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Topics - Psyckosama

#1
Mods / [Request] Larger Maps
November 13, 2018, 08:46:02 AM
Back in the olden days the maximum map size was 425 x 425, not the dinky 325 of today.

Would be nice to go back to it.

I loved those huge maps.
#2
Ideas / Nutrient Paste Dispensers
February 20, 2017, 08:07:52 PM
Being a player of the early alpha, I know why they were in the game. For a long time they were honestly the only option for early meals. But these days they've been made redundant by cook stoves, and for some groups they're even impossible to build without a lot of research.

Except for a couple niche situations they're really not that useful anymore. They're space and resource intensive and even a basic meal is better than them.

To give them a bit more use I'd like to suggest allowing them to use Hay as a feed stock. If you're just reprocessing organic matter, the original form shouldn't matter and it would give them an additional level emergency practicality.
#3
Mods / Mod Request: Pets
March 01, 2015, 04:36:34 PM
I know I'm not the only one who'd like to get some doggahs and kittahs in this game.

Having animal friends as an option could be fun.

Anyone want to discuss how it could be managed?
#4
Mods / Adding plants to grow zones
October 01, 2014, 03:08:43 PM
How do you do add new plants to the grow zone lists?

Can't find the defs needed.Not sure what they are.
#5
Ideas / Studying skills
September 24, 2014, 12:56:50 AM
Right now, Research is pretty much useless late game. As are the tables. One idea I had would be to make it so you can STUDY different skills.

Basically you can assign a topic of research that will give someone XP in another skill. For example, assign someone to research cooking. Which would basically be "Sit your ass down and read cookbooks until you know better". The better they are at researching (better at reading ad retaining) the faster they'd complete the studying and the faster they'd learn.
#6
Mods / Mod idea: Study Skill
September 24, 2014, 12:54:33 AM
Not sure how it would be possible to mod this, but an idea I just had would be have studying be possible as a research task. A way to keep research skills relevant once you've researched everything.

Basically you can assign a topic of research that will give someone XP in another skill. For example, assign someone to research cooking. Which would basically be "Sit your ass down and read cookbooks until you know better". The better they are at researching (better at reading ad retaining) the faster they'd complete the studying and the faster they'd learn.
#7
Ideas / Climate Control and Enviromental effects
September 22, 2014, 10:45:11 PM
I was looking at the old early build examples of the game, you know, back when it was called Eclipse Colony and I always found the Oxygen mechanic interesting. I appreciated the additional level of challenge it brought to the table. Though I can see why you got rid of it, it's kind of annoying and forces your hand somewhat. But if did give me an idea.

One that could be useful for making colonies in regions with more extreme climates more unique beyond just having the differing terrain.

That idea is climate control. The game is about survival in extreme conditions, this could add another element that would be interesting depending on your biome and could add more random events. Temperature could become something other than a little notation on the world map. It could affect the physical abilities of your colonists and their mental state. Heat waves could drain them of their energy and force them to rest more often. Or make them to consume more water (water as a resource to keep in mind would be interesting IMHO). Cold could force their metabolic rate by making them eat more to stay warm. In both cases clothing choice becomes something other than cosmetic.

In all cases being too hot or too cold could make them unhappy or even affect their health and/or happiness.

Dealing with the heat could be interesting. In hot environments you might choose to sleep during the heat of the way to get through the worst of it. In cold environments you might always have a fire near by. This would advance with technology to adding room heaters and "wall" air conditioners or even central air conditioning units to your colony at the most advanced level.

In fact it could also be used to somewhat discourage deep bunker colonies by making it so if you go too far away from an outlet (door or vented wall) that opens to the outside without something to circulate the atmosphere, the air might become stale and cause loss of happiness and health problems.

I know this is a complex suggestion, and even if you like it probably wouldn't come about any time soon, but it's maybe something to think about later on in development as the game becomes more refined.
#8
Outdated / [MOD] (Alpha 5) Up and Over
July 14, 2014, 09:48:11 PM
Up and Over



Description:

Ever think it was a little silly that grenades couldn't be thrown over obstacles? Well, that's no longer an issue.

Currently has a bug that allows you to throw a gernade through a roof. If anyone has any suggestions as to how to fix it, I'd be thankful

Features:
  • Allows Grenades to be thrown over obstacles
Mod Team:
How to use:

They're Grenades but a better.

Download:
See Attachment

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Change Log:
.9 - Bugged Release

[attachment deleted by admin: too old]
#9
Help / Need Some Debugging Help
July 08, 2014, 05:52:35 PM
Alright, it's been a while since I did a production table and I'm trying something a little new with this, adding recepies that create the standard meals but require wood as an ingredient to make a simple wood burning stove.

Right now it does the old "Refuses to interact" bug.

I know I'm forgetting something, but I don't know what.

Anyone mind giving it a look?

[attachment deleted by admin: too old]
#10
Outdated / [MOD] (Alpha 7) Machine Gun Nests
July 08, 2014, 09:06:05 AM
Machine Gun Nests



Description:

Are you sick of the all but useless improvised turrets? Do you wish you could deploy something maybe a bit more capable? Do you ever find yourself saying "Wouldn't it be nice if I could just step back to the lessons of the First World War and just stick a machine gun on a turret and have one of my colonists point it at the other guy?"

If so, this is your mod. It adds several manned Machine Gun Nests to the game. The basic nest, is a L-15 Light Machine Gun, placed in an armored fixed mount. From there you can research Miniguns, and the more advanced Mechanoid weapons.

Features:
  • Adds manned direct fire turrets to the Game.
Mod Team:
How to use:

They are manned turrets. You put them somewhere you want a turret. When you want something shot, you draft someone and order them to use them.

Download:
See Attachment

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Change Log:
1.0 - First Version
1.1 - Tweaked the ROF on the MG nest. You can now research Miniguns, Heavy Charge Blasters, and Inferno Cannons for additional long range murder-fun
1.2 - Modified the ROF to match the carried versions of the weapons. Updated to Alpha 7

[attachment deleted by admin: too old]
#11
Ideas / Behavior Modification Suggestions
July 05, 2014, 09:53:58 PM
First, I want to say I love this game. That said, I think the character of the characters could do with a little more depth. I know its probably down the pipe but I'd like to make the suggestion anways.

First, a Greeter Job. If strangers show up we should be able to assign someone to basically talk to them and keep them occupied. Right now they seem to show up, get annoyed, go home, and damage relations. Being able to keep them happy would be very helpful

Second, right now people will basically work until they have a complete mental break. My suggestion is that people who are near mental break simply stop working unless directly ordered and instead, even if they don't have something they want to do like eat or sleep, will slack off and talk to people until their moods better. Also people who are drafted to fight really need to show greater resistance to mood changes.
#12
Help / Comparability Thread
July 04, 2014, 10:03:09 PM
I don't know about you guys, but I think it would be nice to have a thread where we note down the changes in the building structure from version to version to aid modders in converting their mods from version to version.
#13
Help / Start Deactivated
June 14, 2014, 08:22:47 PM
Is there a way to build something and have it start deactivated rather than turned on?
#14
Help / How many ticks is a day?
June 14, 2014, 08:21:35 PM
Simple question. How many gamer ticks is in a Rimworld day?
#15
Ideas / Bring Back Blasting Charges
June 12, 2014, 05:33:25 PM
I think with sieges incoming the enemy playing blasting charges to try and down your walls would be a good idea, as would using them to set traps. I know they're seen as unbalanced because they can mangle enemy assaults so easily... but I think there's an idea that could make it much more balanced with a simple change.

Just make them targetable. That way traps would have to be carefully planned out.

Might also be a good idea to add a spot chance probability for hidden items... like proximity mines.
#16
Bugs / Alpha4f: Big Flaming Freeze
June 10, 2014, 08:38:35 PM
I was testing out my nuclear power mod and one of the features in it is, well, if it explodes in the open it can lead to a massive inferno. In previous versions of the game, when the reactor went boom in the open it would slow down the map but the game would still run. Now it seems to freeze immediately and stay frozen. Now I'm not asking for you to trouble shoot my mod, it just seems that for some reason fire is a lot harder on the game than it used to be.
#17
Mods / I'm bored. Who needs some art?
April 13, 2014, 10:42:02 PM
What else can I say. If you've used any of my mods you've seen that I know how to make custom art that fits the style of the game. For example...








Please note, I retain the right to take the tasks as they interest me, not every one of them automically. Just want to disclaim.
#18
Help / Food Based Moral Penalties
April 12, 2014, 11:08:43 PM
I'm looking to update Synthmeat with a small moral penalty to show that its really not really a full replacement for meat. Kind of like a much reduced version of the penalty for eating human flesh.

My thing is since humanoid meat isn't a full entry I don't know how to reverse engineer it.
#19
Bugs / Broken Bill
April 12, 2014, 01:19:53 PM
It seems that the bill system was broken by the latest hot fix.

They will not carry the product back to a storage area and they keep producing until they run out rather than simply maintaining an amount as they should.
#20
Mods / Is this possible in Alpha 3 and How?
April 10, 2014, 11:26:00 PM
Okay, now is a time to ask what can be done and what can't be done in Rimworld Alpha 3.

First of all, can you make it so an item degrades over time and can you make it so that being in its presence when activated will cause damage to and/or affect the moral of your colonists?

Also, can you add moral effects to a food item that will carry onto meals made using it?