some restrictions (like less speed or accuracy), just don't have too many outright restrictions on which worktypes a pawn can do. Powerful magic means nothing if the pawn can't do important things like craft or doctor.

Edit: I'm down for a test version, if you'd like.
#8
Releases / Re: [B18] A RimWorld of Magic
April 02, 2018, 02:03:02 PM
Quote from: Torann on April 02, 2018, 01:20:38 PM
Quote from: SihvMan on April 01, 2018, 11:53:43 PM
BTW, would you be interested in me whipping up a new way for the Druid's Regrow Limb spell to function? I've got an idea to bypass the surgery phase and regrow limbs and organs directly onto the target pawn.
Sure, I'd love to see what you come up with. I retained the surgery/bill platform when using the regrowth since it allows the player to specify which limb to regrow and reserves the jobs for both pawns.  I also wanted to incorporate the additional "mana" cost by adding in the two mana potions along with the seed of regrowth. A few other things I like about the surgery is that it forces the patient to be in a bed or medical spot and applies anesthetic.  I think those are bonuses inherent that make the process feel more significant. Like the resurrection process, it should be a straining process on both the patient and the druid.

It would be quite a bit easier, from an implementation standpoint, to simply cast spell -> BAM missing limb is back, but that doesn't really retain the 'feel' of a magic regrowth ability.  I was planning on removing the mana potion requirement and bumping up the mana cost slightly, along with some other tweaks as part of the global rebalance patch, but if you've got some idea's to improve on regrowth, then I'll leave this one to you!

I'm planning on it being a 90% mana cost ability, that replaces missing limbs/organs with a 'dummy' part that starts off at low efficiency, and recovers over time (5 days?), kinda like an inverse infection.

This method would regrow all missing components (it's a single target cast), but balance wise it seems to be in line with resurrection spell. If need be, I could probably work a negative hediff into the regrowing process, if you feel more balance is needed.
#9
Releases / Re: [B18] A RimWorld of Magic
April 01, 2018, 11:53:43 PM
Quote from: Torann on April 01, 2018, 10:52:46 PM
Quote from: SihvMan on April 01, 2018, 10:44:35 PM
Quote from: Torann on April 01, 2018, 12:05:50 PM
Mages that share a positive social standing can now exchange arcane knowledge as part of a Mentor/Student interaction. This allows less experienced mages to learn from those more experienced in the magical arts.

What does this involve? Do they gain spells? Experience?
Experience points as a mage.

Nice!

BTW, would you be interested in me whipping up a new way for the Druid's Regrow Limb spell to function? I've got an idea to bypass the surgery phase and regrow limbs and organs directly onto the target pawn.
#10
Releases / Re: [B18] A RimWorld of Magic
April 01, 2018, 10:44:35 PM
Quote from: Torann on April 01, 2018, 12:05:50 PM
Mages that share a positive social standing can now exchange arcane knowledge as part of a Mentor/Student interaction. This allows less experienced mages to learn from those more experienced in the magical arts.

What does this involve? Do they gain spells? Experience?
#11
Releases / Re: [B18] A RimWorld of Magic
March 09, 2018, 10:06:30 PM
Quote from: Torann on March 09, 2018, 08:23:04 PM
Quote from: SihvMan on March 09, 2018, 02:21:24 PM
Quote from: SihvMan on March 06, 2018, 01:22:21 PM
Idea/Request: Scroll manufacturing. Mages can use magicyte to scribe scrolls of spells/scripts that they know. It's been kinda weird that my "mages society" colony can't exchange known spells/train magically gifted apprentices.

Got bored and filled my own request. Figured I'd share it here in case anyone was interested:
https://github.com/SihvMan/Rim-of-Magic---Book-Maker

This sub-mod (which requires Rimworld of Magic to be loaded) allows the production of "Unfinished" Martial and Arcane books for 300 magicyte apiece. Then, pawns with magic or physical traits can write into these books to make the appropriate scripts to train new pawns.

Torann, feel free to use as much or as little as you want from this.

Now to figure out how to do the same for scrolls...
That's awesome, nice work.
If you prefer, you can always directly contribute to the mod itself through github:  https://github.com/TorannD
I'd be happy to roll it up under the mod, if you want, as I planned to add something like this in the future (though it's several updates away on my roadmap), or leave it as an add-on.

Roll it up into the mod. Still new to github, so you'll have to walk me through it if something needs to be done on my end.
#12
Releases / Re: [B18] A RimWorld of Magic
March 09, 2018, 02:21:24 PM
Quote from: SihvMan on March 06, 2018, 01:22:21 PM
Idea/Request: Scroll manufacturing. Mages can use magicyte to scribe scrolls of spells/scripts that they know. It's been kinda weird that my "mages society" colony can't exchange known spells/train magically gifted apprentices.

Got bored and filled my own request. Figured I'd share it here in case anyone was interested:
https://github.com/SihvMan/Rim-of-Magic---Book-Maker

This sub-mod (which requires Rimworld of Magic to be loaded) allows the production of "Unfinished" Martial and Arcane books for 300 magicyte apiece. Then, pawns with magic or physical traits can write into these books to make the appropriate scripts to train new pawns.

Torann, feel free to use as much or as little as you want from this.

Now to figure out how to do the same for scrolls...
#13
Releases / Re: [B18] A RimWorld of Magic
March 07, 2018, 05:39:24 PM
Possible bug report: Arcane Power Nodes aren't expiring. Don't get me wrong, I love infinite free energy, but I'm pretty sure this isn't intended.

At a guess, CompProperties_Power is interfering with CompProperties_Lifespan. Using CompProperties_Refuelable with <destroyOnNoFuel>true</destroyOnNoFuel> might work.
#14
Releases / Re: [B18] A RimWorld of Magic
March 06, 2018, 01:22:21 PM
Idea/Request: Scroll manufacturing. Mages can use magicyte to scribe scrolls of spells/scripts that they know. It's been kinda weird that my "mages society" colony can't exchange known spells/train magically gifted apprentices.

Second Idea: A mage for later tech level colonies.
Technomancer - Trait gives bonus to construction and crafting speed/success.

  • EMP
  • Charge Battery
  • Arcane Power Node (sustainable version?)
  • Repair - Item targeted regains x% of its hp. Can affect item or building.
#15
Releases / Re: [A17 and A18] Rim of Madness - Bones V2.0
February 28, 2018, 11:34:15 PM
Quote from: Canute on February 28, 2018, 02:42:09 PM
Could you improve the special bone wall HP a bit ?
The regular walls with bones got 140 while the bone walls just got 100.
I think 200 but with a bit more work amount.

It... should already be 200 hp...

f***.

Okay, will change.

P.S. Trying my hand at making bone armor. Can't promise much in the way of looks, but...