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Messages - BladeOfSharpness

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General Discussion / Duplicating an item
« on: August 01, 2019, 03:26:36 AM »
Is it possible to duplicate an item either with a mod or with the debug mode? I can create an item, but you don't have a choice of the material it is made, so if I spawn a turret in debug mode, it will be a steel turret.

Now I'm playing a kind of Steampunk oriented game (Westerado, Steamworks mods) and I would like to "convert" a few things into bronze or brass items. I can do that by copying an existing one and then deleting the steel objects I have.

Help / Re: Cross reference?
« on: August 01, 2019, 03:24:33 AM »
Yes, somehow, I'll dig deeper (famous last words)

Help / Cross reference?
« on: July 30, 2019, 01:51:03 AM »
Why the log don't tell me where is the cross reference mentioning this vanilla item?

Could not resolve cross-reference: No Verse.ThingDef named Turret_Sniper found to give to MapGeneratorBlueprints.MapGenerator.ThingData MapGeneratorBlueprints.MapGenerator.ThingData
Verse.Log:Error(String, Boolean)

General Discussion / Re: Sky-high expectations
« on: July 28, 2019, 05:52:24 AM »
yes, I have been surprised to reach sky-high expectations so soon. I can't say I feel my colony is a fortress of defenses and wealth.

General Discussion / Sky-high expectations
« on: July 25, 2019, 10:28:53 AM »
I have now reached the point that my colonists have 0 mood buff because of the their 'sky high expectations'. Add the sh*t storms of things Extreme Randy can send at once, and sometime it goes bad.

They are eating fine meals (some are eating lavish if they are 'fragile') and each have an excellent bed (+10 mood buff). I'm also doing the obvious (no bad apparel, very nice dinning room and recreation room).

What can be the modd buffs I might overlook for this extra +5 that would help?

Unfinished / Re: [1.0] Go Explore!
« on: July 24, 2019, 10:06:37 AM »
Thanks! Published on Steam I guess?

Unfinished / Re: [WIP] Deep Storage (functional)
« on: July 24, 2019, 10:05:42 AM »
Actually I found a kind of universal storage, but it is very poor, 4 slots only, and it uses 2 tiles...

Unfinished / Re: [WIP] Deep Storage (functional)
« on: July 24, 2019, 04:53:34 AM »
You mod just work INCREDIBLY WELL.

a) no perceived bug
b) colonists put reliably stuff there
c) stuff is seen by anyone including caravan loading


edit: I can't find where to store my chemfuel though...

Unfinished / Re: [1.0] Go Explore!
« on: July 24, 2019, 04:52:16 AM »
Good luck with the child. You'll get to reevaluate how you see the world with him and that's good (most of the time  ::) ).

Is it release day, pretty pretty please?  :D

General Discussion / Please help, I can't stop recruiting colonists!
« on: July 23, 2019, 06:33:52 AM »
I can't resist, each time a colonist with some nice perks is around (a downed bandit, a guest, a quest giver, anyone), I try to recruit him.

I'm now at 27 colonists, but I know I'll not cease recruiting them until Rimworld explodes and my computer too, haaalp!!!

Regarding weapon-specific damage/penetration stat I don't think many modders out there know that. I'm playing with westerado and the .58 Minie ball is used by muskets, flintlock pistols and percussion pistols. The author is probably not aware of the subtlety.

Unfinished / Re: [1.0] Go Explore!
« on: July 17, 2019, 11:17:57 PM »
Yes exactly, I already use Sparking Worlds and all events mods possible and compatible, and I must say, the Rimworld is alive with events that are very diverse. In fact I seldom have twice the same event.

With your addition, it will be even better and I can't wait adding it.

Aaah, I forgot, can it be added to an ongoing game?

But is the stat existing or not?

And now for a totally unrelated remark. It seems that for a given ammos, whatever the weapon it is used in, the damages are the same. This seems totally absurd to me. Unless there is some penetration factor that differs, but it is not indicated in the weapon description.

Because definitively, a rifle firing a bullet provides much more kinetic energy to it, compared to a handgun.

Thanks for the answer on devilstrands. I'm reluctant to make composite helmets, it don't look very western to me. Now being headless is not cool either!

As for centipede, I managed to fend off a raid with colt revolvers, Sharp Sniper rifle with AP ammos and ... dynamite. I guess without dynamite, I would not have managed to put down the centipede with inferno cannon. Except I also charged it with 2 pawns with high level melee and cavalry saber, and it seems it did something (one kited if targeted while the other striked).
So as you can guess, this is very much western style.

Back to my point, the bigger centipedes seem to be prone to melee and won't fire their cannon if caught in melee, right?

Also, would embrasure not being better than trenches in defense?

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