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Messages - DiamondBorne

#1
Releases / Re: [1.0] Level Up! 1.0
April 02, 2019, 08:43:59 PM
Quote from: togfox on April 02, 2019, 05:11:59 PM
I didn't realise how much I wanted this!
+2
#2
Releases / Re: [1.0] A RimWorld of Magic
March 29, 2019, 10:14:05 PM
A suggestion. Makes beneficial spell leaves good impression between the caster and the casted and harmful spell do the opposite. For example:

X healed me. (Heal, Advance Heal)
X filled me with courage. (Battle Hymn, Bestow Might)
X allowed me to walk again, I'm in debt. (Regrow Limb)
X poisoned me, that tree hugging snake. (Poison)
X needs to be lock up before somebody's head starting to explode. (Psychic Shock, Psionic Spell)

You might add whenever a black magic user like a Necromancer, a Death Knight or a Warlock/Succubus recieve a holy spell, they recieve a negative thought towards the castor instead.

X's burning light touched my Dark soul. Self rightous fool. (Heal, Bestow Might)
#3
Releases / Re: [1.0] Common Sense - basic AI tweaks
March 21, 2019, 04:23:18 PM
Superb mod. I probably able to remove more than a few rebundant mods with this, thanks.  :)
#4
Releases / Re: [1.0]New Ratkin race mod
March 20, 2019, 08:06:26 AM
I want a version with non-anime eyes. Or atleast looks like those in Oni mod. It goes well with vanilla Rimworld style.
#5
Hi, not a suggestion but rather an Idea. How about an alternate version of Jewelry Mod to go along with the more magical side of Rimworld such as A Rimworld of Magic mod or Infused mod?

Basically, jewelry now gives off small mystical bonus based on the type of gem you create with. For example:

-Diamond represents purity, strength, indestructibility.
Diamond bracelet gives bonus to melee damage and melee skill.
Diamond necklace gives bonus to pain treshold and damage reduction.
-Emerald represent Health, healing, growth.
Emerald bracelet gives bonus to medical skill and medical tending success chance.
Emerald necklace gives bonus to immunity gain speed and healing speed.
-Ruby repersents passion, energy, life.
Ruby bracelet gives bonus to plants, animal and social skill.
Ruby necklace gives bonus to walk speed and rest rate. (acts like a mini quicksleeper)

Now I don't know if Rimworld's quality system could affect other stats than beauty and hit points of an item or not. If it can't be done the normal way (by crafting and let the game roll the quality), just lock higher tier jewelries behind research projects like Jewelries refining I -> II -> III -> IV to simulate the pawn gaining deeper understanding and skill in crafting magical jewelries.

As the pawn gain more skill in crafting, they'll be able to craft higher tiers of jewelries that gives off larger bonus. Like this: Normal ruby neckless(no suffix) Skill Req.6, +1% --> Fine ruby necklace. Skill Req.9, +2% --> Expertcraft ruby necklace. Skill Req.12, +3% --> Mastercraft ruby necklace. Skill Req.15, +4% --> Perfect ruby necklace. Skill Req.18, +5%

Hope you don't mind my rambling.  :)
#6
Weapon disappearing bug using Pick up and Haul + Dual Wield? Didn't read what it's like but I might have something similar.

So I was using both mods + Simple Sidearms. I equip my colonist with dual lightsabers then I have him pick a laptop (count as a weapon). Later I noticed that my colonist is missing one of his lightsaber so I form an empty caravan then have him find and pick up another lightsaber in the map. Turns out my colonist dropped the damn thing under a lump of steel in my warehouse. That's why I can't find it anywhere near my base. I have this happened 2-3 times already. It seems some Simple Sidearms mod loadout setting could also causes pawn to automatically drop their weapons. I have to force them to equip a couple of times before it sticks.

tl;dr The weapon didn't actually disappear but the pawn is being a jerk and hide it behind other items, and it might not be Dual Wield that causes the problem.
#7
Mods / Re: [Request] Simple Bone mod
March 15, 2019, 03:57:25 AM
I don't want to be a passive aggressive asshole but when The Bone Mod already did everything you ask for, why don't you just ignore features you don't like? I too, only use Bone Mod just to extract some extra juicy bone marrow, build a bonethrone and never bother with bone China, bone ash and bonecrete, too much hassle.

Plus the mod size is already very small.
#8
Releases / Re: [1.0] Sengoku period – Samurai Mod
March 14, 2019, 02:57:41 AM
It was only on Steam Workshop for a long time. Not surprising if peoples on this forum never heard of it.
#9
6) There's also an alternative of Medical Training called Medical Dissection which is more up to date (I think) but doesn't seems to allow dissecting any added race mod, tested with Drow race. Don't know if Medical Training also behaving the same but you have your choice.
#10
Would you consider adding new traits to go along with your mod? Something like Ambidextrous: +10% global work rat, no penalties from wielding offhand weapons. Or Armstrong: +10% mining +10% constructing, can dual wield twohanded weapons. These are for peoples who don't want to bother with mod options.
#11
No, spawns infestations far away may or may not made it easier but it's certainly much more fair than "Hurr-durr-I-punish-you-with-infestations-for-building-base-inside-a-rock"

I also wants infestations to be much more natural, not either spawns them through editor nor removes them entirely. Infestation is a part of the game, I just having problem with some of its aspect, not as a whole.
#12
The newest version no longer allows ticking smaller font that let you see up to 9 traits. Is this normal? Or is it smaller font by default now?
#13
We already have No Infestation by WalkingProblem which completely removes them from the game. We already have Improved Infestation by Twoski which makes it even harder. But what I really wants is to keep Infestations in the game but making them less punishing, and not making them a cakewalk like EZ Infestations. Better Infestations by Nuke that does exactly that, spawns bug nests far away from the base. The problem is he seems to no longer update this.

Is there any alternative to this?
#14
Releases / Re: [B19/1.0] Huntsman's Mods
February 28, 2019, 08:02:37 AM
Are combat shields apparels or weapons? And if they're apparels, do you plan on turning them into weapons now that there's Dual Wield mod?

Thanks.
#15
Releases / Re: [1.0] Jewelry - Diamond and stuff
February 27, 2019, 11:24:30 PM
Me likey.

Didn't play it yet, but diamondsmithing should requires like 10 in crafting due to how hard (pun intended) and how complex these things are in real life 0