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Messages - KalkiKrosah

#1
Mods / Re: Can anyone champion my mod idea?
October 30, 2019, 11:04:44 PM
Hey, I haven't checked back in a while. Has any progress been made on getting this mod in working order?
#2
Mods / Re: Can anyone champion my mod idea?
August 21, 2019, 08:56:18 PM
I can understand the sidetracked thing. I'm an INFP so my attention span keeps getting diverted elsewhere constantly. I'm still grateful that both of you took on this mod idea for me so take all the time you need to iron out the details. My one extra request is that you upload the finished product on steam. I'm more active on those forums than I am on here.
#3
Mods / Re: Can anyone champion my mod idea?
August 15, 2019, 01:23:58 PM
Hey guys, just checking in. How are things coming along with this mod idea?
#4
Mods / Re: Can anyone champion my mod idea?
July 23, 2019, 11:52:37 AM
I was excluding the crepuscular part because I thought it would be more work on your end and I wanted to make it easier for you. As for the sleep schedules themselves, I based all of the sleep schedules off of a quick google search. I don't have access to real life hares, deer or any of the other Rimworld animals to make my own observations. I don't think my local zoo has many of these animals and if they did their captive and regulated habitat probably messed around with their internal wiring in some way.

"Hares are mainly nocturnal animals moving over wide areas to graze on young grasses, cereals and herbs. They feed at night and mainly rest during the day while they digest the previous night's forage."

Deer you're more correct as this is what I found. They could be either crepuscular or nocturnal.

(Deer) "are more active at night than they are during the day, even though the day is generally warmer -- in winter, deer sleep in direct sunlight to stay warm. At night, deer move frequently and walk into the wind, so that they can respectively avoid and detect predators in the area"

That's just one breed of deer that act that way but I believe most are similarly wired to be awake in the night time as the darkness can cover their movements from predators. Whether you make them crepuscular or nocturnal isn't a big deal for me as either behavior is more realistic than their preset diurnal sleep schedule.
#5
Mods / Re: Can anyone champion my mod idea?
July 17, 2019, 02:13:33 PM
Thank you so much for attempting this! If you can publish it to the point where you're content with the outcome I'll advertise it for you on the steam forums, try to get you some extra downloads over there too.
#6
Mods / Can anyone champion my mod idea?
July 16, 2019, 05:13:38 PM
My mod idea is very simple: Nocturnal animals. I want this mod because it would increase immersion and it would also validate the night owl animal tamers. I don't know how to code but I would think it would be a simple rewriting of the animal sleep schedules. And maybe a bit of researching which animals are nocturnal but I have that part covered. Here is a list of all the nocturnal animals in vanilla Rimworld:

Deer
Panthers
Rats
Wolves
Cassowaries
Hares
Megasloths
Beavers
Foxes
Boars
Tortoises
Lynx

Everything else in Rimworld is either diurnal, crepuscular or is a fantasy animal with an unknown sleep schedule. So does anyone feel like this is a mod they would be interested in making?
#7
You can with a few mods. I made a whole scenario for it on the steam workshop:

https://steamcommunity.com/sharedfiles/filedetails/?id=1597447224

Only 2 mods are required: Medieval Times and Tribal Raiders. Medieval Times adds Medieval stuff, Tribal Raiders removes all the "modern" factions with the Tribal Planet option.
#8
General Discussion / Re: Welcome to the forums?
February 27, 2019, 12:53:33 AM
I haven't been on the Ludeon forums long enough to make a clear statement on how things are. I've been met with kindness but still too early for me to say.

The steam forums for Rimworld is where I frequent the most. I've been posting there on and off for a little over two years now. A lot of my posts include humor in them and I'm very conscientious of what I post. I try to be helpful, funny and avoid insulting the other posters. The steam community is helpful for the most part and have a slower temper than say the CS:GO forums or the Rocket League forums. Still, there are some easy ways to set them off (any mention of a sale starts a flame war) and I wish that many of them would catch on to the obvious trolling attempts and just avoid those threads if they know it will upset them.

But there are good parts to the Steam forums. I often see multiple people respond to newer players asking for help and every post is something constructive. The guide section is frequently updated and contains useful and relevant info. Many of the discussions involve polite debates comparing play styles rather than shouting matches. The use of screen shots is frequently used to either showcase base builds or to show off a peculiar or funny event in their game.

One of my favorite things that took place in the steam forums was the Steam Colony threads they used to do. Someone would pick a scenario (like a jungle colony) and then request the next few posters to custom make colonists to inhabit their playthrough by listing their backstories, traits and any health issues. Once there were enough submitted characters the thread creator would start a game up using the created colonists and then would document what happened in a short story format. It was like a Rimworld fan fiction segment. They were fun to read and lots of people liked them. Its been a while since we made one so hopefully someone revives them.
#9
Ideas / Re: 3 ideas for mods
February 08, 2019, 07:53:39 PM
I can think of five ways to balance it right now:

1. Make the range 3-5 tiles long. Real life flamethrowers only have a range of 15 meters. Anything with a longer reach utilizes napalm and that's something completely different.

2. Make it disposable. Make it deteriorate after each trigger pull. Not a single use like a rocket launcher but maybe a dozen bursts before it disintegrates.

3. Give it a possibility of igniting when the user is damaged, setting the user on fire (and possibly nearby tiles). This will give an added risk to using it.

4. Make the aim timer/reload timer long. Sniper rifles' main draw back is its slow fire rate. Make the flamethrower have an similar drawback. It doesn't have the sniper rifles long range so it won't have the luxury of being able to be used without others protecting the user.

5. Flamethrowers were notoriously heavy (about 75 pounds) so they would undoubtedly slow the user down. If you can combine this with the risk of exploding it would relegate the flamethrower to being strictly a defensive style of weapon.

The only real benefit to using this flamethrower over a launcher or a molotov is the larger area of effect. It would shoot out in a cone or a large area in front of it and set the environment and anyone unlucky enough to be in the vicinity on fire. It is a deterrent to anything or anyone who wants to bring the fight up close and personal.
#10
Ideas / Re: 3 ideas for mods
February 01, 2019, 02:56:05 PM
I think Tynan said he was finished with any major uploads so I am a few months late for these suggestions. I don't think Nocturnal animals will be hard at all to implement, raider animals may take a short bit of time to create and the flamethrower would need to be built from the ground up from scratch but being just one weapon should not be all that difficult in comparison to the plethora of gun armory mods out there.
#11
Ideas / 3 ideas for mods
January 31, 2019, 11:51:20 PM
I originally posted a thread like this on the steam forums. I have zero coding experience so I can't make any mods myself but I have 3 ideas for any modders out there looking for a pet project to get behind:

Nocturnal animals - Many of the animals in the game are nocturnal in real life. Rats, panthers, racoons and deer are all animals that are nocturnal by nature but in Rimworld everything is diurnal. Having nocturnal animals will make the map a bit more interesting but will also help with some CPU loading as it will cause the animal AI to have a more consistent baseline for its activities.

Raiders bringing pets - I know the GiddyUp! mod exists but it isn't exactly what I am looking form. I don't want raiders riding animals into battle I want the animals to join their masters in battle and act individually. And I'd like to see each type of faction bring their own style of animals. Outlanders would bring domesticated animals (dogs, cows, pigs, etc), raiders would bring predator animals (wolves, wargs, cobras, etc.) and tribals would bring feral animals (elephants, rhinos, bears, emus & panthers). It would give raids a bit more personality to them, especially for the tribals who are known to zerg rush their way to victory. It would be nice to see them bring animals into their ranks to soak up some extra damage.

Realistic flame throwers - The vanilla version of Rimworld has molotov cocktails and an incendiary launcher. Neither of which is an actual flame thrower. A realistic flamethrower would shoot out flames in a cone with a long aim and reload time. The warhamer 40k mod has something like this (I haven't checked) but I would want a standalone version with actual drawbacks to it. Short range, low damage, long aim and reload timers and maybe even a move speed penalty tagged on to balance the wide reaching, expanded damage window that it brings to the fight. Even with those penalties it would be an ideal bug burner.

If any modders see this and want to take an interest in the mods the idea is yours. I don't care for getting any kind of credit. All I ask is that you post the finished product on this thread so I can add your mod to my mod list.
#12
General Discussion / Re: Efficient meat production
December 01, 2018, 02:56:10 AM
I recall Tynan making a video (or maybe it was a thread) about the most efficient animal for farming for meat was actually squirrels. But that was a long time ago and balancing may have changed that.
#13
General Discussion / Re: First month of year
December 01, 2018, 02:52:25 AM
I think Rimworld typically starts in the spring, right after winter ends. So technically it is Aprimay.
#14
The counter to toxic fallout is building a roof. Which takes zero resources. And once you get the notification about it you should start hunting every single animal on the map, starting with the biggest ones. Then make the meat into pemmican or freeze the meat. Then you zone every where inside your base, extend some roofing and then keep everyone under a roof for a while. A little bit of toxic fallout won't have any lasting effects. And if you are really struggling, build some turrets, power them up (and power everything else down) and take a vacation 1 tiles over.

Toxic fallout only affects your one tile, but moving over one tile with a caravan and you are safe from anything going on in your primary base.
#15
Ideas / My dog just ate chocolate and she's ok
July 23, 2018, 08:55:47 PM
And that's not ok with me. In real life chocolate will kill dogs or at the very least make them very sick. Both chocolate and dogs are safe elements to the current state of Rimworld. Chocolate replenishes both hunger and recreation without any negative effects while dogs hold the title as the best "jack of all trades" animal. Dogs are halfway decent fighters, fairly quick, easy to train and make for the best haulers because they make the least amount of filth when going in doors. I think Chocolate can be a nice equalizing element in the game. It will punish players for not zoning animals out of the chocolate harvesting/storing area and will give players a a reason not to grow chocolate if they have dogs or not to acquire dogs if they are growing chocolate.