Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Epishade

#1
Manhunter events and maddened animals in this game have no real challenge to them.  An animal sees you, you hide behind a door, it hits the door for a few times, and then it goes away.

What if they never stopped attacking though?  Now eventually they'll bust through, and you'll have an actually interesting challenge on your hands, rather than just a bunch of free meat like manhunter events currently are.

I know nothing really about modding, but I was hoping this idea might be interesting to someone who sees it and might make a mod for it.
#2
Releases / Re: [1.0] A RimWorld of Magic
November 11, 2019, 07:16:02 PM
Does anybody know where I can obtain (or have an old version that they would be willing to upload somewhere for download) a combat extended patch for A RimWorld of Magic?  It looks like there used to be a patch, but earlier this year the mod author took it down from what I can gather.
#3
Are non-digging enemies supposed to be basically completely incapable of meleeing anything down anymore?  Before the update, enemies could break down wooden doors quite easily (as they should be able to).  Now, a thrumbo can't even do more than a few percent of damage to my doors per hit anymore.  Same thing with furniture.  Anything I leave outside, especially if immune to fire, is basically indestructible now.  Enemies that melee it only do like 1-3 damage per hit.

This also makes meleeing crashed mechanoid ships to death take quite a long time too.
#4
Fire spreads ridonkulously fast now lol.  I like it.  Fire in vanilla was super easy to control just by drafting all your pawns and telling them to put it out.  I didn't realize how dangerous fire spreading was in this mod now, and ended up with a pawn dying just by trying to put it out.

I never used to research firefoam poppers...ever.  I might have to start getting that now though.

I'm a bit mixed on the addition of smoke to indoor fires though.  I think the concept is ok, and definitely makes it harder to put out indoors fires.  At the moment though I think it's too strong, and the smoke inhalation debuff lasts for too long.  I wouldn't mind if it were toned down a little bit.
#5
Bug - when arrows are shot from the recurve bow, they turn into great arrows when they land on the ground.
#6
Was projectile speed on the recurve bow changed?  It feels slower than it used to, but I'm not positive that I'm not just imagining it.  I don't see it in the changelog.

Also idk why, but I use the mod [KV] Show Hair With Hats or Hide All Hats - 1.0, and as of the new update it doesn't work.  Hats on pawns completely hide their hair.  Is this something that would be fixed on CE, or something that the hat mod needs to patch for?
#7
Mods / [Mod request] Haul urgently for animals only
October 28, 2019, 09:30:58 PM
It would be a really nice idea QoL-wise if you could designate items to be urgently hauled by animals only.  Want some chunks or drop-pod items on the other side of the map?  Why waste a colonist's time retrieving them when an animal could go out there and haul it for you instead?

As it is now, in-game, the only way you can really do this is drag a zone over the items you want hauled, invert the zone, apply it to your colonists, and then order the items to be hauled.  Then your animals will go and get them...if there isn't anything that needs hauling closer in the base that is.
#8
Oooo I'm glad to hear it.  Funny enough I have a hard time coming across FSX (so much so that I installed the mod to be able to refine chemfuel into it), but that's ok.  Looking forward to see what's in store for 1.6.

@makute I've tried seeds please before, but eventually I found it a bit more tedious than I'd like so I've shelved it for now.  One day I may reinstall it though.  Does wild cultivation even work with blazebulbs anyways though, considering they can light on fire?  Never tried it before.  It also still would be sort of a bandaid fix for my issue and doesn't address the problem of Prometheum's market price being too high for its ease of growing and lack of procesing imo.
#9
Really liking the mod, but I just noticed just how stupid easy it is to make money by selling prometheum.  A full field of blazebulbs grown in a sunlamp, just by harvesting them, can easily net you over 2000 silver for practically zero actual effort outside of keeping your fields cool (which isn't really that hard).  It feels quite broken.

Why should I produce flake to sell if I can instead grow blazebulbs and sell prometheum?  Flake sells for $14 and requires additional processing of psychoid leaves.  You get 8 leaves per plant which gives you a total of 2 flake per harvest.  Overall $28 per plant harvest.

Blazebulbs though, you receive 5 prometheum on harvest.  Prometheum sells for $6 each.  With no additional processing you've already made $2 more than you would have gotten by making Flake (and saved countless effort from actually producing Flake).  Not to mention blazebulbs have an almost double faster plant maturity of 5 days, vs psychoid's 9.

Can this be looked at possibly?  It doesn't feel very balanced imo.  Even just compared to other different forms of money making like tailoring, I can easily make $10,000 every 5 days just by growing and harvesting blazebulbs.  Why do anything else?
#10
Ideas / Re: Your Cheapest Ideas
June 17, 2018, 12:25:55 AM
The game seriously needs to warn you and pause the game when a pawn goes on a mental break/berserk.  Too many times have I had the game on fast speed and a pawn snaps and decides to slaughter my animals and I only couldn't prevent it because the game didn't pause for me to react in time.  Wtf is that shit.  I won't lie, I cheat and resurrect my animals when that happens because it's so stupid.
#11
Ideas / Re: Add hospitality to the base game
June 17, 2018, 12:23:21 AM
It has some imbalances/tricks you can pull off that you shouldn't be able to do really though.  By being able to tell your guests where to sleep, you can put them in a room where you have a bunch of heaters, and crank up the heat until they get downed from heatstroke.  Then you can get free stuff by stripping them and they'll even be thankful for rescuing them! lol

It's a good mod, but some changes would need to be made if implemented into vanilla I think.  Vanilla shouldn't have broken tricks like that.
#12
Ideas / Re: Animals and food
June 11, 2018, 05:12:39 AM
It should definitely be implemented in vanilla.  But in the mean-time, the WM Smarter Food Selection mod does exactly what you're looking for if you want to use that.
#13
The solar flare as it currently is, is quite a boring game mechanic.  There's nothing you can do to prevent it and it just happens and you have to wait it out.  If it lasts long enough, bye bye freezer food.  I sure hope I don't get raided during a solar flare where every single turret is powered off.  I know that plenty of players turn it off.

If instead it only knocked out half of your electronics, that would at least introduce a more interesting gameplay aspect to it.  Depending on how many coolers you have running, your freezer may just survive!  And then only some of your turrets got shut off, so that raid right outside your door may be held just barely with the remaining turrets and pulling some pawns to come help.
#14
Hello.  The title somewhat describes the problem to an extent.  It's a bit more though.  Currently the game does not correctly check for a pawn's most efficient path if it involves climbing over objects using chairs/stools as a "step ladder".  They will actively take a route that takes longer to get to their destination than if they had just climbed over the object blocking them in the first place.  Some things first to know:

1. Pawns take an amount of time to "climb up" on top of an object.  After they are up, they can cross any adjacent objects (ie beds, workbenches, tables) without movement speed penalty.
2. Different objects take a different amount of time for the pawn to "climb up" on.  Chairs and stools take the least amount of time out of all objects in the game to climb.  Something like the high-tech research bench takes a much larger amount of time to climb.

You can use this knowledge to your advantage... sort of.  If a pawn climbs up on a stool/chair first and then crosses a research bench (or other object), they will take significantly less time than if they had just started by climbing the research bench itself.  The problem is that pawn pathing is not programmed to correctly take this extra bit of efficiency into account.  If a chair is placed next to a research bench, the pawn will actively avoid using the chair as a step ladder if ordered to climb over the bench (which would be faster) and will prefer to just climb up the bench itself.

Here's an example where, on the left, I forced a pawn to use the chairs as stepladders in order to climb the research benches by giving her no other option.  On the right, the pawn avoids using the chairs as stepladders, and instead prefers to jump down from each research bench after they're up, instead of using the adjacent chairs to stop them from having to climb up again.  If the pathing was written to be the most efficient, the pawn on the left should have taken a straight line, instead of avoiding the chairs like he has.
Example in pics 1 and 2: https://imgur.com/a/4sXA3Il

Pictures 3 and 4 are an actual example in my base where pawns not taking the most efficient path makes them considerably slower than they should be going through the room.

On the left, I manually ordered Webster onto the first research bench chair, and then ordered her into the room, which she did by climbing through the medical bed.  On the right, I simply ordered Kelvin into the room without telling him to get onto the research bench chair first.  You can see he takes a route through the standing lamp and vitals monitor and then climbs onto the medical bed to cross it, resulting in a much slower path.

Hoping this might be able to be addressed with 1.0.  Thank you.
#15
Ok, after screwing around for a bit, I was able to replicate it.  It looks like the problem happens when they're unable to throw the grenade even though it's within range.  This can happen when the pawn doesn't have a direct path to throw the grenade at the wall/door but keeps attempting it anyways.  I'll post two examples where I drafted my own pawn and attempted to throw the grenades and never throwing (one position is replicating what an enemy pawn was doing when it got stuck).

https://imgur.com/a/JX4zA
This one replicating an enemy who got stuck with the ten ticks bug

https://imgur.com/a/0X7GD
This one shows that the pawn can't throw the grenade at the wall, as the wall below it is blocking the grenade's path.

Seems a workaround is going into dev mod, giving the pawn that gets stuck some minor damage (electrical burn etc), and then hopefully he walks around and does something else instead of attempting to blast the same place from the same spot.