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Topics - DarknessEyes

#1
Ideas / Away random missions
April 24, 2016, 10:50:13 AM
The game is good but becomes kinda repetitive after a while.
I have the felling it lacks something...

We have an huge map... Why we cant build a small ship and go on away missions.

Just add random generated away missions at random map locations.

Away missions:
* Expire after X days if you dont accept them.
* Give several types of rewards.
* You must have a Comms console to receive the distress signals from friendly away missions.
* Your ship requires X fuel (Wood?) based on distance (between your base and map location).

Types of missions:
* Help a friendly faction defend against raids, mechs, manhunters, and so on.
* Help a friendly faction attacking an enemy faction/mechs base.
* Attack enemy faction base (without help).
* Attack mechs base (without help).
#2
General Discussion / Worst trade ship ever
April 19, 2016, 08:06:35 PM
OMG OMG FINNALY A TRADE SHIP!!!

http://steamcommunity.com/sharedfiles/filedetails/?id=669147994

NOOOOOOOOOOOOOOOOOOOOOOOOOOOO
#3
Outdated / [A13] DE Surgeries v1.06 [20-April-2016]
April 15, 2016, 07:41:06 PM
Overview

Adds 26 new surgeries to Rimworld.
* 2 cosmetic surgeries: Ear and Nose.
* 8 chronic surgeries: Bad back, Frail, Cataract, Hearing loss, Dementia, Alzheimers, Asthma and Heart artery blockage.
* 13 injury surgeries: Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise, Frostbite and Brain damage.
* 3 bone surgery: Mandible, Rib cage and Spine. 

Features

The surgeries and divided into 4 categories (easy, normal, hard and very hard).

Easy surgeries:
* Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise and Frostbite.
* Work: 2,000.
* Requires 1 units of medicine (can use healroots).
* Requires level 5 medicine.

Normal surgeries:
* Mandible, Ear, Nose, Bad back, Frail, Cataract, Hearing loss and Asthma.
* Work: 4,000.
* Requires 2 units of medicine (can use healroots).
* Requires level 10 medicine.
* Mandible surgery requires 17 Plasteel.

Hard surgeries:
* Bad back, Frail, Rib cage and Spine.
* Work: 4,000.
* Requires 2 units of medicine (can use healroots).
* Requires level 10 medicine.
* On failure there is 5% chance to kill the patient.
* Spine surgery requires 33 Plasteel.
* Rib cage surgery requires 24 Plasteel.

Very hard surgeries:
* Brain damage, Dementia, Alzheimers and Heart artery blockage.
* Work: 6,000.
* Requires 3 units of medicine (can use healroots).
* Requires level 15 medicine.
* On failure there is 25% chance to kill the patient.

Future updates

* Heal organs.
* Glitterworld pills: Heal all diseases.
Download

Webpage / Download / Changelog

License

Your allowed to use this mod in modpacks.

Feedback

Please give me your feedback and vote in the polls.
#4
Help / [HELP] Recipes_Surgery.xml
April 15, 2016, 03:52:03 PM
Those values do what?
<surgeonSurgerySuccessChanceExponent>
<roomSurgerySuccessChanceFactorExponent>
<surgerySuccessChanceFactor>
<deathOnFailedSurgeryChance>

How do you get the real success/failure chance?
#5
Ideas / Please add cosmetic surgeries...
April 14, 2016, 03:30:22 PM
Please add cosmetic surgeries...
Make them require insect jelly dropped frm hives!
#6
General Discussion / Very very short engagement...
April 12, 2016, 06:59:26 PM
Jimmy proposed mariage to Pyrrha during a centipede raid...
Pyrrha accepted.
Centipede shots the inferno cannon.
Jimmy died and Pyrrha is about to burn alive.
http://steamcommunity.com/sharedfiles/filedetails/?id=664422612
#7
Ideas / Power savings
April 11, 2016, 09:06:12 PM
Why all eletronic stuff are ON when no one using it?
Its not just the lights, its everything.
In real life do you leave your stove ON 24/7?

# Lights:
* ON when any character is nearby (not in a bed)
* STANDBY no one nearby (not in a bed).

# Cooler/Heater:
* ON to reach correct temperature.
* STANDBY when at correct temperature.

# Cook stove, workbenches, etc:
* ON when someone working there.
* OFF when the worker leave the work station.

ON = 100% power usage.
STANDBY = 20% power usage.

Also add a timed switch that turn power ON at X hours and off at Y hours.
#8
Ideas / New hour regime.
April 11, 2016, 08:02:34 PM
WE have, work, sleep, anything and joy.
Can you please add:
Haul
Clean

I want all my colonists to stop working and do hauling and cleaning at specific hours.
Making 2 colonists haul the whole day isnt working for me :(
#9
Bugs / Heat doesnt flow through open doors.
April 11, 2016, 06:43:56 PM
I made an heating room with 5 heaters and 2 vents.
The heat flow was not enough: 20º inside the room and 10º outside (in other room).
So i decided to keep the door open to increase the flow.
However the heat didnt balance between both room: 20º inside the room and 15º outside (in other room).
So i deleted the door and the heat flow was: 20º inside the room and 20º outside (in other room).
#10
I got a message saying a family member is passing by in a group...
When i checked the ages of both colonist...
Father: 16 of 15
Daughter: 40

WTH?!?
#11
Bugs / A12 very annoying bug...
August 28, 2015, 05:18:22 PM
My colonists drop the weapon each time they get low mood (lose control of colonist and start wandering)...
The weapon is not even auto haul able.

This is annoyed me so much that i installed previous alpha again...
#12
General Discussion / Fertilizer item gone?
August 16, 2015, 06:14:55 PM
There was an item used to fertilize the soil last time i played and i cant find it O.o
It was been removed from the core game or I'm looking at wrong place?
#13
Bugs / Make small sculptures until you have X (bug)
February 27, 2015, 07:15:02 PM
Make small sulptures until you have X...

I set it to 1... I have 10 in stockpiple and the counter still shows 0 of 1... For some reason the sculptures are not behind counted...
Not sure if this issue also happen with other sizes of sculptures.
#14
General Discussion / deterioration ?
February 26, 2015, 08:01:30 PM
"Added deterioration: items left outside for a very long time will deteriorate and eventually crumble away."

Really? Now our loot gonna get destroyed while at trade beacon? :(
#15
Mods / [Suggestion] Cloth + Xerigium = Medkits
January 07, 2015, 02:15:46 PM
Add a new crafting table: 10 Cloth + 10 Xerigium = 1 Medkit
#16
Mods / coffee machine?
January 04, 2015, 02:34:30 PM
I want a mod that adds a coffee to reduce sleep times and make my guys more active :)
#17
Ideas / Game feedback
December 28, 2014, 04:24:13 PM
I love this game, but some stuff is really annoying.

# Character creation
* I have to click over 100 times to get a decent starting team... Please check: https://ludeon.com/forums/index.php?topic=8666.0

# Zones
* Growing zone: Tree(s) - Make the AI auto cut trees inside growing zones.
* Hunting zone - All animals inside a hunting zone are hunted...

# Friendly fire
* My units get hurt by friendly fire while hunting... This happen alots...

# Lights
* Add Automatic lights - Turn on when someone gets near and turns off when no one near OR if all nearby units are sleeping.

# Temperature
* Air vents - Share temperature between rooms without sharing the room.
* Heat wave - Units suicide outside... Units should refuse to work in hot/cold areas and seek shelter.

# Raids
* Add a retreat button - All units retreat to base.

# Repairing
* Auto rebuild ON/OFF - Buildings destroyed are automatically rebuilt.

# Items
* Auto wear ON/OFF - Units automatically wear better clothes & better weapons.

# Jobs & Priorities
* Split hauling rocks from looting items (If item is to far from base the item is never picked up...)

# Mental break
I keep getting warnings about mental breaks because:
* My units get hungry and/or tired while doing jobs very far from base....
* My units get hungry and/or tired while hunting an animal thats hard to hit (rat inside a house or behind a rock for example).

# Interface
* Comms Console - The best unit (highest social) should be called if no unit is selected...
* Prioritize X job - The best unit (highest skill) should be called if no unit is selected...

# Shortcuts
( i want to assign my elite units to a keybind so i can figth raids...)
* Ctrl+1 - Assigns all selected units to keybind 1.
...
* Ctrl+9 - Assigns all selected units to keybind 9.

# Randomly units joining your colony
* First of all this event is way to random... I played several game and never saw it before... in my last game 3 joined my colony at begin...
* You should be able to refuse them joining... I want to see their stats before they can join...