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Messages - Modo44

#1
General Discussion / Re: Modpack?
March 16, 2019, 11:31:32 AM
There was one big mod pack, but it was pretty unstable, and died as it was too difficult to keep updated as fast as Rimworld. Since everyone likes different things, it makes more sense to install what you want. Just try to keep big conversion mods separate, and you should be fine.
#2
The pawns seem lazy about fulfilling their new thirst/hygiene/bladder needs. This virtually guarantees a constant mood debuff of some sort.

Given the number of needs from vanilla and this mod combined, there is a lot of added -- wasted -- walking time. I think all needs should be rebalanced to account for that.
#3
Outdated / Re: [B18] Insulating Walls
November 01, 2018, 04:00:43 PM
Insulation based on wall condition is nice, but it would also need to depend on the specific material to make sense. For a basic example, the same thickness of wooden wall will insulate way better than steel.

Also, single walls need to matter this mod is going to work in a plausible way (i.e. not require reading the manual to understand what is happening).
#4
Releases / Re: [1.0] Alpha Animals - 1.06 (31/10/18)
October 31, 2018, 06:41:29 PM
Following the Nightlings, I think it was simply the result of spawning them in groups on game start. Their early hunting cycles are synchronized, so they end up killing way too much. It clears up later.

Also, I am sorry for the poor OG Rimworld predators. Even bears are fodder. Playing on boreal forest maps, it seems like there may be too few herbivores to eat.
#5
Releases / Re: [1.0] Alpha Animals - 1.02 (22/10/18)
October 28, 2018, 05:30:00 PM
Nightlings seem to be killing stuff just to kill, leaving a lot of dead meat to rot. I see a lot of barely touched big game rotting. Is this on purpose, or a bug of some kind?
#6
Releases / Re: [1.0] Snowy Trees v0.21.0
October 27, 2018, 04:16:55 PM
This is such a tiny thing, but so awesome for immersion. Thank you.
#7
Releases / Re: [A19] SimpleSidearms (1.3.0)
October 25, 2018, 02:09:42 AM
Quote from: PeterR on October 03, 2018, 01:40:20 AM
Even a better implementation would be this: pawn can equip 2 weapons - 1 melee, 1 ranged. Pawn uses ranged by default. If someone engages pawn in melee range he auto switches to melee to defend. Remove all UI completely.
No. This mod is very useful combined with mods that add non-combat tools. Without a way to manually switch "weapons", it would lose part of its appeal.
#8
Quote from: Madman666 on July 07, 2018, 01:30:37 PM
While 1.0 has a lot of good changes and larSyn's artwork is absolutely fabulous, feels much less fun with the game artificially adjusted to have more chances to make you suffer for either not microing something like kitchen cleaning, or for using turrets instead of your squishy everwhining colonists.
Game balance is the excuse given. But really, it is all about forcing a specific type of game progression to happen. Ever. Single. Time. Thank fuck for mods, because I could not stand that for more than the first couple playthroughs.
#9
Quote from: Syrchalis on June 28, 2018, 07:14:01 AM
I think it's a bit of a conscious design decision. At the start it's good to have many berry bushes so food isn't so hard to come by. And as the game goes on they disappear (max lifespan reached or winter). This forces you to make sure you get food other ways and so increases difficulty.
Bull. Plants in Rimworld simply do not return at a natural rate after winter because the plant growth algorithm is borked, was for a long time.

Separately, a growing colony could not survive on berries and healroot because it would quickly have too many people for it to be feasible. Thus, plant regrowth is not actually a long-term balance factor.
#10
Quote from: Electroid on June 23, 2018, 11:02:27 PM
but once the snow comes and clears them out it seems to take too long for vegetation to respawn.
I guess Tynan still did not get the memo that many plants other than trees also survive freezing winters.
#11
Do dormant hives spawned at map creation still attack as soon as it gets cold?
#12
Quote from: Bozobub on May 23, 2018, 09:51:05 PM
You DO realize he directly said development has not stopped, correct..?  And that there will be more content after 1.0, just not major systems.  That's exactly how software development is supposed to work, at least if you have bills to pay.  Development of new content ALWAYS slows after the initial release of a given game.
Or at least the adding of new features can slow/stop in favor of more polish. Rimworld is a great game, but in need of many QoL and performance improvements. So far, these always kind of fell away in favor of more stuff.
#13
Embrasures make it simple to destroy manhunter packs, and maddened animals, because they treat embrasures as walls. Would it be possible to make manhunters attack embrasures like they do doors? That way you could not gun animals down with impunity.
#14
Have you considered adding snow on plant textures to this mod (similar to Snowy Trees, which doesn't seem to fully work anymore)?
#15
I think the bone weapons are too strong. They almost rival steel stuff, but IRL they never would. Bone is way too weak compared to steel. I can see bone weapons being slightly stronger than wood (easy to get sharp), but that's about it.