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Messages - SF4iQue

#1
Ideas / Re: In desperate need of landing filter
January 05, 2017, 01:13:35 PM
Water placing makes good sense if you dont use killboxes on extreme randy random permadeath...

The thing is - i get that itch in my back every time i make stone sculptures on map without marble :DD
or when i make walls and its not out of granite

AND THE most awesome thing is that afaik GRANITE+MARBLE and MARBLE+GRANITE is not the same xD  (the 1st type of stone is about 70% of all stone on the map and the second one is about 30%)
#2
Ideas / In desperate need of landing filter
January 04, 2017, 01:49:25 PM
It would be awesome if we could just pick some options on the globe screen for example i land only on:

Mountanious
Granite Marble
20-30 days growing period
Water on east or north side
Near the settlement
Near the Raiders

So about 2 hours of my gameplay starts with finding that spot...

Yeah i know that its not how game was meant to be played but i am enjoying it this way only...




#3
Quote from: BlackSmokeDMax on December 27, 2016, 03:08:30 PM
EdB user interface was discontinued a couple alphas back as more of it was absorbed into vanilla. As for a mood interface, this mod JUST came out in last day or two: https://ludeon.com/forums/index.php?topic=28690.0  Haven't given it a try myself yet, but am planning on doing just that later this week when I get a chance to sit down and play.
Thx man, i've alrdy testing it, and it looks like that this mod is ACTUALLY covering both of my requests, so far its rly awesome and helpfull
#4
Mods / Re: Nominate a mod to be included in RimWorld!
December 27, 2016, 09:26:25 AM
Absolutely necessary (can't play without):

  • Refugee Stats Can i ask that refugee is he a pyromaniac or not at least!? especially f >:( k those fat ugly abrasive gay people
  • AC-Enhanced Crafting Most loved feature allows your chef to take a god damn break for a sec and do other business instead of runing between kitchen and freezer like a boomalope on her estrous cycle.
  • I Can Fix It! "Destroyed buildings will now leave behind a construction ghost, meaning that your builders will automatically rebuild things once they get a chance" I mean... why it's not in the game yet, man?
  • QualityBuilder Anyone else tired of this minigame in which you need to rebuild a crappy peace of furniture over and over to get some acceptable quality? I am. This mod has simple, yet beautiful solution.
  • Defensive Positions I cried in russian when i saw this mod for the first time... "Allows your colonists to remember their position during base defense"
  • Allow Tool SUDDENLY Allows you to Allow shit things much more faster after a raid for example.
  • DeadMansClothing You've added "Wearing dead man's clothes" debuff in game, but you haven't added freaking policy to prohibit wearing it. Thats just brutal man. Okay it's obvioulsy a joke about adding this modification, but we (randy random extreme permadeath players) sincerely concerned about that particular thing.

Would be nice (can play without)

  • Hand Me That Brick Haulers can haul resources to the construction site. LIKE THEY PROBABLY SHOULD FFS.
  • Medical Tab Well, it allows you to have much more visual contol of all health/medicine related stuff.
  • Look At Me, I'm The Worker Now "If another colonist is already doing the job, it'll now interrupt them and assign the job to the desired colonist. If the desired colonist doesn't have the right job assigned, that's OK, they'll go do the job anyway".
#5
Hey guys, anyone know a mod to make a groups of colonists and save them at hotkey or kinda? except "miscelanious core" that guy combined his marvelous mod with some retarded brain implants instead of doing 2 separate mods... gosh

AND what happened to the EDB User interface from A12, that was awesome mod for monitoring colonists mood, any suggestions to A16 player?
#6
Ideas / suggestion
December 22, 2016, 12:30:58 AM
We need a food policy!!!
For example:
1) It would be great if we could force сolonists who are not assigned to fieldwork to find a goddamn table...
2) And for others to carry some snacks with them, just in case (like a drug policy)
3) And ofcourse what kind of meals colonist can eat (i want to keep my lavish meals for staggeringly ugly, depressive gay fella)  ;D

AND!
Dissallow wearing Dead man's apparel [A16]
I was surpirsed you've added the "dead man's" feature but no policy for dissallowing it, i hope at least it would make to stable version  :-\
#7
Whats your most annoying thing in rimworld? :)

[attachment deleted by admin due to age]
#9
General Discussion / Re: Wardrobe problem
December 16, 2016, 04:35:12 PM
Quote from: Canute on December 16, 2016, 04:33:00 PM
You are sure, you didn't disable tribalwear at the cloth rules maybe ?
yep no changes except 50-100% rule
#10
General Discussion / Wardrobe problem
December 16, 2016, 04:28:42 PM
I have 1 colonist wearing tshirt and pants. He has restriction not to wear 0-50% apparel.

On my stockpiles i only have tribalwears 100% (no pants and tshirts and literally only tribalwear).

So what is happening when his shirt durability drops to 50% is:
he undresses the shirt and continues on hes basic work absolutely ignoring the fact that hes got debuff "Naked". Ok no problem, i force him to wear tribalwear, clear "forced" button and then hes like: "f*ck you and your tribalwear in particular"
*undresses tribalwear and wears pants  to get Naked debuff

i see what is problem here colonist priority is
1) follow the wardobe rules
2) wear best item i can find
3) don't be naked

and it should be
1) follow the wardobe rules
2) don't be naked
3) wear best item i can find

I have restricted him from wearing pants until i can sustain good apparel production
but any convinient ideas here? i want to do this without "forced" condition