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Messages - Stage

#1
Hello!

Back in A14 I was quite satisfied with CCLs power-saving abilities for machines/benches (when not in use, they don't need power). Maybe some modder could re-introduce this as stand alone mod to A16?

Another thing I miss is the automated factory. It was really neat to have a building produce stuff for you without a pawn involved (eg stoneblocks etc.).
If a modder could strip it from CCL and update it to A16 (and maybe make it modular/customizable, would be nice to automate mechanoid disassembly, adding mod-specific stuff etc.), I would be really glad!

Thanks,
Stage
#2
Releases / Re: [A16][MODLIST] Glitter Tech
February 13, 2017, 09:07:22 AM
I really like the concept of glitter tech, but the mod needs some refinement.

In my opinion the biggest flaw: the weapons. I really like the armor, suits and don't mind the bionics, but the weapons are way too op. If you get raided by pirates/an enemy faction in the middle of the game, you have a good chance to survive. Not with OC with their weapons attacking you. Same is for the lategame and the incredible mercenary raiders.
And If against all odds you manage to survive a raid, nothing threatens you anymore because of all those incredible op weapons

I ended up removing the weapons from the pawn list, so they spawn with vanilla (and Rimfire weapons, I love that mod). After that change, Glitter Tech is much more enjoyable.
#3
Quote from: Thyme on January 23, 2017, 01:08:10 PM
I would call that thing an aircraft.

I tried to avoid the aircraft, but it's true: first you create an aircraft-like vehicle, and then upgrade it to a spacecraft.
I wanted my Idea to be in line with rimworlds progression, and not open up completely new path :)

Ah yes, the good old SR-71. What a nice and innovative aircraft :D
#4
Well that was strange.
In my last colony where I used the rollers, the puller and pusher did somehow not seperate the rooms, but now they do (I've reeinstalled some mods and changed my load list, so maybe there was an incompatability somewhere)
Thanks for answering anyways!

Could you give the pusher a bidirectional functionality? so he can pull/push from storage buildings, stockpiles and rollers? That would be awesome!
#6
Outdated / Re: [A16] Enhanced Development - 2017-01-21
January 23, 2017, 02:05:35 AM
I have a request:

Is it possible to "merge" the shields? Via a new shield type or a research (eg "shield harmonizing")
I run into this problem when I use 2 shields next to each other: my colonists try to shoot something through the other shield, but their shots get blocked ofc.
#7
Apparently I had a lot of time to think about additions to rimworld lately...

I've seen that there where a couple of posts regarding UI-changes, so first:

I like the feel and look of the UI...let's say most of it.
This post should be a compilation of mods, or just small features of mods, that really should be in the base game, but do not introduce lots of mechanisms/automation to the game.
So let me start:


  • Wort Tab (by Fluffy) - sorting function and mouswheel support, maybe more priorities
  • Hauling Hysteresis (by Vendan)
  • Enhanced Crafting (by AlcoholV) - UI elements and worker select (maybe priotize worker?)
[li]
[/li][/list]

Non-existing improvements:

  • This is a mod-related problem: the bills-tab
    I play with a couple of mods (eg RimFire, Apparello) that add quite some crafting recipes...and my machining tables bill tab just exploded. It would be nice if there is a second bills-"window" that looks like the current crafting details window, where I can select the item I want to craft, the materials etc all at once, and then start the bill.

I would be happy to extend the two lists with suggestions from you!

Regards,
Stage
#8
The recent update opened lots of new possibilities, and I had the idea to make the spaceship not only the goal, but actually usefull in the endgame :)

I may overshoot this idea, and lots of parts can be cut, but this is what I had in mind:

Building the spaceship is not the end anymore.

  • The spaceship research should start a little sooner than now and contain more parts - allowing you to construct a bridge, cargohold, structural beam, atmospheric engines and wings, maybe engineering, airlock and whatever is useful for a spaceship (parts should be ofc behind several research projects, eg. atmospheric flight for wings and engines).
    The wings and engines are for atmospheric flight, engines are powered by chemfuel
  • After researching the base components and constructing a bridge, structural beam, cargohold, wings and atmospheric engines you can load up cargo and fly around on the planet and trade with industrial factions. Maybe even land somewhere? There the engineering bay would be useful - install a refinery and refuel on the run!
  • To finally complete the spaceship, you still need the spaceship engines and the antimatter-reactor, that now needs (a) new component(s) to be crafted
  • New component(s) can be looted from mechanoids, raided from mechanoid installations (could appear on the map like factions now) or bought via traders
  • Spaceship out of fuel? Well...say goodbye to everyone and everything onboard.
    Fly next to a pirate colony or hostile colony? Prepare to get shot at (and loose pawns/items/etc).
    Hostile factions should "see" your spaceship, and try to hunt it down.
    Bad weather could prevent the ship from starting/landing, and even cause it to crash if the pilot is bad
  • Maybe a new profession - Pilot: The better he is, the less fuel the ship needs, reaches its goal faster, is less likely to crash and so on. The ship AI core should improve these stats too.

I think this idea would fit into rimworld...maybe not as described above, but somehow it will.
I intentionally did not mention ship weapons, because rimworld is a colony simulation, not a spaceship/spacefight simulation.

Your thoughts on this?
Some similar ideas appear from time to time ("Post-Rimworld Space Travel" from the Frequent Suggestion thread), but I thought that this is something inbetween, and does not alter the endgoal to build the ship, it merely alters the way to it.

Regards,
Stage
#9
I honestly like the mechanic with the debuff, even if it is annoying.

It has already been said: I miss a "allow dead man's clothes" options (that is by default off), so my pawns don't ditch their shoddy clean pants for those excellent ones with some holes and a little blood on it, and then brag about it.

Regarding military stuff: a "refurbish" option (tailoring bench, a new building?) would be nice, so it gets cleaned and looses the debuff.

Finally: skullywags reclaim fabric should be a vanilla-thing, so we have a use for all those clothes that unfortunately lost their owner so recently.
#10
Outdated / Re: [A16] Enhanced Development - 2017-01-21
January 22, 2017, 09:23:23 PM
Don't know what's possible, but I would prefer this:

- a portable recharge station that is light and small (1x1 or 2x2, couple of KGs) that uses charge cells. Once finished it may ejects an empty cell.
- empty charge cells are crafted with plasteel/gold/uranium and components at the component assembly bench
- they need to be charged at a heavy charging station
- recharge station can carry 2(4) charge cells, 1(2) charge cell should be enough to charge a shield
- charge cells are quite heavy, 5-10 kg/cell? So a Pawn can carry a 1x recharge of his shield (for balance I would say no more than 2 recharge per pawn, otherwise use the standard shield)

I could imagine a lategame solution for droppod-raids where you have an "all-in-one" charging station that only uses a lot of power
#11
Quote from: historic_os on January 14, 2017, 05:05:25 AM
Adding a "keep forbidden" option is kinda nice but it will require an implementation of some mod settings menu which might take a while.
i am curious tho, how did you manage to get in a situation when items inside a loop are not forbidden anymore? did the source stockpile fill so they couldn't move back?

Yes, that's what happened. I had a system where my freezer was closed and only accessible via rollers, input on the outside, output to a RimFridge next to my stove. Once the stockpile zone filled up, the loop got stuck and all items got accessible. Inside the freezer no problem, but the one tile in-wall roller...the kept picking stuff up, running outside to the input stockpile zone and so an.

Would it be possible to implement an in-wall pusher/puller? Or some kind of 1-tile transport mechanism to transport items between 2 stockpile zones?
#12
Hello!

I hope it's alright to ask support for my modded installation.

1. I have noticed a strange behavior of Rimworld: I play this game on 2 different PCs (thank you steam cloud sync!). One is a desktop with an i5 2500k and 16GB ram, the other a laptop with an i7 4500u (dualcore ultrabook processor) and 8GB ram. Somehow the RAM usage of Rimworld on both machines is different. On my desktop my installation likes to take a steady amount of 1.5GB of RAM all the time, on my laptop however it varys between 1.5GB and 600MB. Once I hit 600MB on my laptop, the performance is abysmal. After restarting the game the RAM is back at 1.5GB and the game runs smooth.

2. I noticed a strange stuttering in later stages of the game. First I thought some mods are throwing errors, but according to log the only error there is is:

Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

I started several games to see if I find the issue, but the only thing I noticed was:
- too many animals
- the stuttering starts about 10 colonists. With lower than that, the performance is quite good.

Any idea where I should start looking?

Regards,
Stage
#13
Outdated / Re: [A16] Mind Altering Device (v1.16)
January 20, 2017, 12:56:17 AM
Quote from: Guido (Pink Omega) on November 23, 2016, 07:24:19 PM
So I installed this and misc robots ++....

Well...my medic annoyed me with having some crappy traits and backstory, so I thought he might be volunteer for my MAD project. And I too use Robots ++

Result: hillarious...and regarding backstory somehow fitting...



[attachment deleted by admin due to age]
#14
I love to play extreme difficulty. These are the things that nearly make me quit (or edit the savegame):

- Mass mental breaks/berserks: not beeing able to deal with these is a thing that I miss. No psychiatrists, (in the beginning) only smokeleaf and the later drugs are not that good too (hello addiction!)
There are enough methods to avoid mental breaks, but if you get several bad events at once, you barely make it out alive.

I would like so see a small rework of the negative buffs (corpse/rotten corpse - why the rebuff per corpse? Especially after a raid...remember they tried to kill you?) and the rate of rebuffing. Not much, but a little tweaking.
A couch would be nice too, where high social pawns can talk with other pawns to lower the duration of some buffs/increase the mood (but maybe decrease the mood of the therapist?)

- The randomness of the disease-incidents. No one feels sick, everyone is happy and health and suddenly -BAM- 2/3 of my colonists have malaria/plague/..., and the worst thing is the immunity is random. I would like to see pawns slowly get sich ("feeling sick", something, "showing symptoms", something, disease). Your medics should be able to examine the pawns for diseases and if detected prevent other pawns from getting it via quarantining the pawn. Ofc detection-rate should be based on medical skill, equipment and maybe experienced diseases (known-disease modifier)

#15
Ideas / Electric stonecutting table
January 18, 2017, 10:20:58 AM
I looked around in the forums, and haven't found a mod or suggestion for this...so...

Please add an electric stonecutter. There is an electric version for all (except art) worktables, why not for this one?
I don't think that there is not much else to say here :)