Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Xevion

#1
https://www.reddit.com/r/RimWorld/comments/6ujheq/genious/

Fix this, I've had troubles in this kind of thing too, and it happens in all kinds of scenarios.
It apparently can starve and kill people according to the comments linked on that Reddit post.
Thanks, RimWorld's a great game and the only thing that should be bad about it is "literally unplayable" level bugs.
#2
Outdated / Re: [A16] Extended Weaponry V1.0.1
February 01, 2017, 06:27:57 PM
Quote from: Neildmac on January 23, 2017, 01:57:19 PM
For the record, I am taking suggestions on what weapons to add into the 1.0.2 update. Either reply on this forum, the steam workshop page or join the reddit Non-official Rimworld discord. (https://discord.gg/UTaMDWc)

Current planned weapons include:
Ballistics: Flechette Shotgun [Needle gun]
Lasers/Charged: Remaining laser variants, Gauss rifle and Disintegration ray
Misc: Flamethrower, Napalm Launcher, Acoustic harassment devices (Sound cannons), Portable cannons and possibly the 'Brown note'

V1.0.2 will most likely rename the Laser weapons to Charged weapons, following a suggestion on the steam workshop.
I don't want to read through everything and check whether you already have one suggested, or if one of them means this, but you can you make a stunning, or blackout gun? E.G. its purpose is to be a non-lethal alternative, a way to capture people, for... Organ..ic Science of course!
#3
I think I might have found a bug, Pests will spawn on my flower pots...
Great mod, and I just found them all over my flower pots, good thing I have the Wildlife tab to quickly send them to the butcher's table (rarely gets any action).
#4
How can I disable some of the body types?
Any mods/manual ways to replace it?
#5
Ideas / Re: We need a new tech tree....
January 16, 2017, 11:29:24 AM
Quote from: TheSoloGamer on January 13, 2017, 09:10:20 PM
Right now, Rimworld seems pretty dull in the research side. You can't have too many mods, or the tech tree will run out of room, you need a lot of mods to make research worth it, without it just being "Oh, all my colonists are doing nothing. Send them to the pits of research!"

What Tynan/Ludeon Studios/Modders should implement
The current tech tree needs more space, so i propose a scrollable tech tree, not just left/right, but up/down too. This would make the game more modding-friendly. Also, the vanilla tech tree should be a bit more complicated. Right now, the tech tree is mostly bare space without mods, and with mods it is a cluster**** of tech where there is 1500 lines going everywhere, with 1600 off the screen.
I, and most people who use mods often, would love a tech tree that is bigger, prettier and organized
No left and right, but zooming out and being able to click & drag is a better solution.
I really, really don't like using scroll tabs, especially in-games.
#6
Quote from: Scythah on January 15, 2017, 07:58:45 PM
Quote from: Stinguerx on January 15, 2017, 06:28:03 PM
Quote from: Scythah on January 15, 2017, 02:40:49 AM
...

The construction type is also the "mining type".

Oh whoops, GGWP on my reading skills. Disregard then.
I was looking at this, and thinking "I really want to reply to this and tell this idiot about how intellectually behind he is, but that'd be mean and he is probably wanting a separate type that isn't construction, and definitely hasn't just failed to read a large portion of the thread...".
#7
Ideas / Re: Multiple Tools
January 16, 2017, 02:56:13 AM
Quote from: Anonymoose on January 14, 2017, 07:36:14 PM
I propose that a character should be able to carry more than one weapon.
If a raid occurs I would want my characters to shoot at the raiders, then, if they get close, take out a knife and stab them.
No, unless you are only carrying a melee weapon, which by the way must be categorized to small swords, knifes, and a very select few large weapons, for example, large swords that have been engineered to be extremely light weight, using glitterworld tech and the lot.
#8
Quote from: harpadarpa on January 16, 2017, 12:00:24 AM
It feels like the solution to this is just so easy, though. Have separate tabs. Like have a tab for research included by Mod A, have a tab for vanilla research, Mod B research, etc. If the mod requires some research from vanilla, or another mod, then that's fine. Have that ONE SPECIFIC piece of research show up on that tab, connected only to what it influences.
That's a pretty good idea, maybe color code it so that the specific mod that you are looking at stands out apart from other mods, or vanilla too?
#9

Certainly the most beautifully organized thing you've seen in your entire life, am I right?

Can someone make a mod, or can the developers find a way to fix this?
It's getting annoying, I can't even follow the little lines at this point.
I actually have a good idea, make the little text right here clickable, and it will then select the research item the text is referring to.

So, how can I fix this, or how do you think we can fix it?
#10
Ideas / Planet-wide Biomes
January 15, 2017, 07:15:21 PM
I'm not saying make the entire thing Ice Sheets, but why not some different types of planets for different types of difficulties and challenges.

For example Cold planets feature no deserts, generally everything is colder, boreal forests are rare and most of the planet is Tundra, most people would be wearing Parkas, too.
Hot Planets would feature more deserts and less oceans, and a huge chunk of the population would be wearing Dusters and light clothing.
Earthly Planets feature a wide array of all the biomes, just like we have today.

#11
Ideas / Re: Planet Size
January 15, 2017, 07:11:11 PM
Could you elaborate a bit?
If you are asking to make more tiles on the planet, I would say that is basically useless.
#12
We already have a basic mod for the scars part.
Maybe you could ask him to donate some code/time for this.

Scroll down for Dermal Regenerator.
https://ludeon.com/forums/index.php?topic=14177.0
https://github.com/Skullywag/DermalRegenerator/releases/tag/DermalRegenerator1.8
#13
Ideas / Re: Neolithic Weapons? Neolithic Armor.
January 15, 2017, 07:06:16 PM
That is Medieval armor, not Neolithic.
We already have "Neolithic Armor".
Tribalwear.
They didn't really have "Armor" back then, or maybe they considered Armor to be Tribalwear, and
"Naked" to be normal.
#14
I'm currently in love with the art just by looking at it, currently getting ready to roll around on the floor for a few hours in love with the thought of just installing these.
I've been having way too many problems with cleaning and huge workloads, but this...this...has solved my god damn problem.
Thank you so much for making this!
#15
Quote from: Russian Santa556 on January 14, 2017, 03:29:31 PM
In one of my colonies, I had this room in the very, very center of my heavily fortified colony. It was a tiny 4 by 5 room that, in the absolute beginning of the game, had served as the shared bedroom for my three starting colonists. I kept it around at first out of sentiment, almost like it was a memento, but never really found a practical use for it.

And then, I captured a prisoner. But at the time, I didn't have any more empty cells in my prison, so as a temporary measure, I put a sleeping spot in the old barracks and let him stay there until a spot opened up.

I very soon forgot about that prisoner's existence.

In addition, this prisoner never once received any food, nor medical treatment for his considerable injuries, or anything. I don't know why, I think it's because by default I never give prisoners food unless their stats deem them worthy of recruitment. Except with this guy, I never once checked his stats, so he just sat there for about five days, bleeding slowly but relentlessly and starving to death.

That gave me the idea to turn that bedroom into the deepest, darkest, most hellish place in my entire colony. I named that room "The Hole" and from then on, I placed all my useless prisoners in there, the ones with no worthwhile stats or with bad traits. They received no food, they were routinely tortured with extreme temperatures, like sub-subzero temperatures or literally 1200 degrees of face-melting heat.

Severely wounded prisoners who simply couldn't be saved also went into the hole in order to serve as food and decoration. Their blood painted that tiny cell red, and when they died, it wasn't long before the prisoners would get hungry and eat their fellow man. And sometimes, just to be especially cruel, I'd let the corpses ripen and rot for a few days before having them hauled in, just to heighten my prisoners' suffering as much as possible.

One guy in particular lived for well over three years, constantly starving, constantly having to kill other prisoners when they broke mentally, constantly having to edge toward the brink of death, but never quite being able to touch that sweet, sweet release. At the end of it, I'd become quite attached to him, and even went as far as actually treating his injuries when he became badly hurt.

Once, I even let him eat a simple meal 'cause I'm just that generous.

This prisoner was never released or recruited. Eventually, just after the anniversary of his third year, I decided to have him diced up and served into the local supply of lavish meals, so that he could live on forever through my colonists.
You are a god.