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Topics - Rokiyo

#1
Outdated / [MOD] (Alpha 2) Graves Are For Humans!
March 01, 2014, 08:34:34 AM
Graves Are For Humans!



Description:
Graves now only accept human corpses by default. You can still manually re-enable other corpses types once the grave has been built.

Download:


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

Notes:
As requested by TheEisbaer


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#2
Outdated / [MOD] (Alpha 2) Moats
March 01, 2014, 03:28:41 AM
Moats



Description:
This mod adds some very simple moats to the game.
I have no idea where the water comes from, nor can I explain why all sentient life has become inexplicably hydrophobic... But hey, at least you now have additional options for routing colonists and raiders alike!

Features:
  • Slow to build
  • Costs no resources
  • Indestructible
  • Impassible
  • Provides no cover
  • Doesn't block light or support roofs
Download:



Screens:


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

Known Issues:
  • Can't make wide moats or ponds: The tiling of the texture gets messed up if I enable corner-filling
  • The texture links with sandbags: I had to pick one of the existing link types, and the sandbag is pretty much the only one that won't go linking with rocks & walls.
  • The texture is a placeholder. If anyone is willing to make a better one, I'll be happy to include it in this mod.

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#3
Here's me trying to load a save game created in Alpha 1...




... And here's what happens as soon as I click Load.



Starting new games works fine, so it's probably just a versioning issue. Still, looked cool enough to share. :)
#4
Ideas / Additional penalties for extreme room-sharing
February 25, 2014, 04:22:08 AM
Reposting this suggestion from the losing colonists thread over in General Discussion.

The following room layout is consistently keeping my colonists at 50% happiness. All but one of the beds pictured are claimed, so this is a very cramped living situation indeed.



Clicking through each of my colonists generally displays the following kinds of thoughts:
  • Very pleasant environment +10
  • Had a social chat x3 +8
  • Sharing bedroom -8

It is also worth noting that having prisoners share a cell seems to let them to have friendly chats with each other, increasing their happiness even if "No interaction" is selected.

While I think room sharing is great for the early game, I don't think the game should let me push it to such extremes without some consequence.

Some suggestions:

  • The room sharing penalty could stack with the number of people a room is being shared with (e.g. a penalty of -3 per claimed bed in the room, instead of a flat -8).
  • Floor space covered by beds could be ignored when determining if a room is "cramped". E.g. This would reduce the effective room size of the one pictured above by 32 squares.
  • Sleeping colonists could experience further happiness penalties from hearing people chat or eat nearby. (e.g. being near a friendly chat gives -3 happiness if the colonist was asleep)

#5
Ideas / Initial character creation during game setup
February 23, 2014, 07:20:41 PM
Issue:
I'm finding that there are only a handful of colonists that I'm happy to begin a game with, especially when I want to ensure that I have the skills that I need for a strong early game.

Considering the sheer amount of backstories that can generate poor early game choices (strong in skills that aren't implemented yet) or outright crippling ones (anyone incapable of hauling or mining or violence), I'm finding myself spending large amounts of time repeatedly clicking that randomize button over and over again before the start of each game.

One of the better phrases I've heard to describe this effect is: "People will grind endlessly and hate themselves for it if they perceive they will gain an advantage from doing so."

Suggestions:

  • Reduce the variety of backstories available during initial game setup, leaving out any stories with serious drawbacks.
    OR
  • Convert the backstory labels into dropdown menus that allow you to select which backstories you want for each character
    OR
  • Allow full customisation of a single character only (incl. age, hair, apparel, etc), with the other two colonists being randomly generated after the map loads.