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Messages - ptx

#1
Releases / Re: [1.0] SeedsPlease!
January 07, 2019, 02:15:52 PM
I know it's easy to add additional seed defs for any mod, but I think this mod needs seed defs for Lord of the Rims and Smokeleaf Industry, since those are pretty large mods.
LoTRElves adds lembas plant and mallorn tree, LoTRHobbits adds pipeweed, LoTRDwarves adds earthbread and honeyroot, while Smokeleaf Industry adds its own smokeleaf seed resource, not plantable, exchanging that resource to smokeleaf seeds would be nice.
#2
Your survival tools is the first that recognize a tree is different from a shrub, and gives appropriate solution.

Just one thing, it would be cool to give survival tools' abilities to ordinary weapons, like dwarven axes from LoTR dwarves, hobbit's anklebitter or numerous Medieval Times weapons. Chopping down a tree using a dwarven axe should be faster, and since it's dwarven made, should also last longer. Although, that cannot be done right now, I've tried. Maybe for future releases.

And I do hope Targeting Modes works on the next CE release. That can actually make longer range rifles more relevant, instead of just carrying MGs.

Great job, XND!
#3
Releases / Re: [1.0] Alpha Animals - 1.08 (12/11/18)
November 16, 2018, 05:56:02 AM
So, I was butchering a megaspider that killed my one and only Groundrunner, and it doesn't drop any leather, while the Feralisk drops chitin. Some free time, and here are some of my suggestions:

Chitin patch for Megascarab, Spelopede, Megaspider. File tested and attached.

Leather_Chitin for Bearscarab, Boombeetle, Chickenspider, Wolfscarab, without LeatherAmount.
Muffalopede should drops muffalopede chitins upon butchered.
Thrumbospider should be given its own leather, since both Thrumbo and Megaspider has their own armor rating. Reusing the muffalopede texture is fine.
All of those creature also need their armor values tweaked, or not, its your call.

Black Scarab, Black Spelopede, Black Spider LeatherAmount need to be removed. Currently, Black Scarab, bodysize 0.3 gives the same chitin as Black Spider, bodysize 1.5.
Mammoth Worm and Mega Louse need to be change to Black Chitin.

Bumbledrone, Frostmite, Mega Louse need armor rating, since their skin is Chitin, which implies some sort of armor protection.

Raptor Shrimp with its armor sharp rating 0.7, has its own leather.
While Ironhusk is given measly Chitin, while having both armor rating 0.75, higher than the Shrimp.
Ironhusk should be given its own leather, Iron Chitin or something.
Ironhusk drops Iron Chitin instead of Steel Chunk, with the same period 3 days.
Iron Chitin is smeltable, 40 Iron Chitin yields 20 Steel. Same yield as now.
No LeatherAmount, since its bodysize is quite the perfect size.

Butchering Raptor Shrimp should also yields 2 raptor blades, add some steel for a tribal sword or two.

That's all.

[attachment deleted due to age]
#4
Releases / Re: [1.0] Alpha Animals - 1.08 (12/11/18)
November 14, 2018, 06:24:30 PM
Quote from: Dragonman558 on November 14, 2018, 04:49:54 PM
What is the tame chance of the gallatross, my tamer has been hours from death about 10 times now, because gallatross goes into manhunter rage every time. Am I just wasting my time? I have the scenario tame chance set to 300%, and my character is level 16 in animals.

1 Melee guard animal, 1 fast escape animal (horse).
or the Thrumbo beating technique.
#5
Releases / Re: [1.0] Milkable Colonists
November 14, 2018, 06:13:46 PM
Quote from: Ziehn on November 14, 2018, 01:49:11 PM
Update: Fixed some x-path issues
            Doubled harvested milk amount from 6 -> 12 every 3 days

For reference Cows produce 15 milk every day
Muffalos produce 12 milk every 2 days

Humans have opinions about everything, cows and muffaloes don't. Thought system? Consolidated Traits and Psychology have interesting trait for this mod.
#6
Releases / Re: [1.0] Milkable Colonists
November 12, 2018, 09:59:42 PM
Considering there are a lot of virtual canibals, hat makers and slavers in this forum, my guess this mod will be abused.  ;D
Legit survival strategy for ice sheet though. Would be even better if the milk gives buff, instead of vanilla cow milk. Pasteurized Milk recipe could be useful for tribal playthrough.
#7
Quote from: Dubwise on November 10, 2018, 07:13:54 PM
would be nice but i can't override standard hydroponics because of mod compatibility, if i add my own people would just never use them and be confused about why they exist unless they are 10x better than powered ones

Aeroponics. Maybe you and dismar should collaborate. And like the ones above me, canteen.
#8
Releases / Re: [1.0] Alpha Animals - 1.07 (04/11/18)
November 12, 2018, 05:39:06 AM
Quote from: SargBjornson on November 12, 2018, 05:09:03 AM
Quote from: ptx on November 04, 2018, 07:53:18 PM
Your animal collection lacks Bioluminescence

I tried, but the game won't render moving lights :(

Ask Rikiki, his mining helmet does the trick.
https://github.com/Rikiki123456789/Rimworld/tree/master/MiningCo.%20MiningHelmet/MiningHelmet
#9
Hydroponics that actually uses hydro, where plants die due to lack of nutrient water instead of dying due to lack of electricity.
#10
Releases / Re: [1.0] Alpha Animals - 1.06 (31/10/18)
November 04, 2018, 07:53:18 PM
Quote from: SargBjornson on November 04, 2018, 03:43:07 AM
v1.07:

    Added two new animals: the Slurrypede, a half-mechanoid creature who consumes organic matter and produces nutrient paste, and the Bumbledrone, a peaceful creature with a very mean venom

so.... my prisoners could be fed from a mechanoid poop now. OK, that's cool.  ;D

Your animal collection lacks Bioluminescence, a.k.a. mobile lamp animals. Attenburough even did a bioluminescence episode. I certainly don't know how much processing power such animal would cost.
#11
patch for Genetic Rim's various boom hybrids including the Mechalope. Balanced according to both mod.
copy into Patch folder of this mod.
The patch uses modcheck, so mod load order should be under Genetic Rim.

[attachment deleted due to age]
#12
Releases / Re: [1.0] Alpha Animals - 1.06 (31/10/18)
October 31, 2018, 02:59:27 PM
VGP patch, Blizzarisk, the text says fifteen fabric, while the products are 11.

The slugs. The skeleton texture looks like it's back shell, I suppose that's made from a hard material. Don't you think that would constitute as an armor for the slug. The def says it's just a slug, with no armor, no back shell.
And how do you speed up the slug anyway, a living generator is a very cool concept, but it's certainly not made for caravan. ADS won't help, since it doesn't have any limbs. Implants for the slug maybe, increase movement speed, armor, and power generation?
#13
Can we get a full range for all sniper rifles in the next release please. 200 - 400 tile range sniper rifle. It will be very useful in the desert or ice sheet, but doesn't matter in the tropical jungle map. This would make sniper rifles relevant again in CE.
#14
Your skirt is still a shell layer, and if I'm not mistaken, you can't wear a duster and a skirt at the same time, but a skirt and a cargo pants is possible, weird combination, but possible.
#15
Releases / Re: [1.0] Rimatomics | Rimefeller
October 22, 2018, 05:47:00 PM
Does your numerous pipes still connects to each other? Like your Bad Hygiene mod's pipe connects to Rimatomics' reactor coolant pipe when they are on the next square. So routing those two pipes system requires some planning. Your hot steam pipes is on different layer though, and it's generally very short distance.

And maybe you could take over Cupropanda's Alloy mod, or take a few of the resources in that mod, namely Lead for Rimatomics radiation protections, and Bismuth for RTG production.