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Messages - Brigadon

#1
We need a tauntaun mod.
#2
Quote from: Smexy_Vampire on October 30, 2015, 01:50:42 PM
Quote from: Brigadon on October 30, 2015, 01:46:30 PM
heh, I wasn't planning on altering someone else's mod.

for your own play its fine but you want to officaly do art for him/her ?

Something like that.
#3
heh, I wasn't planning on altering someone else's mod.
#4
Hey Ykara, is it possible to set up specific graphics for the different items? If so, I'd be happy to create some specific graphics for the various parts, rather than just little red and white boxes for everything.
#5
Mods / Re: Hay mod request
October 25, 2015, 03:51:44 AM
It's actually a very cool mod, and would fit in well with other animal mods. I really appreciate it.
#6
OUTSTANDING!

Thank you very much, this is more or less exactly what I was looking for.
#7
Mods / Re: [idea/mod request] Dismemberment >:3
October 14, 2015, 02:21:46 PM
Well, it would mean that occasionally an accident can allow you to 'reattach' a severed body part.
#8
Mods / Hay mod request
October 14, 2015, 02:20:47 PM
Could someone created a mod that would prevent Haygrass 'no refrigeration' expiration? or allow haygrass/corn to create a 'recipe' for animal feed (perhaps create 10 at a time and stack to 75 meals)?

In my experience, animal feed if stored appropriately (closed storage, not exposed to the elements) for grain and grass eaters lasts indefinitely. I don't mind exposed decay, but having to refrigerate a hayloft just seems silly.
#9
Quotewith everything brought to your front door via raiders.

Who said anything about raiders?

I use the 'terrain rehabilitation' and 'expanded hydroponics' mods to do something similar. Ice sheet stiffens the power requirements, with the added dimension of early-game survival to keep things interesting. You have to balance work spaces with separate quarters to make sure that people go outside often enough to avoid feeling like shut-ins, but not often enough to turn into meatcicles, as well as keeping up an additional set of clothing requirements for the weather.

It adds a decent level of challenge to an agricultural game without being overwhelming. Without constant raids, a freezer game (especially on flat terrain) can be quite exciting, even if slow... you hold your breath waiting for that bulk trader to show up.
#10
Mods / Re: [Mod Request] Atheism mod
October 09, 2015, 08:32:03 PM
Quote from: Ramsis on October 05, 2015, 09:44:29 AM
Hi, I'm a mod and junk; anyways for those wigging out about the whole praying thing I'm just going to smack ya gently and remind you that at this point in history (seeing as RimWorld takes place like a crap ton farther into history) most religions as you know it are dead. Buddhism, Satanism, Christianity, Judaism, etc, all of those are long gone by the time your colonists crash land so any hate you've got for a particular religion nowadays can be kept in your edgy little shorts. We aren't talking about your Grandma's religion here sonny, we're talking religions based around the cults of the future.

I wouldn't be surprised if Lisa, my 81 year old colonist with a background in Joywire and who dabbles with being a cold-lover isn't bowing down and praying to Kel' Valiz-do, the great Rim Dragon god who brings candy farts and free technology to those who bow to her. Maybe Chris is sitting there praying to the Farming god Bob, praying that his his 2 skill in growing doesn't cause starvation again this year because he's an idiot.

Just saying, the point of this push is stupid. If you have a beef with religion keep it out of here as your petty Earth religions don't mean squat this far in the future. I mean hell it's a future with telepaths, giant robotic constructions, and entire worlds that literally consume the populace and put them in a giant computer. Nobody cares about deity's like we currently do, it's all flavor and joy based at this time. Tynan has mentioned an interest in looking at different religious ideas for RimWorld though so who knows, maybe you'll make your own by this time next year.

Oh and before I forget, if you idiots keep arguing over religion or keep drowning each other out with your opinions I'm going to start throwing the ban hammer around <3 Just Saiyan

Not arguing with whether religions are real or not or anything like that, but a crapton in the future doesn't really mean that the traditional religions won't be around. The last major change in Judaism occured about 1200 years ago, but it has existed in a very similar form for nearly 3000 years. Christianity is (obviously) about 2000 years old, islam is 1500, and Hinduism may have existed for as long as 5000 years.

Sure, in America religion is not as popular as it used to be, but I strongly suspect that with an unbroken chain of literacy (In other words, unless almost every adult human on earth is exterminated and all books are destroyed) the 'traditional' religions may still exist, although if it's far enough in the future that humans have evolved without arms and legs (snicker) the majority of the major religions will probably be changed quite a bit. There will always be throwbacks and fundamentalists that will use an earlier form, however.

No offense, but a lot of people seem to think that 'the future' won't have ties to the past, but historical evidence suggests that the current trend of anti-religion 'enlightenment' is going to be as short-lived as all of the previous ones. Religious fervor ebbs and flows, but in general the major religious upheavals follow the ethnic traditions, and are very hard to kill without being actively stamped out via genocide (as happens with most small naturist religions that get overwhelmed by a stronger culture with a more aggressive religion)

I suspect there will be MORE major religions that far in the future, but I don't think the versions we have now will get stamped out. Even the countries that once embraced anti-religion, primarily China and Russia, are experiencing a resurgence in their traditional religions (russian fundamentalism and chinese buddhism). It seems more likely that religious expansion will fuel colonization waves.
#11
Now try it in ice sheet
#12
Mods / Re: {Mod Request} dysentry
October 05, 2015, 05:28:56 PM
Mistervertigo- Name negotiable, plumbing mod sounds so blase, though.

Johiah- Trying to keep it simple and user-friendly. The mod already has a LOT of work in it, and considering how abstracted power and food already were, I figured a similarly abstracted water system would be a good idea. no seperate potable and waste water systems, no filtering yards or waste treatment, no water pollution (except having the middens too close to the pipes), no worries about finding water blocks or rain catchment, no icy pipes or rusting. The trick is to make the benefits outweigh or come close to the negatives of having it installed, or no one will want to use the mod. Also, marble bathtubs are a GREAT way to relieve stress.

I have already started... trying, to code this thing myself, but so far all I have is toilets, bathtubs, and sinks as beauty objects.
#13
Mods / Re: [Mod Request] Atheism mod
October 05, 2015, 05:53:38 AM
I like how athiests are intolerant of anyone that isn't an Atheist.

I have lots of colonists that never pray. If you don't like it, kill them or give them more joy objects.

Colonists also never seem to pray in barracks.
#14
Mods / {Mod Request} dysentry
October 05, 2015, 05:47:50 AM
I would happily provide the graphics (I have done a lot of graphics for bluesteel's towns mod) if someone else could help work on the coding for a hygeine mod.
The primary reason is, of course, to provide a reason for bathrooms inside of apartments.

What I would like to see:
A hygiene need which, when unfulfilled, would lead to creation of a dirty spot when maxxed with the serious negative moodlet 'fouled' . This would have the same priority as eating, and fill up every day. The hygiene bar would also be cleared when a medic does their feeding trick.

a well, which could be placed anywhere on dirt, water, snow terrain, or gravel. can be of various materials and is a low-priority hygiene fulfiller with the negative moodlet 'bathed from the well'.

A pump, which can only be placed on a well, to which pipes could be attached. a well with a pump is no longer available for a hygiene fulfiller.

pipes, similar to the electrical system currently implemented or redistheat mod. these can be used to fill a tank similar to a battery or as mandatory connections for other hygiene devices.

a shower, which requires a pipe connection. This is a joy item, but also improves hygiene, and provides a minor 'freshly showered' moodlet

a toilet, which is the highest priority hygiene fulfiller, no moodlet.

a (2 square) bathtub, which is a joy item, but provides a nice moodlet 'freshly bathed' and takes a bit longer than a shower.

a latrine trench, which you can create with no materials and will behave much like a toilet (but with lower priority than most other methods other than a well) and a negative moodlet. also, being close to a latrine will have the 'stinky' moodlet and if you eat too close (5 square radius?) you can get dysentry. Also, if it's too close to any well or pipe everyone using the facilities attached to that network could get dysentry. (turn the pipes a yellow color?)

If people are injured or eat while fouled, they have a chance of developing a 'dysentry' disease.

In addition, the incident troll 'pipe burst' could destroy a piece of pipe and create a large area of dirty, based on the amount of flooding from attached tanks.

Other ideas would be welcome, and I sure wish I could code it myself, but I am an artist, not a coder. I understand that that vastly simplifies any water mechanic, but I was thinking it could add some nice positive and negative moodlets, some more joy items, and really help simulate that colony-killer, dysentry.