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Messages - chacotaco84

#1
Mods / [MOD REQUEST] Grenades as a single use sidearm
January 23, 2018, 11:02:04 PM
Hello there, as I've played over 500 hours of rim world, one thing I've stopped enjoying is how the grenades function in the game.  I find it weird how there will be a raider pawn who apparently thinks gun fighting involves getting behind cover and chucking infinite numbers of grenades.

I would love a mod that makes grenades more powerful but single use items that would be attached to pawns as sidearms in their inventories.  When pawns are drafted you can then order them to "toss explosive," and they would quit shooting/melee and run close enough to where you clicked to toss the explosive.  After that the explosive is gone from the inventory.

Of course I would like raiders to have this ability also, so in the middle of a gunfight one raider starts charging in and the player has an "OH SHIT!" moment when he tosses some TNT to bust up your walls. 

My 2 cents thx!
#2
Outdated / Re: [B18] Boots and Gloves
January 23, 2018, 05:17:29 PM
Ok took your advice and looked up helptab. According to helptab I need the "tiberium research crafting adapter" in order to build light/heavy boots and gloves!  No idea how you're mod would run into incompatibilities with Tiberium Rim!

Tactical Boots and Gloves still require the machining table which works. 

I fixed it by putting Tiberium Rim below it in the load order.

Thx for the help troubleshooting.
#3
Outdated / Re: [B18] Boots and Gloves
January 22, 2018, 09:58:57 PM
Hey I like your mod a lot, but I'm not seeing the recipe for the boots and gloves in the tailoring workbench.  Could it be a conflict with any mods?
#4
Mods / [MOD IDEA] sheep dog training.
December 12, 2017, 03:13:03 AM
As I was watching one of my chickens get murdered by a fox for the 1000x time before I got my secure barn up, I came up with an idea.  In my game, the "smart" animals, like bears and dogs and such usually just end up being haulers or bullet sponges for melee fighters.  However, I had the great idea for another training tab that could be completed by handlers.

When the training is done, you could assign your dog/bear/war or whatever to shepherd whatever other animals you have in your colony.  They would be programmed to stay decently close by (except to eat and maybe occasionally haul,) and protect the animals.  If a predator locks onto one of your animals to hunt it and it gets close your shepherd animal will rush over and attack it.

I think this would give dogs and such a whole new advantage and honestly, feels more immersive than the vanilla games design of allowing them to haul to your storage zones.

#5
Tools / Re: Google Sheet for Weapon DPS
December 07, 2017, 04:29:03 PM
Thanks, this helps!

#6
Help / Help - make guns from raiders deteriorate faster.
September 09, 2017, 08:00:36 AM
Hey there, I'm attempting to make a weapon/combat overhaul mod.

One big aspect is I want to create an incentive for the player to craft weapons themselves.  I don't know about y'all, but I rarely care about crafting guns and instead like keeping my components for more useful things.  I feel that I can usually pull together better guns from raiders and turrets usually keep me covered in the early game until then.

So, I thought that in the same way "dead man's clothing," was an attempt to balance getting clothes from raiders, I'd like something similar to guns.

Particularly, something to affect deterioration rate.

I want it to represent the fact that the guns are made from a different group of people using different tools so your colonists don't have the replacement parts on hand for the gun you picked up from the stranger.

Or, another way around it, would be to add the ability to repair guns that you've crafted yourself but be unable to repair guns you've picked up in the field. 

Anyways this is a bit more coding than I know how to do.  If anyone could put me in the right direction to get started I'd appreciate the help.
#7
Hey, was thinking that different dog breeds should be able to mate, and the offspring could just be a general dog looking dog with a species name of "mutt" with some general stats. 

If I had female yorkshires and male huskys in my base........ i think i know what would probably happened if no one gets fixed.

Thought it would be a neat little mod, and also make the player need to be a bit careful when it comes to keeping and breeding dogs if they want the right breeds.

#8
Help / Re: Where to find weapon Art Assets?
January 29, 2017, 12:47:37 PM
Thanks Vandris that looks quite nice!
#9
Help / Where to find weapon Art Assets?
January 28, 2017, 09:09:04 PM
Hey, I'm trying to make a very vanilla oriented weapon overhaul mod (NOT ANOTHER ONE! i know...)

But I don't know how to make the models and probably wouldn't make very good ones even if I learned.

So far my current mod I've expanded the charge weaponry:

https://steamcommunity.com/sharedfiles/filedetails/?id=812711700

I got my models from someone willing to give them away.

I want to expand the gunpowder weapons to go along with my changes to the research requirements.  If anyone would be willing to make the texture models for me or know where I could find some ones to use I'd appreciate it.

I'm looking for textures/models for

-A combat rifle (an AK-47 looking gun)
-A battle rifle (an FN FAL looking gun)
-A combat SMG (an MP5 or UMP 45 looking gun)
-A semi-auto rifle (an SKS looking gun)
-A semi-auto shotgun ( A saiga looking gun).
-A crude SMG (something like a grease gun, or an MP-18)
-An anti-material rifle. (a barrett 50. cal looking gun)
-A pipe bomb.

Thanks for your help!
#10
I like the idea of predators, but I find it to be the danger to my colonists/animals to be the most micro-intensive.

I wish for two things:
-A better warning for when a colonist/animal is getting hunted.  To keep it balanced, you could make it so certain variables affect whether this warning will pop up or not.  So, for instance, a dog is probably not going to get sneaked up on very easily.  A human with bionic eyes and ears (EPOE), would probably sense when a grizzly bear is charging after them.  However, a 72 year old women who has no hearing might not have the ability to see the timber wolf stalking her.

-Colonists will attack the creatures PRIOR to getting actively bitten.  This is a big part of the micro that I hate.  If I have a super shooter with a charge rifle, if I just draft him in time while I know the animal is hunting him and he's got 10 squares of distance to shoot the animal then he's going to drop it like a sack of bricks for zero danger.  However, for some reason he only notices that a grizzly is trying to eat him when the Grizzly is ACTIVELY on top of him biting his arm off, so he just tries to whack it with the butt of his charge rifle.

I like to keep predators (I don't like just getting rid of interesting challenges in the game) but I find predators to be the most micro-intensive and least enjoyable of the challenges.  It really needs an overhaul.

#11
Ideas / Force "0" instead of incapability.
December 01, 2016, 03:59:10 PM
I was thinking of some balances the other day.

I for one use the "everyone cleans and hauls" mod, as I found it annoying to have to handle the micromanagement of pawns who are incapable of cleaning and hauling.  I felt to make them worthwhile you had to have them 24 hour laboring on meals or sculptures or some such in order to at least make a silver profit out of it.

The worse "cannot do" I find is doctoring.  I've had a bad raid before with all my colonists down except for two.

One was my primary doctor who only had a 50% bleed rate from a gunshot wound.  The other was my pawn who cannot doctor.

Of course the pain my doctor had ended up making him go berserk, which caused a chain of events that ended my colony as he then wasn't able to save the rest of my wounded colonists

TLDR though I find these things annoying I also don't like the thought of just magically disabling them and taking away an aspect of the game that adds depth/difficulty.  I think a good compromise instead of having people completely incapable of doing things is to "force 0".  I.E., instead of being totally unable to doctor, their skill is 0 and they absolutely are unable to ever raise it.  Then, if they DO perform that skill, they get a small debuff (like "did a job I hate -4").

For something like hauling/cleaning which has no skill XP, it could be something like they do each task 50% slower and get the debuff when they do it.

I think this would be the best compromise between what I think vanilla Rimworld is trying to make player's do (strategically think for which colonists should do what work) and what I find to be annoyingly constraining in game (a colony of two, someone is extremely hurt but I can't doctor so oh well guess they will bleed to death).

My 2 cents.