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Messages - Codexehow

Mods / Re: Searching for a collaborator
July 11, 2020, 01:05:39 AM
I'm a writer and can provide high quality, native English flavor text. I can also edit your existing text, of course.

I have a good friend who is a great illustrator.

We've been toying with the idea of partnering with a programmer to make some mod ideas we have. Admittedly, her skill is the more important.

You could PM me if interested, or I might PM you when I have more time.

Anyone else feel free to PM me too.
Love the concept of the mod, and the design is awesome. But I have to agree with the others (here and on Reddit) that:

• This thing should require some kind of consumable. You seem really against that for some reason, and that's cool. But...yeah. It should consume medicine or some biological raw materials.

• Power consumption is imo too low.

• The building requirements are too cheap for what this mod does. Needs more gold, plasteel and advanced components, imo.

I might modify this for my own use, but if I do I won't upload it. (of course). But I'd make it use a ton more power at the very least :P. Probably make it require a lot of meat and medicine as consumables if I can get that to work.

BTW, I love the delta wave induced coma. But that could pose a problem if someone is using this mod with Real Ruins and naked brutality. If they find this thing and run out of power... Can remove with dev console but still.
Hey all...if I could code, I would code this myself. Sadly, I cannot.

So this is the idea:

Currently, pawns have a universal shooting and melee skill, right?

So what I propose is that when a pawn picks up a weapon, set an EFFECTIVE shooting/melee skill *for that weapon.*

So imagine a player is using Real Ruins. They set up camp and find a top-tier weapon. When they equip the weapon or put it into their inventory, the game sets their EFFECTIVE skill with that weapon to 0.

This means that when they are using this weapon, their shooting skill is 0.

Pawns can practice with a given weapon to increase their effective shooting skill with that weapon, and this would happen much faster than increasing shooting skill in general.

Eventually, their effective shooting skill with that weapon would reach parity with their actual shooting skill.

Purpose: simulate a pawn becoming familiar with new weapon technologies.

Ideally, this would be a small, light-weight mod that integrates well with other mods.

Please let me know if this is unclear.

If someone wants to take this on, I could provide native English flavor text and/or editing for your mods in return.
General Discussion / Re: Long-winded Rant/Critique
June 04, 2020, 12:16:35 PM
He's not wrong about ad absudrum. He's asking for more realism in the game. Instead of admitting that he may be right on some points, you go to extremes, trying to make his argument look absurd. That's what ad absurdrum is. He didn't ask for 1:1 time simulation. He basically seems to be asking for vanilla game play to make more sense, so he wouldn't be so reliant on mods for the game to be fun.

Ad absurdrum is typical of fanboyism. I understand defending the developers since this is their house, but blind fanboyism doesn't really help anyone.

His presentation is a bit aggressive, but he's got some good points. There are a lot of mods that should be vanilla. Instead of getting that integration to get a better game, we got a DLC that no one asked for. A DLC that is breaking mods. I, for one, cannot generate a new game right now. I have to go through my mod list and see which mod is not behaving with the new update. Since I have 100+ mods, I can't do that for some time. It's annoying.

All I want is a stable version of the game that will work with mods going forward. I thought that is what 1.0 was supposed to be. Guess not. If the devs are not going to make new major features, then they should call it a day and let modders create new content. That means leaving the game alone for the most part. But...gotta sell DLC I guess. Maybe instead of DLC...start work on RW 2.0 on a better engine? Create an entirely new game so that we can have our mods and you can have your revenue.
General Discussion / Re: Long-winded Rant/Critique
June 03, 2020, 05:16:26 PM
Quick Stockpile Creation.

One of the best QoL mods I've seen. Spend like 90% less time in stockpile UI. It's especially useful if you play with Real Ruins.
General Discussion / Re: Long-winded Rant/Critique
June 03, 2020, 05:03:15 PM
I definitely agree with a few of these. There are wayyy too many mods now that should simply be Core vanilla. That they are not is frankly inexplicable. A good example is that mod that lets you create stockpiles out of any selected item. This makes the early game much easier and prevents a lot of time digging around in the stockpile UI. How is this not native beavior? If a modder can do this in his/her spare time, surely you guys could implement this in short order.

The most annoying thing to me is updates for a DLC I don't want that is brekaing mods I do want. Can we just get a stable release that will allow mods to work? Rimworld was an innovative game, but I haven't played vanilla in years and likely never will again. I thought 1.0 was to be stable so that mods would always work going forward. Now we're on 1.1 with DLC. What's next? 2.0 on a new engine for $50? :P
All I know is that a bunch of my mods are broken and I don't even own Royalty yet. Not happy :P. I thought 1.0 meant that I could look forward to mod stability...boy was I mistaken.
Releases / Re: [1.0]Rimworld Ore Processing
December 08, 2018, 07:46:39 AM

Looks really useful for slowing down the game a bit. I'm about to test it.
Releases / Re: [1.0]Rimworld Ore Processing
December 08, 2018, 06:05:18 AM
Thanks for the effort :) New mods are always appreciated!

That said, please tell us a bit more about what the mod actually does. I have a lot of mods and even with a beefy computer, the game takes like 15-20 min to load.

Testing mods takes a lot of time.
You beautiful person! Favorites seem to be working, and they're much faster than before.
You fiend! I doubt I will be able to play Rimworld without this mod now. It's just too..epic. Especially when combined with the Real Ruins mod.
Very sorry if someone has asked this. Is saving work presents in Work Tab still supported? I remember it was a thing in A17 or A18...not sure.

It was very nice, with lots of icons. But I can't seem to find this functionality anymore. If it is still supported, how does one create said presets?

If it became too complex to support, I totally understand. I love your mods; you make this game a lot better.

Releases / Re: [1.0] Spotted
October 26, 2018, 09:05:48 PM
Hey look, another mechanic that should be in the base game :P.

Great work, OP.
I *think* I've seen a "squeaky clean" buff, but could be wrong.
Really nice mod, thanks.