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Messages - WinterFlare

#1
I haven't used it recently, but in the past Mediafire has done some pretty nasty stuff IMO. I've had a 50/50 chance to get a popup to very sketchy websites (including those fake antivirus / "You have a virus, don't close the page!" sites) when I had adblock plus installed. This was more than a year ago, but it made me very wary of them ever since.

I just tried it 6 times with uBlock Origin (refreshing the page in-between attempts) and I haven't had anything odd happen.
#2
I just wanted to give my feedback on what I've experienced with the Cosmic Horror events and raids so far, ranking from the least dangerous to the most dangerous.


Star-Spawn of Cthulhu, N/A: I've only been attacked by these once, so I honestly can't say much about them. Only two spawned, and 2 improvised turrets and a few colonists beat them.

Chthonian, fairly slow moving, only spawns alone in the pit, and doesn't attack/become maddened if it's out of range. Can be easily taken out with concentrated fire from 2-3 individuals. I've even killed them with 2-3 great bows, while 1-2 people have tanked the damage. I'm very much more afraid of mechanoid ships.

Star Vampires, I've only seen spawn one at a time. The amount of time it gives me to prepare allows me to pull most of my colonists into a single group and take it out in 1-2 concentrated fire bursts.

Dark Young: These seem to come in two forms, a "Strange Creature" event, and a "Manhunter Pack" event. In the Strange Creature event, I've only seen a single one spawn, and if taken care of immediately poses no threat at all. It only becomes a threat if you leave it alone and get caught off guard. The manhunter pack is fairly dangerous if you try to take it head-on, but they'll starve to death in a few days if you leave them alone, assuming your colonists don't have mental breaks and accidentally kill themselves (and possibly others, if you have low health doors.)

I would honestly prefer if they spawned in a pack of 2-3 during the "Strange Creature" event, and if attacked it would enrage all nearby Dark Youngs. In this way, you would have to wait for them to separate before taking care of them, which could lead you to forget about it making them much more dangerous.

Shoggoths move slowly and are very vulnerable to concentrated fire. They seem easy to prepare for, but I've only had a single one spawn at a time.

Mi-Go are fairly dangerous without personal shields, and can drive a colony to the brink of madness very quickly. Without personal shields, they are a very dangerous foe. Their high damage and high numbers require tactical movement to avoid death.

Deep Ones seem to be the most dangerous and unreasonable cosmic horror in the pack. They're fast, they have very high damage, fairly high armor, and tons of health. They spawn in large groups, light things on fire, and kill everything in sight. Concentrated fire will not work, because they take out melee units without power armor in 1-3 hits. They also tear turrets to shreds.

At one point I started a tribal colony on Randy Random, and was raided 3 times by Deep One's before the end of the first year. The first raid only spawned one of them, the second raid the same, the third raid (when I made Pemmican) spawned 3 of them and I stood absolutely no chance. Maybe I'm just trying to deal with them wrong, but without cheesing them, I can't seem to ever fight them off.
#3
Outdated / Re: [A16] Psychology (2017-1-30)
January 31, 2017, 10:00:22 AM
It's not a big deal to me, but I just kinda find it funny. My mayor is a night owl, and his wife is not. I have them on different schedules, so the mayor is having meetings in their bedroom while she's trying to sleep. Any plans to make it so you can designate a meeting room beyond their personal bedroom? (I did improve his bedroom specifically for the meetings, so she's glad for a very impressive bedroom, but it would be nice if it the meeting room defaulted to the mayoral bedroom, but could be changed to somewhere else, like an office.)
#4
Outdated / Re: [A16] Psychology (2017-1-28)
January 28, 2017, 06:00:52 PM
Just asking out of curiosity because I just got the new update, non-psychology spawns will still interact with psychology pawns right? I know any mod that uses the alien framework won't be 100% compatible for a very long time, if at all, but I'm most just wondering if using these pawns in conjunction with the mod is going to break anything. IE: Are alien framework colonists flat out excluded from voting, can they still enter relationships with pawns that have kinsey ratings while they themselves do not, and how much the new Psyche system might affect their interactions.

It honestly isn't too big a deal for me, I honestly just like having animal people in my game because I think it diversifies it a bit.
#5
Outdated / Re: [A16] Psychology (2017-1-21)
January 26, 2017, 04:07:14 PM
@thesoupiest

That's already in the mod, so unless you're using an older version it should be entirely possible to disable that if you so please. By asking for it as a feature and calling it idiotic, you're basically insulting the mod author for no reason while making yourself look quite silly in the process.

As he's said before, it also doesn't take any effect until at least a season in, so most of the time you should have had time to give people individual clothing consisting of several leathers. AFAIK literally all clothing has to be the same. You could change the pants, add pants, add armor, keep armor off of someone, and it will remove the thought.
#6
@Flimflamshabam

The game treats all surgical operations exactly the same, and this mod does not modify surgery behaviors. The incredible likelihood of decapitation, or loss of other facial features, is the vanilla game's fault. If you want it to be less brutal, you need another mod like Less Arbitrary Surgery.

Because of vanilla surgery behavior, every surgery no matter how easy or hard in real life, is going to have the same chances for success and failure in the game. Individual parts/surgeries don't have different success chances. EPOE only makes this vanilla problem more noticeable, because early-game vanilla rimworld doesn't give you options to cover facial scars. If you operate on the leg, a simple failure will cut the leg or foot and you'll have to heal it. If you operate on a head, it will affect anything else on the head, and all of those body parts have incredibly low health.
#7
I've seen a lot of people complaining about the market prices of organs on the Steam Workshop, and I kinda agree with them. I know it's your mod, and I have no right to dictate what direction you take with it, but I'd like to offer my suggestion for a "Fix"

It would probably take a lot of work, and I have no idea if it's been suggested before, but you could you possibly implement something similar to vanilla's Deadman's Apparel to offset how much money crafted or harvested items are worth. The unfortunate effect of this is that it would possibly mean twice as many items, twice as many surgeries, but a better amount of monetary balance.

Examples: (I don't know why I'm using all eyes, maybe it's because they're easiest to get and I'm too lazy to go into Dev Mode)

Bionic Eye: MV 3500, MV of Ingredients 791, "Net Gain" 2709.

Golden Eye: MV 1500, MV of Ingredients 200, "Net Gain" 1300.

Eyeball: MV 1500, MV of Ingredients N/A, "Net Gain" 1500.

Instead of adjusting their individual values, you could make different versions of the items. Basically something like "Bionic Eye (C)" or "Eyeball (H)" to signify they were either crafted or harvested on the world, and worth only 30% of their trader counterparts. This way buying something you desperately need from a trader costs an appropriate amount, but making the items or harvesting prisoners is a lot less lucrative.
#8
Outdated / Re: [A16] Psychology (2017-1-17 v2)
January 19, 2017, 07:24:26 PM
Just offering my opinion on the events:

Quarrel: Personally I don't really mind this one, it's a huge social debuff, but it's more or less something that happens in the background for me unless it's a married couple who have a falling out. Then the affairs, hatred, social fights, ect happen. Still don't mind that, as it gives my colony some character.

Homesick: Currently 15 out of my 18 colonists have this, including some Psychopaths. For me this is just a persistent -10 debuff that I feel will never go away. Barring locking all of my colonists in their rooms for several days I see no way to get rid of it.

Cliques: I haven't had this happen yet, but if it did happen, I'm sure some of my Orassan colonists will be dismembering my human colonists in no time. (Alien race, they have 14 damage "scratch" attacks for their default melee.)

Sabotage: I haven't enabled this at all, but with how often my people have mental breaks and run into enemy fire, I'm glad it's disabled by default.

Thief: I've honestly only seen one of these working properly (at least I think it was.) Completely invisible until found out, then appeared and started attacking colonists. I have so much stuff that I doubt I'd actually realise something is missing unless it was early game and my important weapons got lifted.

I think I've had multiple theifs spawn during raids either completely invisible, or missing their heads. This has only happened (as far as I can tell) with units from Rimsenal - Federation, but they're the major faction I'm attacked by.
#9
Outdated / Re: [A12d][ModPack] The ModVarietyPack
April 25, 2016, 06:39:03 PM
Just making a list (mostly for myself) of the mods that haven't updated to A13 that are in this pack. (Last Updated 4/26)

Advanced Lamps by Igabod
Cats! by Fluffy (l2032)
ModdedHeads by Fluffy (l2032) (Links back to the github, cannot find on Fluffy's Page)
Clutter? by mrofa (Broken Link on Modlist Page)
DoorMat by Latta
Infusion by Latta
RedistHeat by Latta
NoCleaning by Latta
MechanoidTerraformer by Rikiki
FishIndustry by Rikiki
M&Co. by Rikiki
EdBInterface by EdB
EdBPrepareCarefully by EdB
MoreHair by Shinzy (Do texture versions even matter?)
Norbals by Shinzy
EndTable by TLHeart
EnhancedDevelopment by Jaxxa
FinerThings by DeaconBlues
Jabbamonkey's Graphics Overhaul (Do texture versions even matter?)
MD2 by mipen
NeuffsTextures by neuffs (Do texture versions even matter?)
RoofSupport by Nommy (Don't think this version matters either.)
Sleep (Syringe) by Z0MBIE2
StorageSearch by meonester
SuperiorCrafting by Abrexus (Pretty sure Simon has customised this.)

Moved (but updated) mods.
Community Core
CTS - Complete Tech Solution
FloorLights by Temeez
GlassworksIX by ITOS (Discontinued and transferred to jacob814)
BackstoriesCore by mipen (Modmaker quit, transferred to NoImageAvailable) Thanks to Pheanox for pointing this out.

After looking into how many outdated mods there are, it's no wonder that it is going to take simon quite awhile before he can update the pack.
#10
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 28, 2016, 02:05:53 AM
Quote from: Daketh on March 27, 2016, 06:46:06 PM
Hey folks!

Has anyone found a way in this pack to replace a broken bone? I've got a colonist with a shattered clavicle and a bionic arm did not replace it. Would a bionic spine help? Or is there a way to make artificial bones?

It's a pretty hefty penalty to manipulation, so I'd love to fix it up.

Thanks!

Not currently, and i'm fairly certain mod makers are waiting for A13 to update their mods (which means the modpack may be on hold for now).

Best case scenario would be to replace the limb with one chopped off an enemy prisoner (I think this requires medicine 2 or 3 to actually put it on someone else.) That is of course if you meant limb bones. If it's something like the clavicle you may have to go bionic to make up for the broken bone. (Bionic limbs are more than 100%, so even if you can't repair something you can still make up for it with enough bionics)
#11
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 23, 2016, 11:53:48 PM
The game itself has a soft cap based on what storyteller you're using, aside from that Norbals are notorious for not wanting to join in most circumstances.
#12
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 23, 2016, 03:15:50 PM
"If (for whatever reason) the shortcut/script does not work for you, you can copy the modconfig.xml from the savedata folder to C:\Users\YourUsername\AppData\LocalLow\Ludeon Studios\RimWorld\Config overriding the one that is there. Then just start the game with the original .exe file."

Literally on the Github ReadMe. https://github.com/simon-82/ModVarietyPack/blob/master/README.md
#13
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 18, 2016, 02:43:09 AM
Quote from: Encrtia on March 17, 2016, 03:02:06 AM
Ah, I see. I figured it was something simple like this. I'm aware of the "Artificial Bones" mod, which I've used in the past with great joy - but as it was not in this mod, I haven't installed it in order to avoid mod instability. (I'm only good at mod tweaking in The Elder Scrolls haha)

Have you tried applying that mod within the Mod Variety pack?

Sorry, when I linked that I linked it as more of a suggestion than anything, I think I read earlier in the thread that A13 may be coming out soon, so modders are saving their efforts for that. Perhaps when that rolls around some new things will be added / updated with the pack.
#14
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 17, 2016, 01:06:56 AM
Quote from: Encrtia on March 16, 2016, 06:44:26 PM
Final Edit FYI:
In order to get around, I had to install a Steel Arm + a Peg Leg, to then be able to Install an Arm that was shot off, & replace a broken Tibia.

I know exactly what causes the Arm issue, but not the Tibia Issue (But it might be similar to the Arm issue.) AFAIK hierarchy upper body limbs goes Shoulder > Arm > Hand, All manufactured "Arms" are installed at the Shoulder, but natural arms are not. I have no idea why it behaves this way, but it does.

Ultimate Overhaul had a way to fix individual bones without replacing body parts, but I'm not sure what mod it actually was. They were called "Artificial Bones" and they were made from plasteel (and some other shit) inside of a chemlab. They had 2 uses, 1, to be a pain in the ass item to be used to make the prosthetics and bionic parts, and 2, repair any natural bones instead of having to replace entire limbs.

Found it: FixBone by Latta https://ludeon.com/forums/index.php?topic=11171.msg111221#msg111221
#15
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 16, 2016, 03:40:37 PM
AFAIK Combat Realism aims to make all weapons realistic, and as for sniper rifles and such, being able to shoot across the entire map is nothing because trees and shit get in the way of the shot.

Miniguns however, didn't care when it came to that, because they fired so many shots. Before the nerf they could kill a person sniping at them in a single burst.

I honestly hate centipedes, they take way too many hits regardless of what weapon you use, and 9 times outta 10 I end up destroying their FUCKING WEAPON before I kill them. This is coming from a person who restricts themselves to as few turrets as possible, I don't try to cheese stuff, so when it takes 20 grenade throws or several single use rocket launchers to kill something my patience starts to wear thin. (Speaking of Rockets, tried to use an RPG against a centipede and it basically did nothing.) Maybe I'm just bad, but I actually PREFER Norbal attacks because I can use hit and run tactics, as well as the need to deal with a bloodied up corpse ridden colony where people are going nuts from pain and disgust.

I'd really like if there were more factions, but honestly I don't think there are that many made for the game. Someone suggested More Mechanoids https://ludeon.com/forums/index.php?topic=9221.0 and that seems like it might be a novel idea, but you have to consider if things add weapons and armor, they need to be tweaked for Combat Realism.

As for the Syringe, unless a bugfix is made for it, why not just -not- use the damn thing? It's called impulse control, just don't use it on mechs.