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Messages - Jonarific

#1
Quote from: Jcewazhere on August 19, 2016, 09:07:04 PM
I browsed through about 15 of the pages before my eyes glazed over so forgive me if I missed it but:

Exactly what can each bin store? For example i built the freezer chest expecting to store lavish meals in my dinning room while keeping them from rotting but it only takes raw ingredients. The description says "Perishables", but I assumed that meals are perishable. Also wood rots, clothing decays etc. there's not much that isn't perishable.
Also can each storage bin store the same total number of items? If they are different then a simple line: "Holds X of one item." in the description would fix that.

This is a neat mod, the pallets alone are worth getting this mod.

Greetings, I'm not the mod author, but if you wanted to hold meals I believe the item says it "holds trays."it isn't a frozen container itself but can be put in a cold room at least. I agree the frozen container should hold meals and a description for how many each container holds would be neat. It's a safe assumption it holds more then the default though, so I'll use the containers for that reason alone.
#2
Quote from: Supes on May 15, 2016, 04:07:52 PM
I found that the Mod 'Simple Trade Fix Mod' by Shurp uses the incidents that my mod also uses.

you can retain the effects of both my mod and Shurps mod by editing my mods Incidents_Good_Misc.xml (located in Mods/RWAutoSell/Defs) file and changing the baseChance to 12 for both IncidentsDefs.
I used a mod to increase chances of a trader appearing and autosell stopped working, so I browsed the thread and saw this. I'm no modder myself, but does this mean that by default your mod reduces the incidents of traders?
#3
Ideas / Re: Your Cheapest Ideas
September 02, 2015, 02:07:18 AM
Long time player, first time poster.

I enjoy the idea of expanding trade and have been thinking about a very simple idea to do so.

Cash Crops

The idea to just add a few more crops with different properties.
The big three are sugar, tobacco, coffee all of it could easily be done via "growing zone -> select type"

Personally, I have never grown more than few lucky devilstrand mushrooms to full. Generally, a solar flare will kill my hydroponics with mushrooms and make me cry. If growing outside, winter and summer pose their own challenges, 45 days is just so long.

I often get my money by farming and selling extra food early on, with enough colonists, I eventually start to produce art, clothing, and cook surplus meals.

While this type of wealth generation is functional, I think expanding the opportunities to get more silver to trade would be good. Having an extra field to the side with the idea of profits, or potentially joy producing goods, adds a bit of character to the colony. The main way for colonies to get resources is via export, while I realize what I'm about to say is a real life example, and Rimworld isn't "real life," I think taking into account that some economies heavily dependent on exports (i.e. every Rimworld colony ever) will grow cash crops for export is a good idea.

Something to have for export between the inexpensive potato to the (for me, at least) nearly impossible to grow devilstrand, would be a welcome addition.

For the colonies advocating for agrarianism, having more sources of joy you can produce for yourself is always good too. The chocolate is already in the game, so I hope this idea can be considered a  "cheap idea" with easy implementation beyond needing to make a bit of new art work.