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Messages - Planetfall

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Releases / Re: [1.0] RunAndGun
« on: February 05, 2019, 11:03:17 PM »
Ah, that makes more sence now thanks

Mods / Re: Believable Backstories
« on: February 03, 2019, 05:19:08 PM »
Hmmm I do like how wild a lot of back stories are, but It does make sense that most pirates would have come from brutal places and most glitter world surgeons would have been born on gliterworlds. Maybe a mod that makes it so most people have Lives linked to their backstory (Glitter child glitter adult, urbworld child urbworld adult ect) and only a few were born to poor farmers but then became glitter world empaths. Extraordinary stories should be just that, extra ordinary.

Releases / Re: [1.0] RunAndGun
« on: February 03, 2019, 05:04:30 PM »
Hi. love this mod to bits. I was just skimming this thread and noticed something. Now that seek and destroy is out, shouldn't you cross out "run with melee weapons" on the Upcoming Features list?

That artwork... masterwork quality statue right there.

General Discussion / Re: Let's get those paint brushes moving folks!
« on: January 05, 2019, 05:55:48 PM »
I like it. its simple and to the point. It has charm.

« on: November 22, 2018, 04:10:09 PM »
Hmm maybe you should talk to Jacrell. He just made the mod Rimwriter.
It doesn't have all of the features you suggested though. Maybe you could collab?

Ideas / Re: Missing feedback messages (suggestion thread)
« on: November 22, 2018, 04:04:54 PM »
Steel doesn't burn. For balance make them weaker but having tribals set steel on fire is just soo immersion breaking.  They don't know how to make arkcutters! they can't even cut stone into bricks!
 Oh yeah another thing, in the Tribal start, the tribe can make stone clubs but not stone bricks? I understand that modern/medieval level stone cutting requires metal tools but its obviously not imposable without them as they can mine solid rock (and steel!!!) just fine. I think a stonecutting bill at the crafting spot that's a lot slower than at the stone cutting bench would be nice as a jumpstart. They can make steel walls but not stone...
 I'd like some way of making it imposable for tribals to use steel but I doubt that would be an easy thing to do... hmm. Like changing the drop from steel ore from steel to metal chunks so the only way to use metal is to research smithing. But again that's not a simple task. The balancing would be a nightmare.

Mods / Re: Manageability and Realism: request for recommendations
« on: November 07, 2018, 05:49:40 PM »
Ah! I found a mod that adds suicide! Don't know if its compatible with Combat Extended though...
This mod adds a ton of diseases both physical and mental. If the sickness 'Unease' can cause a pawn to kill themselves.

Ideas / Re: Pawns should carry by weight, not count.
« on: November 01, 2018, 01:02:40 PM »
They swallow them and then regurgitate them at the proper stockpile.

General Discussion / Re: Ship cryptosleep is kind of unnessacary
« on: November 01, 2018, 09:40:40 AM »
oooh I think this is a good place to plug this vid. It goes into the pros and cons of different types of interstellar travel (sleeper vs generation etc) By Isaac Arthur
this video discusses a fifth method of colonization The first half talks about interplanetary colonization. If you want to skip straight to interstellar stuff, it starts at 14:12

Ideas / Re: Artificial limbs repair (healing)
« on: November 01, 2018, 09:31:47 AM »
Yeah, I was thinking of something like that too, But also to perhaps have an actual warning message when a part is about to fail. Yellow when it will fail within a season, Red if it will fail in the next five days. These messages only happen with organs, not limbs or eyes etc. pawns don't keel over dead when their shirt falls apart so i think to have messages pop up to warn of the danger to new players or distracted ones is important enough to warrant it.

Though looking back on your post I can't tell if you were saying to use both the notes on the side and the mail or just the notes on the side. Sorry if I misconstrued your point there.

On a side note, how do you stop your text overwriting its self if you want to go back and insert a new word? I'd google it but if forgot the word for when this happens. I feel like its just an easy settings switch, but i can't remember the button for the life of me.

Ideas / Re: Artificial limbs repair (healing)
« on: October 30, 2018, 06:12:44 PM »
Yeah, I like that. It's a bit odd that you couldn't repair at all, but you cant repair weopons or clothing in the stock game either so it fits. It would also make Archotech limbs much more important, and splurging on them would be the only long-term prosthetic investment.

But what about prosthetic organs? I'd be fine if they wore out. It would make a lot of sense (what powers them?). But I'd definitely need a message warning me of a worn-out heart. I'd hate to just have pawns drop dead with no warning (well it would probably be gradual seeing how efficiency is linked to heath but still).

Ideas / Re: Raid Warning
« on: October 30, 2018, 06:04:40 PM »
Eh, I think spotting is such an important system it should be stock. I always think the place mods have is more content or stuff that radically changes the goal of the game (Lord of the Rim's an example of both) But I think the quality of life mods (Allow Tool, Pharmacist etc.) and things that just make sense for this sci-fi outlaw universe (Psychology, spotting, safely hidden away, simple sidearms, pawns are capable) should be stock. I was hoping 1.0 would incorporate a few more of these mods.
 I view most of these listed as utterly essential. I haven't played Rimworld in almost half a year because my barebones mod list is over 50 mods long. I hope now that 1.0s out modders will have the time to make everything compatible and more stable. I guess it doesn't matter that much... The game is stable most of the time, but I wonder how many new players would have joined if the features of these amazing mods where added to the home page. Would that have been enough revenue to pay the modders for their work? dunno.
Maybe Rimworld could have a Quality of Life DLC that manages to work the most popular QoL mods into the code. I'd pay 10 bucks for that.
 Sorry, a bit off topic. I just needed to rant

Ideas / Re: Pawns should carry by weight, not count.
« on: October 30, 2018, 05:35:20 PM »
First, I agree that consistency would be nice. However there are a few caveats.

1. With 75, it's very easy to see how many colonist trips the items will take. If it was weights, you'd have to instead display total weights all over the place. Not impossible, but something that would need to be done diligently. In practice you would need to display two numbers over each pile - count and total weight.

2. Missing fingers reduce the Manipulation stat, which in turn reduces carrying capacity. I don't think it represents a reduction in strength. Rather, it's about volume. Pawn has less body to grasp items with.

3. If pawns should carry by weight, pigs suddenly become super haulers even though they have no hands or even especially strong jaw strength. No two ways about it. Pigs are pretty strong. The same point more generally about animals. Mufallos are STRONG, so they should be good haulers, right? I mean on their own. Elephants at least have trunks.

Good point. I think Combat Extended's inventory system does a good job fixing the super pig issue. It uses two stats, weight and bulk. Though I don't know a lot about combat extended as I don't play with it much.
Anyone use CE's inventory system a lot, Could it's bulk system be integrated into Pick up and haul? Are the two mods even compatible? 

Ideas / Re: Pawns should carry by weight, not count.
« on: October 29, 2018, 06:12:44 PM »
I think you'd like the Mod Pick up and Haul

It's great :D

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