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Messages - nefarian11

#1
Regarding the plasma goo thing. I remember a Shoddycast video explaining how a Fallout plasma gun would work in reality...Turns out that you'd need a gun capable of shooting plasma at 5,762,237.76 kelvin degrees and to deliver the same amount of energy as 5 tons of TnT to gooify a behemoth. Granted, a behemoth is a lot bigger than a human, but still, it would make 0 sense in Rimworld to see a gun gooify anything.

Don't use Fallout guns as a basis for other games, it's even worse than wh40k xD



#2
Quote from: gentou on May 01, 2018, 07:25:01 PM
Life is a funny thing. I whinned about BM raiders being too weak, and the next one completly obliterated my defense line with 4+ Doomsday launchers.

Yep, that's the only part i do not like about the mod. Sometimes you get 6-7 people with Doomsday launchers and it's basically game over =/

Happened to me once or twice, only way i survived those is thanks to my obsession with psychic lances. If you don't have any of those, the only way to survive is using 5-6 mortars and kill 1 Doomsday guy at a time.

I'd prefer more power armor/higher shooting and less Doomsday Launchers. Also because if you survive then you are basically immune to the next 4-5 raids with those

Off topic: Albion, are you liking Battletech? I'm undecided if whether to buy it, or wait for sales
#3
Mods / Re: [Mod Request] A mod to make uniforms
April 16, 2018, 12:30:22 PM
Quote from: chewedpencil on April 13, 2018, 03:21:45 PM
I was wondering if there was a mod already out there that would allow you to designate clothing or armor as a uniform so that your pawns won't get the [Matching Outfit] mood. Like how in the Star Wars mod I'm using my pawns don't like wearing their Imperial uniforms and it just feels really stupid that my little Imps are just so needy for being in a fascist military regime. It would just be nice if they would just not care about it. I know there are already mods that allow you to make uniforms, but those are just extra clothes and don't do anything about the debuff.

As much as I also hate the [Cabin Fever] debuff, I know there is already a mod out there for it, but it really isn't that much of an issue like the uniforms are.

The same outfit mood comes from Psychology IIRC. you can disable it in the mod options
#4
Quote from: Canute on April 13, 2018, 04:11:14 PM
wau nefarian11,
looks like your rediscover the original design why infestion's got added into the game ! :-)
Yeah infestion are made for to ruin the mountain bases.
If you base is on a plain field, a infestion which appear into some mining cave you digged, you don't care about it at first. Even when 10+ hives appear.

But in a mountenouse base, where you have some better defence against other threads like droppod raids, tornado's and such kind, you need to plan ahead for an infestion.

Except that there's no way to plan for an infestation, since the locations where the hives spawn are random and you don't have the TIME to react and mount up a defense. The original design for infestation was to add a threat to people that created indestructable bunkers with the only entry being a killzone with 32 turrets, not the abominations they are right now.

Right now, at high difficulties infestations are be a scripted game-over most of the time, depending on where the hives spawn. Even if you manage to kill all the bugs and hives, making a comeback is near impossible. The losses will be tremendous, and most of your colonists will have at least lost a limb, or at the very least received multiple scars, and repairing everything will take an incredible amount of time and resources.

I don't bunker myself inside mountains and i don't build any killbox, but i like mountain bases. I don't see why my fun should be ruined because of an event that is badly implemented. Thankfully you can disable them, so it's not a problem.
#5
Backstories (and occasionally relations). I play Rimworld in a RP heavy way, and backstories play an enormous part.

I can't stand when i see a pawn with a medieval/midworld childhood that somehow ended up being a space marine in some imperial navy, or a researcher close to discovering the secrets of transcension. It's even worse when they have a relation that doesn't make sense at all, like Vatgrowns having parents.

I think that maybe creating different categories for backstories based on their technology level could help, so that no medieval farm boy grows up to be a mechanoid hacker or something like that.
#6
The issue with infestation imo is how their difficulty ramps up. Early game you just get 1-2 hives that spawn 2-3 bugs each, but in the late game you quickly get overrun when 10+ hives spawn, each spawning at least 6 insects. When you have to deal with 35+ bugs that target all your furniture and maim everything that is alive, it's simply not fun anymore.

You barely have the time to regroup all your colonists in a safe spot and already half of your base is completely gone. Their ridicolous numbers also means that each time you engage a pocket, the chances of them permanently maiming at least one of your colonists (and making them useless most of the time) are extremely high.

Infestations are a cool idea, but in the current form they are not fun at all.

#7
Quote from: Albion on April 03, 2018, 06:02:06 PM
Great to hear you love the mod. Feedback and appreciation is the fuel modders are running on (at least the ones without a patreon page).

What kind of damage oriented melee weapons do you have in mind? Can you give me an example or two?
Currently there is the burn stick that kind of fits that category since it deals burn damage.

What would be your suggestions in regards to shields? Just more powerful ones?
I personally like the way Rimworld deals with shields like in Dune where bullets are stopped but melee damage gets through. I therefore wouldn't want to create shields that only block incoming damage.
If you want shields like that I guess the Enhanced development mod found here will satisfy your needs.

I was thinking of a slow, hard hitting weapon, like an halberd. the Praetorian Guards from Star Wars or the Grey Knights from Warhammer 40k have some interesting weapons.

Altough most melee weapons used by the Grey Knights use psychic stuff and don't really fit in the Rimworld universe (unless it's transcendent tech level), there are some weapons they use that become sheated in energy fields that allow them to cut or disrupt matter, making it an effective weapon (and more "realistic").

Star Wars just uses vibroblade technology, which imo is probably more appropriate for a universe like Rimworld.

For the shields, some simple variations like  +HP -Recharge and viceversa is more than enough. It adds flavor to the game without disrupting anything.
#8
Hey, loving the mod (60hrs played with the mod always enabled :D) but i feel like the mod could be even better with one or two damage-oriented melee weapons in it, and maybe a new shield. Do you intend to add them at some point?



#9
Releases / Re: [B18][MODLIST] Glitter Tech
December 22, 2017, 02:10:52 PM
Quote from: pancakesquid on December 22, 2017, 05:53:13 AM
Is the Matter fabricator supposed to take 65000 watts?

You aren't supposed to keep the station running all the time. You only power it up when you have the materials to create some Alpha/Beta Poly. Once you've got enough Poly you can create the Fusion Reactor, which basically is unlimited power.

You can also craft some insane weapons, build extremely durable walls/turrets or use it for some beautiful sculptures. It takes ages to craft anything with it, but the rewards are well worth it.
#10
Quote from: Rah on July 21, 2017, 08:30:34 PM
Quote from: nefarian11 on July 17, 2017, 04:26:48 PM
No more reskin version?

Not for 2.0, but I might add it back if people want it.

I changed the default Power Armor myself with the Goliath skin, so that's not a big issue for me, but it would be good to have it back :)
#11
Releases / Re: [A17][MODLIST] Glitter Tech
July 21, 2017, 08:37:46 PM
I recently had to uninstall Rimworld and all mods, just finished installing it and it appears that the Orion corp helmet texture is missing, and spawns as a huge pink square. This is causing all kinds of fps issues even with 1 of those helmets in entire map.

Tried uninstalling and installing the mod again, didn't work. Tried changing load order (even if i'm 100% sure this has nothing to do with it, only mods installed are QoL) but didn't change anything.

I don't think it's on my end, anyone is having the same problem?

Error Message from the in-game log:

Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Apparel/MilitaryHelmet/MilitaryHelmet, color=RGBA(0.600, 0.600, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
#12
Releases / Re: [A17][MODLIST] Glitter Tech
July 17, 2017, 04:46:45 PM
Hey Sam, is there any way to remove the fire spreading effect from the APB weapons? I've started to make colonies in biomes without flammable stuff because of that =/

I really like the mod but those damn fire spreading abominations get boring after a while of extinguishing forest fires :P
#13
No more reskin version?
#14
Recently tried Caveworld Biome and it appears that the opening to the surface are causing random fires, and the plants are overlit which causes them to die and (i think) make the fires happen. The fps are also terrible for some reason, especially at night.

A really great mod but sadly the fps drop in there makes the game unplayable =(

i've been using only these following mods: (only QoL or aesthetics stuff, i don't think it has anything to do with the horrible fps)

Floor Lights - Deadmans Clothing - Prepare Carefully - More Floors - More BedsVanilla - Mending - Conduit Deconstruct
#15
Releases / Re: [A16][MODLIST] Glitter Tech
March 18, 2017, 08:57:39 PM
The author said he was going to rebalance and change some stuff around, but it's been REALLY long since any change was made to the mod. The mod is being updated tho, which probably means this mods is in a "mainteinance" status atm