Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Xubrim

#1
Sorry if this was already asked and I couldn't find it, but is there some deeper balance reason behind almost halving the body size of dromedaries? Nerfing the carry weight of a dromedary while boosting it for a muffalo and alpaca does curious things to the status quo of caravan animals.
#2
Any chance of a teaser for your new project, NoImageAvailable?
#3
Quote from: Sixdd on September 17, 2018, 12:29:28 AM
snip

Thanks for the fix, Six. That was bugging me far more than it should.
#4
I was just complaining how annoying it gets to select the exact same bedrolls, quantities of specific medicine types, and modded caravan items every time I wanted to free up some stockpile space. The mod appears to work perfect.

Cheers. :)
#5
Quote from: Logicsol on August 23, 2018, 08:49:10 PM
It there any way to adjust the behavior of lost limbs? It feels a bit problematic that wild animals will bleed out from any limb loss.

I know Gameplay > Realism, but bleeding out because your legs got blown off sounds pretty reasonable. Lost limbs are some of the most grievous injuries possible. If an animal could walk that off, wouldn't they start to feel a bit zombieish? Or what did you have in mind?

I admit that manhunters feel pretty trivialized by a couple full auto colonists, but I'm not sure that's the way to fix it. Maybe make them a little more difficult to hit? I don't know.
#6
Quote from: SpaceDorf on July 13, 2017, 04:57:40 PM
I just wanted to post the exact same question, while I even did not know there was a full prediction at all.
Where can I find it ?

When you mouse over tiles on the world map prior to launch, either the mod will let you move there or say something like "Area is out of range" (not actually that wording, but it's obvious) while preventing you from clicking said tile. Once you know the outer limit, in theory you could guess what would take 50% of your fuel, but as said, the prediction isn't reliable as of 1.34. You can make some pretty crude guesses via trial and error, but yeah.
#7
I love the new planes. Unfortunately, the range predictions seem a little wonky. A maximum distance flight for the Albatross uses only 30% of a full tank, while the other two run out of fuel and crash quite early into their flights. Also, do you think there'd be any way to see a text based prediction of how much fuel will be consumed?
#8
Outdated / Re: [A17] Set-Up Camp v2.1 - A17 Update
July 10, 2017, 01:35:55 PM
You also define the size of settlements and camps separately, so you could probably have quite a few camps set up before you reach the same performance hit you take with one standard settlement. Like event maps, which I suppose this is, you can access any item on the map without moving it to a stockpile.
#9
Quote from: rambo on July 06, 2017, 05:38:31 AM
Quote from: AllenWL on July 06, 2017, 01:50:13 AM
My crafting stop has a recipe for 'stone sling shots' which I'm assuming is from this mod, since no other mod I have effects combat or adds ammo.
However, I can't find a single thing that might use said shots, nor do the 'stone sling shots' seem to be actual items as I couldn't find it with the dev-mode item placer.
Same

It looks like it's related to the patch for Vanilla-Friend Weapon Expansion, which adds a sling among other things.
#10
Transport pods are significantly faster, precise, and can easily deploy multiple small packages into a variety of places. You could, say, start a fight, then drop a brawler on top of each mortar emplacement, or place a pair of colonists with charge rifles up close and personal on the flanks. The degree of control you can exert with transport pods just gets silly, but it is wholly reliant on flanking and flexibility.

Of course, you could do this with exclusively ships, too, but it'd require a rather large and expensive fleet. If (when?) you can afford half a dozen ships, their cannons, the fact you can crush stuff by landing on it, and the ability to use the ship as full cover (500/700 HP, inflammable) undeniably gives them an edge. Probably enough to replace transport pods, too, if we're being honest. I still think that any player willing to do the micro will be able to use transport pods to good effect, though, even if just means keeping a few emergency reserve units on standby.

Outside of combat? Unless all your ships are busy, I can't imagine why you'd want to use transport pods. Loading rebellious prisoners into transport pods and firing them into the sea ice is pretty satisfying, imo.

edit: I don't know how there were missiles like 10 alphas ago, but no one has weaponized transport pods yet. Load it up with a bunch of chemfuel for a napalmesque fireball, or take the warhead out of a rocket launcher to give a pinpoint missile strike?
#11
Quote from: Ruisuki on July 03, 2017, 09:04:05 PM
whoa badass. does this affect difficulty significantly by making resources easier to get?

It will trivialize the difficulty of moving extracted resources or finding someone rich enough to buy your goods. You still have to craft goods and physically extract resources, so I don't know if "easier" is the right word, but your caravaning woes will be a thing of the past. That said, you've all but won the game by the time you've researched and built a ship, so who cares?

One balance issue I'd love to see addressed in the future is fuel. As is, the ships haul 6.67 times (20 times for Fireflies) the mass per unit chemfuel, and they do so with no wasted no resources. Having them burn fuel at least 5x and 10x faster would be more than reasonable, and realistically, even 20x/60x might not be enough to slow down their use. Is this hardcored, or would it be difficult to make this a user defined variable?

I love the idea of the ships, and they're a blast to have, but they're so good no one would ever use caravans again. Transport pods will always retain some unique tactical advantages, but a dropship with cannon might overlap pretty heavily. It'd be nice if they were expensive/fragile enough, somehow, that the player at least considered taking a caravan instead. Tuning the ships via components after flights? Fuel consumption based on mass carried, with X fuel burned per take off? Require a more expensive (in terms of time, too), refined version of chemfuel?

Then again, as I said before, you've basically already won when you've built one. It might be silly to even try to balance this.
#12
Quote from: NoImageAvailable on July 02, 2017, 03:34:29 AM
Quote from: Xubrim on July 02, 2017, 12:13:13 AM
...

Are you using an outdated version? The infinite loop food/drug pickup was fixed in 1.2 already.

I just some more testing using a clean install with just Combat Extended, and once again using with just CE, Hugs, and Smarter Food Selection. SendOwl and GitHub versions were used.

With just CE, there's no food pickup loop. Pawns also don't use hay to train, BUT if the pawn manually picks up hay (or has it in their loadout) they can use it to train fine. Strange. It's like the game doesn't natively realize that hay is a valid option.

With all three installed, the loop happens as previously described. Again, this loop ONLY occurs with hay. Corn, rice, kibble, meals, literally anything else (I didn't test nutrient paste, I suppose?) works fine. Contrary to what I said earlier, this occurs regardless of if the "Control Pets" toggle is enabled.

I'm beginning to think that there's just something really damn weird with how hay is setup.

Sorry for the hassle, but I appreciate how responsive you've been.

Quote from: rambo on July 02, 2017, 03:38:22 AM
can this work with misc training facility?

It works fine, but keep in mind that training requires ammo. Make sure to have a bill setup so you don't run out of ammo, charge rifles are expensive, ect.
#13
Quote from: ertzuiop on July 02, 2017, 12:17:28 AM
Dunno if this is an issue or intended, but to create ammunition from the CE mod that requires FSX, i need to harvest it from the boomalopes, it says in game. But the boomalopes produce neutroglycerin instead of FSX, which cant be used to craft ammunition.
What to do?
P.S im new to rimworld mods

You'll notice two timers on boomalopes. The faster one is for neutroglycerin while the longer one is for FSX. Everything is working as intended.
#14
I noticed a conflict between Combat Extended and Smarter Food Selection. Combat Extended has a loadout system which drops any unassigned items, like the outfit manager for weapons/items. Animal handlers automatically force carry food to train/tame with and bypass the loadout system. Smarter Food Selection has an option for animals that changes the priority in which foods are consumed, which also allows them to be trained with hay (when appropriate). When these featured used at the same time, handlers become stuck in a loop where they pick up hay, drop it, and then picking it up again. This continues until their shift stops.

This is not gamebreaking and can be worked around. Manually ordering training/taming, adding hay to the loadout, having no loadout, and simply not using hay all seem viable.

I'm posting this on both pages for visibility and to save time for anyone else trying to figure out why their handlers went insane. I have zero clue which mod would be in a better position to address this issue, if either one of you are even inclined to attempt it. Hopefully it's something really easy.
#15
I noticed a conflict between Combat Extended and Smarter Food Selection. Combat Extended has a loadout system which drops any unassigned items, like the outfit manager for weapons/items. Animal handlers automatically force carry food to train/tame with and bypass the loadout system. Smarter Food Selection has an option for animals that changes the priority in which foods are consumed, which also allows them to be trained with hay (when appropriate). When these featured used at the same time, handlers become stuck in a loop where they pick up hay, drop it, and then picking it up again. This continues until their shift stops.

This is not gamebreaking and can be worked around. Manually ordering training/taming, adding hay to the loadout, having no loadout, and simply not using hay all seem viable.

I'm posting this on both pages for visibility and to save time for anyone else trying to figure out why their handlers went insane. I have zero clue which mod would be in a better position to address this issue, if either one of you are even inclined to attempt it. Hopefully it's something really easy.