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Messages - Vlad0mi3r

#1
Quote from: Canute on January 05, 2020, 03:02:49 AM
Vlad,
just edit the defs/ResearchProjects_RFF.xml
and change the
<techLevel>Industrial</techLevel>
into
<techLevel>Medieval</techLevel>
.

That sounds really easy. Now I'll have to educate myself and then who knows what might happen. Do I dare to modd something?
#2
I know you have a life dburgdorf and its probably more fun and enjoyable when people are not asking you for stuff.

However I love your work and so I have a request (we always hurt the ones we love).

I am at the stage where I have to change things up with rimworld and am playing around with Medieval times, Magic etc.

Is there the possibility that you could put an option into fertile fields to make advanced terraforming a medieval level tech? I want to make my castle with a shallow water moat and I also want to be able to backfill shallow/deep water on the coast.

I found a work around for heavy bridges (Romans built some very solid bridges) so if you feel inspired that would be 2 more mods I could drop off my list.

Very big Please and Thankyou (Thankyou is just for reading this)
#3
Mods / Re: [Request] Suicide
January 04, 2020, 05:15:46 PM
Psycology is the mod you want. I has mental breaks that lead to self harming and without medical care the Pawn will bleed out.

Quote from: 5thHorseman on December 25, 2019, 10:52:19 PM
Quote from: CucumberedPickle on December 25, 2019, 04:40:51 PM
Quote from: Canute on December 25, 2019, 03:40:56 AM
You know on xmas so many people are depressiv and got weired ideas ! :-)
-12 mood penalty
Ate Christmas dinner without a table.
Quote from: 5thHorseman on December 25, 2019, 10:52:19 PM
Quote from: CucumberedPickle on December 25, 2019, 04:40:51 PM
Quote from: Canute on December 25, 2019, 03:40:56 AM
You know on xmas so many people are depressiv and got weired ideas ! :-)
-12 mood penalty
Ate Christmas dinner without a table.

The ate Christmas without dinner table actually made me laugh.
#4
Releases / Re: [1.0] Boats!
December 31, 2019, 05:25:04 AM
I have had the same thing happen had to draft and then undraft and the boat moved off the map.
#5
Releases / Re: [1.0] Boats!
December 18, 2019, 11:24:36 PM
I now have the galleon built and yes its awesome. It takes a lot of pawns to man properly (I only had 1 pawn free after loading) so it makes it a late game special item for sure.

The fishing boat is ok. I use Rainbows fishing mod and for the time i was out on deep water I would have caught more fish from fishing spots with moderately skilled pawns. Maybe add fishing rods and fishing nets to the tech tree to increase the fishing rate.

Issues:

My row boat got one of the seats shot off and my fishing boat has a permanent crack in the hull. These cannot be repaired and my fishing boat is now in pain 14%.

My pacifist/non violence pawn boarded the ship. Now I have the colonist missing primary weapon alert up whenever they are not on board a ship. This could be a conflict with simple sidearms but I don't think so.

Last but not least I can not get rid of any of the boats I have made. From a colony value perspective this is an issue, Maybe the option to dismiss a boat same as for a colonist.
#6
Releases / Re: [1.0] Boats!
December 16, 2019, 09:04:35 PM
Good to know about the shipwreck.

I had a bulk goods trader selling Carvel meat was tempted to buy some.

Another thought was adjusting the speed of movement which although is 24hrs a day could come up a bit say closer to 5 tiles in 12 hours. Just thinking from a sailing perspective you move a bit faster than walking pace on average.
#7
You may want to look at the mod "A Dog Said"
#8
Releases / Re: [1.0] Boats!
December 14, 2019, 05:15:00 PM
Started a new Tribal game to give the boats a go. Had to start on an Island of course just to make it interesting.

Well I have to say I am so happy with this mod I haven't built the Galleon yet as I don't have the Pawns to man it properly yet but the row boat and the Carvel have been awesome. The mod has a Rimworld feel and look to it which helps. I used the Carvel to fight off a mech ship part attack which was fun (What happens to the pawns on board if the ship dies?) bit tricky to get the cannon shots on the mark but good fun.

I think the cost for the Carvel and Galleon are a bit cheap in materials I would suggest upping them as the benefit definitely out ways the cost. At least 100 steal per cannon and 100 cloth per sail (Top sail, Main, Mizzen and fore so 400 for Carvel) the wood cost is ok but could be higher. Also minimum construction and crafting to build.

Looking forward to see where this mod goes.

Would highly recommend to anyone who loves to sail 8/10 
#9
General Discussion / Re: Untraditional killbox
October 25, 2019, 12:37:14 PM
Is that overhead mountain at the top of that kill box?

If it is the first thing I would be doing is fill it in and change the shape of the kill box. You don't need and infestation right when you are being attacked by Mechs.
#10
General Discussion / Re: Sky-high expectations
September 29, 2019, 11:43:25 AM
Embrace it.

Once they are at sky high expectations it wont get any worse. So just make sure everything is looking good. Wall off areas where unattractive stuff goes, Chunks/Corpses.

Recrooms need to be flash as well as dining rooms. For crafting areas a good Large sculpture covers off a lot of stuff lying around on the floor.

Fine meals also help as well as keeping people out of shabby clothes by adjusting your clothing/outfit options.

If you play an unmodded game then statues here and there help keep beauty up. If you play a modded game there are lots of options.
#11
Mods / Re: Infestation bait question
September 29, 2019, 04:25:34 AM
Because, like you said you can up it in the mod settings. Also Infestations tend to pop up at the same spot after the first one so maybe just wait and see if they pop up again without the bait in the same spot. Also baiting them would mean you can set up a defence point so you can grind them up easy.
#12
Ideas / Batteries could be different....
March 27, 2019, 07:37:57 AM
So batteries have catastrophic fails releasing all the charge at once. Batteries don't do this, well they do explode if they are lead acid and not well ventilated.

What does happen is batteries loose their ability to hold a charge. All batteries do this.

My suggestion would be that batteries loose .1% capacity each day that they hold current. If the batteries go under 50% charge then they should loose .2% capacity per day.

Just a thought.
#13
Ideas / Training food choices
February 03, 2019, 12:56:15 AM
Now we can set food restrictions for colonists. How about food restrictions for training animals?

Please use the kibble for training not the raw materials that can make twice as much kibble.
#14
Ideas / Shelves why only 2 square?
February 03, 2019, 12:53:05 AM
This is really a mod request.

Shelfs of only 1 square and shelfs of 3 squares. I am trying to keep my kitchen running smooth and fast but its not easy on the space when you can't just have a one square shelf.

Maybe rimfridge is the way to go but that costs power.

Is a one square shelf to much to ask?
#15
You might want to get in touch with the creator of the "Save our ship" mod. Where you get to keep your ship and not crash land.